VoxelEngine/src/definitions.cpp

108 lines
3.0 KiB
C++

#include "definitions.h"
#include "content/Content.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/input.h"
#include "voxels/Block.h"
// All in-game definitions (blocks, items, etc..)
void setup_definitions(ContentBuilder* builder) {
// TODO: automatic atlas generation instead of using texture indices
Block* block = new Block("core:air", 0);
block->drawGroup = 1;
block->lightPassing = true;
block->skyLightPassing = true;
block->obstacle = false;
block->selectable = false;
block->model = BlockModel::none;
builder->add(block);
block = new Block("base:dirt", 2);
builder->add(block);
block = new Block("base:grass_block", 4);
block->textureFaces[2] = 2;
block->textureFaces[3] = 1;
builder->add(block);
block = new Block("base:lamp", 3);
block->emission[0] = 15;
block->emission[1] = 14;
block->emission[2] = 13;
builder->add(block);
block = new Block("base:glass",5);
block->drawGroup = 2;
block->lightPassing = true;
builder->add(block);
block = new Block("base:planks", 6);
builder->add(block);
block = new Block("base:wood", 7);
block->textureFaces[2] = 8;
block->textureFaces[3] = 8;
block->rotatable = true;
builder->add(block);
block = new Block("base:leaves", 9);
builder->add(block);
block = new Block("base:stone", 10);
builder->add(block);
block = new Block("base:water", 11);
block->drawGroup = 4;
block->lightPassing = true;
block->skyLightPassing = false;
block->obstacle = false;
block->selectable = false;
builder->add(block);
block = new Block("base:sand", 12);
builder->add(block);
block = new Block("base:bedrock", 13);
block->breakable = false;
builder->add(block);
block = new Block("base:grass", 14);
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->model = BlockModel::xsprite;
block->hitboxScale = 0.5f;
builder->add(block);
block = new Block("base:flower", 16);
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->model = BlockModel::xsprite;
builder->add(block);
block = new Block("base:brick", 17);
builder->add(block);
block = new Block("base:metal", 18);
builder->add(block);
block = new Block("base:rust", 19);
builder->add(block);
}
void setup_bindings() {
Events::bind(BIND_MOVE_FORWARD, inputtype::keyboard, keycode::W);
Events::bind(BIND_MOVE_BACK, inputtype::keyboard, keycode::S);
Events::bind(BIND_MOVE_RIGHT, inputtype::keyboard, keycode::D);
Events::bind(BIND_MOVE_LEFT, inputtype::keyboard, keycode::A);
Events::bind(BIND_MOVE_JUMP, inputtype::keyboard, keycode::SPACE);
Events::bind(BIND_MOVE_SPRINT, inputtype::keyboard, keycode::LEFT_CONTROL);
Events::bind(BIND_MOVE_CROUCH, inputtype::keyboard, keycode::LEFT_SHIFT);
Events::bind(BIND_MOVE_CHEAT, inputtype::keyboard, keycode::R);
Events::bind(BIND_CAM_ZOOM, inputtype::keyboard, keycode::C);
Events::bind(BIND_PLAYER_NOCLIP, inputtype::keyboard, keycode::N);
Events::bind(BIND_PLAYER_FLIGHT, inputtype::keyboard, keycode::F);
Events::bind(BIND_HUD_INVENTORY, inputtype::keyboard, keycode::TAB);
}