#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); }