Gave rendering access to the tilestate instead of the meta

This commit is contained in:
josua 2019-09-04 17:06:27 +10:00
parent a1488570d9
commit 888e359f9c
50 changed files with 756 additions and 268 deletions

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@ -15,6 +15,8 @@ import shootergame.init.Sounds;
import shootergame.init.Textures;
import shootergame.input.JoystickCallback;
import shootergame.mainloop.MainloopEventHandler;
import shootergame.menu.Menu;
import shootergame.menu.MenuNone;
import shootergame.world.World;
import shootergame.world.chunk.ChunkEventHandler;
import shootergame.world.layer.layergen.LayerGenCaves;
@ -28,6 +30,8 @@ public class Main
public static World world;
public static AudioEngine audio;
public static Random rand = new Random();
public static Menu menu = new MenuNone();
public static boolean game_paused = false;
public static void main(String[] args)
{

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@ -1,14 +1,13 @@
package shootergame.display;
import shootergame.Main;
import shootergame.entity.EntityInventory;
import shootergame.entity.player.EntityPlayer;
import shootergame.init.Textures;
import shootergame.inventory.Inventory;
import shootergame.items.ItemStack;
import shootergame.text.Text;
import shootergame.util.gl.GlHelpers;
import shootergame.util.gl.texture.TextureReference;
import shootergame.util.math.ItemStack;
import shootergame.util.math.vec.Vec2d;
public class DisplayRenderUI
@ -55,9 +54,11 @@ public class DisplayRenderUI
GlHelpers.end();
// Display the amount of ammo left
// Display the amount of ammo left, and the defence and gun level
GlHelpers.pushMatrix();
TextureReference ammo_tex = Textures.ITEM_AMMO_BOX;
TextureReference gunlevel_tex = Textures.UI_GUN_LEVEL;
TextureReference deflevel_tex = Textures.UI_DEFENCE_LEVEL;
GlHelpers.begin();
ammo_tex.texCoord(0, 1); GlHelpers.vertex2(-9.5, -8.5);
@ -65,10 +66,25 @@ public class DisplayRenderUI
ammo_tex.texCoord(1, 0); GlHelpers.vertex2(-8.5, -7.0);
ammo_tex.texCoord(1, 1); GlHelpers.vertex2(-8.5, -8.5);
gunlevel_tex.texCoord(0, 1); GlHelpers.vertex2(-9.5, -6.5);
gunlevel_tex.texCoord(0, 0); GlHelpers.vertex2(-9.5, -5.0);
gunlevel_tex.texCoord(1, 0); GlHelpers.vertex2(-8.5, -5.0);
gunlevel_tex.texCoord(1, 1); GlHelpers.vertex2(-8.5, -6.5);
deflevel_tex.texCoord(0, 1); GlHelpers.vertex2(-9.5, -4.5);
deflevel_tex.texCoord(0, 0); GlHelpers.vertex2(-9.5, -3.0);
deflevel_tex.texCoord(1, 0); GlHelpers.vertex2(-8.5, -3.0);
deflevel_tex.texCoord(1, 1); GlHelpers.vertex2(-8.5, -4.5);
GlHelpers.end();
GlHelpers.translate(-8.5, -9, 0);
Text.render(Integer.toString(player.ammo), text_size);
GlHelpers.translate(0, 2.5, 0);
Text.render(Integer.toString(player.gun_level), text_size);
GlHelpers.translate(0, 2, 0);
Text.render(Integer.toString(player.defence_level), text_size);
GlHelpers.popMatrix();
// Display all the items in the players inventory
@ -121,5 +137,8 @@ public class DisplayRenderUI
Text.render(item_active.item.getName(item_active.meta), text_size);
GlHelpers.popMatrix();
}
// Render the loaded menu
Main.menu.render();
}
}

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@ -1,11 +1,12 @@
package shootergame.display.transparent;
import shootergame.display.Camera;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
public interface ITransparentObject
{
public boolean isOpaqueTile();
public void render(Vec2d pos, Camera camera, short meta);
public Vec2d getRenderOffset(short meta);
public Vec2d getRenderOffset(TileState state);
public void render(Vec2d pos, Camera camera, TileState state);
}

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@ -1,6 +1,7 @@
package shootergame.display.transparent;
import shootergame.display.Camera;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
import shootergame.util.math.vec.Vec3d;
@ -9,13 +10,13 @@ class TransparentObject
double distance;
ITransparentObject object;
Vec2d pos;
short meta;
TileState state;
TransparentObject(ITransparentObject object, Camera camera, Vec2d pos, short meta) {
Vec2d offset = object.getRenderOffset(meta);
TransparentObject(ITransparentObject object, Camera camera, Vec2d pos, TileState state) {
Vec2d offset = object.getRenderOffset(state);
this.distance = camera.pos.distance(new Vec3d(offset.x + pos.x, offset.y + pos.y, 0));
this.object = object;
this.pos = pos;
this.meta = meta;
this.state = state;
}
}

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@ -1,6 +1,8 @@
package shootergame.display.transparent;
import shootergame.display.Camera;
import shootergame.tiles.Tile;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
public class TransparentObjects
@ -11,9 +13,9 @@ public class TransparentObjects
objects = new TransparentObject[0];
}
public static void register(ITransparentObject object, Camera camera, Vec2d pos, short meta)
public static void register(ITransparentObject object, Camera camera, Vec2d pos, TileState state)
{
TransparentObject r_to = new TransparentObject(object, camera, pos, meta);
TransparentObject r_to = new TransparentObject(object, camera, pos, state);
TransparentObject[] objects_n = new TransparentObject[objects.length + 1];
boolean added = false;
int upto = 0;
@ -49,7 +51,7 @@ public class TransparentObjects
{
// Loop over the objects and render all of them
for(TransparentObject to : objects) {
to.object.render(to.pos, camera, to.meta);
to.object.render(to.pos, camera, to.state);
}
}
}

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@ -68,14 +68,14 @@ public class Entity implements ITransparentObject
}
@Override
public void render(Vec2d pos, Camera camera, short meta) {
public void render(Vec2d pos, Camera camera, TileState state) {
this.render(pos, camera);
}
public void doRender(Vec2d pos, Camera camera)
{
if(this.opaqueTile) {
TransparentObjects.register(this, camera, pos, (short)0);
TransparentObjects.register(this, camera, pos, null);
}
else {
@ -133,8 +133,8 @@ public class Entity implements ITransparentObject
Vec2i tpos = new Vec2i(MathHelpers.floor(pos.x)+0, MathHelpers.floor(pos.y)+0);
// Activate both tiles
tile_front.tile.onActivated(layer, tpos, this, tile_front.meta);
tile_back.tile.onActivated(layer, tpos, this, tile_back.meta);
tile_front.tile.onActivated(layer, tpos, this, tile_front);
tile_back.tile.onActivated(layer, tpos, this, tile_back);
}
public void activateSteppedOnTile()
@ -144,8 +144,8 @@ public class Entity implements ITransparentObject
Vec2i tpos = new Vec2i(MathHelpers.floor(pos.x)+0, MathHelpers.floor(pos.y)+0);
// Activate both tiles
tile_front.tile.onWalkedOn(chunk, layer, tpos, this, tile_front.meta);
tile_back.tile.onWalkedOn(chunk, layer, tpos, this, tile_back.meta);
tile_front.tile.onWalkedOn(chunk, layer, tpos, this, tile_front);
tile_back.tile.onWalkedOn(chunk, layer, tpos, this, tile_back);
}
@ -211,7 +211,7 @@ public class Entity implements ITransparentObject
}
@Override
public Vec2d getRenderOffset(short meta) {
public Vec2d getRenderOffset(TileState state) {
return new Vec2d(0, 0);
}
}

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@ -20,6 +20,10 @@ public class EntityEventHandler implements IMainloopTask
@Override
public void MainLoopUpdate()
{
if(Main.game_paused) {
return;
}
// Update the world and spawn random entities
Main.world.tickEntities();
Main.world.spawnRandomEntities();

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@ -0,0 +1,115 @@
package shootergame.entity;
import shootergame.Main;
import shootergame.entity.particle.ParticleBlood;
import shootergame.entity.particle.ParticleBreak;
import shootergame.entity.particle.ParticleSmoke;
import shootergame.init.Sounds;
import shootergame.init.Tiles;
import shootergame.util.math.MathHelpers;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
import shootergame.util.math.vec.Vec2i;
import shootergame.util.math.vec.Vec3d;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
public class EntityExplosion extends Entity
{
private double damage;
private int radius;
public EntityExplosion(Vec2d pos, int radius, double damage)
{
this.pos = pos;
this.damage = damage;
this.radius = radius;
}
@Override
public void tick(Chunk chunk, Layer layer) {
super.tick(chunk, layer);
boolean killed_entities = false;
// Kill all the nearby entities
for(Entity e : layer.getNearbyEntities(pos, radius))
{
// Is this entity alive
if(e instanceof EntityAlive)
{
EntityAlive ea = (EntityAlive)e;
// Remove some health from the entity based on were the entity is
killed_entities = true;
double distance = e.pos.distance(pos);
if(distance == 0) {
ea.removeHealth(damage);
}
else {
ea.removeHealth(damage / distance);
}
}
}
// Loop over the tiles around the tnt
for(int ex=-radius;ex<radius;ex++) {
for(int ey=-radius;ey<radius;ey++)
{
// Calculate the distance from the explosion centre
double distance = Math.sqrt(ex*ex + ey*ey);
// Is the point within the distance from the explosion centre
if(distance < radius)
{
// Get the actual tile position
double px = ex + pos.x;
double py = ey + pos.y;
// Get the layer
Layer l = Main.world.getLayer();
// Calculate the blackened gradient
byte blackened_gradient = (byte)( Byte.MAX_VALUE - distance / radius * Byte.MAX_VALUE );
// Get the front and back tile
Vec2i tpos = new Vec2i(MathHelpers.floor(px), MathHelpers.floor(py));
TileState bts = l.getBackTile(tpos);
TileState fts = l.getFrontTile(tpos);
// Is this tile the same as the "empty" tile
TileState ets = l.layergen.getTileDestroyed();
if(bts.tile == ets.tile) {
if(bts.meta > blackened_gradient) blackened_gradient = bts.meta;
}
// Set the tiles
if(!bts.tile.unbreakable) {
l.setBackTile(new TileState(ets.tile, blackened_gradient), tpos);
l.spawnEntity(new ParticleBreak(new Vec2d(tpos.x+rand.nextDouble(), tpos.y+rand.nextDouble()), bts));
}
if(!fts.tile.unbreakable) {
l.setFrontTile(Tiles.VOID.getDefaultState(), tpos);
l.spawnEntity(new ParticleBreak(new Vec2d(tpos.x+rand.nextDouble(), tpos.y+rand.nextDouble()), fts));
}
// Spawn some blood if entities were killed
if(killed_entities)
l.spawnEntity(new ParticleBlood(rand, new Vec2d(px, py), py));
// Spawn some smoke
l.spawnEntity(new ParticleSmoke(new Vec2d(px, py)));
}
}
}
// Play the explosion sound
Sounds.EXPLOSION.play(new Vec3d(pos.x, pos.y, 0), 1);
// Kill the explosion entity
kill();
}
}

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@ -1,9 +1,9 @@
package shootergame.entity;
import shootergame.display.Camera;
import shootergame.items.ItemStack;
import shootergame.util.gl.GlHelpers;
import shootergame.util.gl.texture.TextureReference;
import shootergame.util.math.ItemStack;
import shootergame.util.math.random.RandomHelpers;
import shootergame.util.math.vec.Vec2d;
import shootergame.world.chunk.Chunk;

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@ -1,20 +1,10 @@
package shootergame.entity;
import shootergame.Main;
import shootergame.display.Camera;
import shootergame.entity.particle.ParticleBlood;
import shootergame.entity.particle.ParticleBreak;
import shootergame.entity.particle.ParticleSmoke;
import shootergame.entity.particle.ParticleSpark;
import shootergame.init.Sounds;
import shootergame.init.Textures;
import shootergame.init.Tiles;
import shootergame.util.gl.GlHelpers;
import shootergame.util.math.MathHelpers;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
import shootergame.util.math.vec.Vec2i;
import shootergame.util.math.vec.Vec3d;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
@ -24,8 +14,9 @@ public class EntityTnt extends EntityVertical
private double velocity_up;
private int explode_time;
private int explode_radius;
private double explode_damage;
public EntityTnt(Vec2d pos, double angle, int explode_radius) {
public EntityTnt(Vec2d pos, double angle, int explode_radius, double explode_damage) {
super(Textures.ENTITY_TNT, new Vec2d(0.5, 0.5));
velocity_up = 0.01;
@ -34,6 +25,7 @@ public class EntityTnt extends EntityVertical
this.explode_radius = explode_radius;
this.crossUnWalkable = true;
this.goThroughSolid = false;
this.explode_damage = explode_damage;
// Set to 2.5 seconds
this.explode_time = 250;
@ -60,74 +52,8 @@ public class EntityTnt extends EntityVertical
explode_time -= 1;
if(explode_time < 0)
{
// Loop over the tiles around the tnt
for(int ex=-explode_radius;ex<explode_radius;ex++) {
for(int ey=-explode_radius;ey<explode_radius;ey++)
{
// Calculate the distance from the explosion centre
double distance = Math.sqrt(ex*ex + ey*ey);
// Is the point within the distance from the explosion centre
if(distance < explode_radius)
{
// Get the actual tile position
double px = ex + pos.x;
double py = ey + pos.y;
// Get the layer
Layer l = Main.world.getLayer();
// Calculate the blackened gradient
short blackened_gradient = (short)( Short.MAX_VALUE - distance/explode_radius*Short.MAX_VALUE );
// Get the front and back tile
Vec2i tpos = new Vec2i(MathHelpers.floor(px), MathHelpers.floor(py));
TileState bts = l.getBackTile(tpos);
TileState fts = l.getFrontTile(tpos);
// Is this tile the same as the "empty" tile
TileState ets = l.layergen.getTileDestroyed();
if(bts.tile == ets.tile) {
if(bts.meta > blackened_gradient) blackened_gradient = bts.meta;
}
// Set the tiles
if(!bts.tile.unbreakable) {
l.setBackTile(new TileState(ets.tile, (short)blackened_gradient), tpos);
l.spawnEntity(new ParticleBreak(new Vec2d(tpos.x+rand.nextDouble(), tpos.y+rand.nextDouble()), bts));
}
if(!fts.tile.unbreakable) {
l.setFrontTile(Tiles.VOID.getDefaultState(), tpos);
l.spawnEntity(new ParticleBreak(new Vec2d(tpos.x+rand.nextDouble(), tpos.y+rand.nextDouble()), fts));
}
boolean killed_entities = false;
// Kill all the nearby entities
for(Entity e : layer.getNearbyEntities(pos, explode_radius))
{
// Is this entity alive
if(e instanceof EntityAlive)
{
// Add 1000 damage to the entity
killed_entities = true;
((EntityAlive)e).removeHealth(10000);
}
}
// Spawn some blood if entities were killed
if(killed_entities)
l.spawnEntity(new ParticleBlood(rand, new Vec2d(px, py), py));
// Spawn some smoke
l.spawnEntity(new ParticleSmoke(new Vec2d(px, py)));
}
}
}
// Play the explosion sound
Sounds.EXPLOSION.play(new Vec3d(pos.x, pos.y, height), 1);
// Create an explosion
layer.spawnEntity(new EntityExplosion(pos, explode_radius, explode_damage));
// Delete the entity
kill();

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@ -40,7 +40,7 @@ public class EntityZombie extends EntityVertical implements EntityAlive
// Move forward towards the player
this.angle = Math.toDegrees(angle) + 180;
this.angle += noise_movement.eval(time, 0)*60;
this.angle += noise_movement.eval(time, 0)*80;
this.moveForward();
if(noise_gun_fire.eval(time, 0) > 0)

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@ -0,0 +1,107 @@
package shootergame.entity;
import shootergame.Main;
import shootergame.init.Textures;
import shootergame.util.math.random.OpenSimplexNoise;
import shootergame.util.math.vec.Vec2d;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
public class EntityZombieBomber extends EntityVertical implements EntityAlive
{
private int time = 0;
private OpenSimplexNoise noise_movement;
private double health = 100;
private double max_health = 100;
public EntityZombieBomber(Vec2d pos) {
super(Textures.ENTITY_ZOMBIE_BOMBER, new Vec2d(1, 1));
this.noise_movement = new OpenSimplexNoise(rand.nextLong());
this.pos = pos;
this.goThroughSolid = false;
this.crossUnWalkable = false;
this.isSolid = true;
}
private void explode(Layer layer)
{
kill();
layer.spawnEntity(new EntityExplosion(pos, 6, 5000));
}
@Override
public void moveBackward() {
super.moveBackward(0.06);
}
@Override
public void moveForward() {
super.moveForward(0.06);
}
@Override
public void tick(Chunk chunk, Layer layer) {
super.tick(chunk, layer);
// Explode if the zombie is dead
if(health <= 0) {
this.explode(layer);
return;
}
// Get the angle between the player and the zombie
double angle = Math.atan2(pos.x - Main.player.pos.x, pos.y - Main.player.pos.y);
// Move forward towards the player
this.angle = Math.toDegrees(angle) + 180;
this.angle += noise_movement.eval(time, 0)*80;
this.moveForward();
// Explode if the zombie is in radius of the player
if(Main.player.pos.squareDistance(pos) < 3) {
this.explode(layer);
return;
}
// Increase time
time += 0.001;
}
@Override
public void addHealth(double amount) {
this.health += amount;
}
@Override
public void removeHealth(double amount) {
this.health -= amount;
}
@Override
public double getHealth() {
return health;
}
@Override
public void resetHealth() {
this.health = max_health;
}
@Override
public void clearHealth() {
this.health = 0;
}
@Override
public double maxHealth() {
return max_health;
}
@Override
public void setHealth(double health) {
this.health = health;
}
}

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@ -5,6 +5,7 @@ import shootergame.display.Camera;
import shootergame.entity.EntityVertical;
import shootergame.init.Textures;
import shootergame.util.gl.GlHelpers;
import shootergame.util.math.random.RandomHelpers;
import shootergame.util.math.vec.Vec2d;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
@ -13,10 +14,18 @@ public class ParticleSmoke extends EntityVertical
{
double height = 0;
double opacity = 1;
double height_speed;
double disappear_speed;
public ParticleSmoke(Vec2d pos) {
super(Textures.PARTICLE_SMOKE_RANDOM.getTexture(), new Vec2d(1, 1));
this.pos = pos;
this.pos = new Vec2d(
RandomHelpers.randrange(rand, 1000)/1000.0 - 0.5 + pos.x,
RandomHelpers.randrange(rand, 1000)/1000.0 - 0.5 + pos.y);
height_speed = (rand.nextDouble() + 0.5) / 100;
disappear_speed = (rand.nextDouble() + 0.5) / 250;
}
@Override
@ -38,8 +47,8 @@ public class ParticleSmoke extends EntityVertical
kill();
}
height += 0.001;
opacity -= 0.001;
height += height_speed;
opacity -= disappear_speed;
}
}

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@ -9,11 +9,12 @@ import shootergame.entity.EntityBullet;
import shootergame.entity.EntityInventory;
import shootergame.entity.EntityItem;
import shootergame.entity.EntityVertical;
import shootergame.init.Items;
import shootergame.init.Textures;
import shootergame.inventory.Inventory;
import shootergame.items.ItemStack;
import shootergame.util.gl.GlHelpers;
import shootergame.util.gl.texture.TextureReference;
import shootergame.util.math.ItemStack;
import shootergame.util.math.MathHelpers;
import shootergame.util.math.vec.Vec2d;
import shootergame.world.chunk.Chunk;
@ -41,6 +42,9 @@ public class EntityPlayer extends EntityVertical implements EntityAlive, EntityI
public int ammo = 1000;
public int defence_level = 0;
public int gun_level = 0;
private static final Vec2d size = new Vec2d(1, 1);
public EntityPlayer() {
@ -60,9 +64,8 @@ public class EntityPlayer extends EntityVertical implements EntityAlive, EntityI
@Override
public void tick(Chunk chunk, Layer layer)
{
// Player deaths
if(health < 0)
// Handle player deaths
if(health <= 0)
{
if(Cheats.god_mode) {
this.resetHealth();
@ -162,7 +165,7 @@ public class EntityPlayer extends EntityVertical implements EntityAlive, EntityI
if(dead || in_animation) return;
bullet_frequency += 1;
bullet_frequency %= 10;
bullet_frequency %= 10 - gun_level*2;
// Is there enough ammo and are the bullets at the right frequency
if(bullet_frequency == 0 && ammo > 0)
@ -193,8 +196,8 @@ public class EntityPlayer extends EntityVertical implements EntityAlive, EntityI
@Override
public void removeHealth(double amount) {
amount = amount * amount / (amount + defence_level*2);
health -= amount;
if(health < 0) health = -1;
}
@Override

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@ -49,6 +49,9 @@ public class Textures
public static final TextureReference UI_ITEM_SLOTS = texmap.getTextureReference(0, 12, 13, 15);
public static final TextureReference UI_ACTIVE_SLOT = texmap.getTextureReference(12, 14, 13, 15);
public static final TextureReference UI_DEFENCE_LEVEL = texmap.getTextureReference(0, 1, 15, 16);
public static final TextureReference UI_GUN_LEVEL = texmap.getTextureReference(1, 2, 15, 16);
public static final TextureReference ITEM_HEALTH_POTION = texmap.getTextureReference(0, 1, 5, 6);
public static final TextureReference ITEM_AMMO_BOX = texmap.getTextureReference(1, 2, 5, 6);
public static final TextureReference ITEM_GUN_UPGRADE = texmap.getTextureReference(0, 1, 4, 5);
@ -79,6 +82,14 @@ public class Textures
texmap.getTextureReference(3, 4, 3, 4)
);
// Zombie Bomber
public static final TextureReference ENTITY_ZOMBIE_BOMBER = new AnimationReference(10,
texmap.getTextureReference(2, 3, 15, 16),
texmap.getTextureReference(3, 4, 15, 16),
texmap.getTextureReference(4, 5, 15, 16),
texmap.getTextureReference(5, 6, 15, 16)
);
// Water
public static final TextureReference TILE_WATER = new AnimationReference(10,
texmap.getTextureReference(0, 1, 8, 9),

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@ -9,6 +9,8 @@ import org.lwjgl.glfw.GLFWJoystickCallbackI;
import mainloop.task.IMainloopTask;
import shootergame.Main;
import shootergame.menu.MenuNone;
import shootergame.menu.MenuPause;
import shootergame.util.math.MathHelpers;
public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
@ -23,6 +25,8 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
private static boolean hotbar_l = false;
private static boolean hotbar_r = false;
private static boolean startButton_last = false;
@Override
public void invoke(int jid, int event)
{
@ -146,6 +150,9 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
dpad_down = buttons.get(14) == 1 || buttons.get(17) == 1 || dpad_down;
}
// Only check for these input commands if the game isn't paused
if(!Main.game_paused)
{
// Is the left stick moved into a position (movement stick)
if(left_x > 0.3 || left_x < -0.3 || left_y > 0.3 || left_y < -0.3)
{
@ -234,4 +241,26 @@ public class JoystickCallback implements GLFWJoystickCallbackI, IMainloopTask
}
}
// Pause and unpause the game
if(button_start) {
if(!startButton_last) {
startButton_last = true;
if(Main.game_paused) {
Main.menu = new MenuNone();
Main.game_paused = false;
}
else {
Main.menu = new MenuPause();
Main.game_paused = true;
}
}
}
else if(startButton_last) {
startButton_last = false;
}
}
}

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@ -1,18 +1,19 @@
package shootergame.input;
import static org.lwjgl.glfw.GLFW.GLFW_KEY_A;
import static org.lwjgl.glfw.GLFW.GLFW_KEY_D;
import static org.lwjgl.glfw.GLFW.GLFW_KEY_ENTER;
import static org.lwjgl.glfw.GLFW.GLFW_KEY_S;
import static org.lwjgl.glfw.GLFW.GLFW_KEY_W;
import static org.lwjgl.glfw.GLFW.GLFW_RELEASE;
import static org.lwjgl.glfw.GLFW.*;
import org.lwjgl.glfw.GLFWKeyCallbackI;
import shootergame.Main;
import shootergame.menu.MenuNone;
import shootergame.menu.MenuPause;
public class KeyCallback implements GLFWKeyCallbackI
{
private boolean itemUse_last = false;
private boolean itemDrop_last = false;
private boolean esc_last = false;
private boolean action_last = false;
@Override
public void invoke(long window, int key, int scancode, int action, int mods)
@ -20,6 +21,8 @@ public class KeyCallback implements GLFWKeyCallbackI
boolean pressed = ! ( action == GLFW_RELEASE );
if(!Main.game_paused && !Main.player.dead && !Main.player.in_animation)
{
if(key == GLFW_KEY_W) {
Main.player.MOVE_FORWARD = pressed;
}
@ -39,6 +42,83 @@ public class KeyCallback implements GLFWKeyCallbackI
if(key == GLFW_KEY_ENTER) {
Main.player.GUN = pressed;
}
if(key == GLFW_KEY_1 && pressed) {
Main.player.inventory_hand = 0;
}
if(key == GLFW_KEY_2 && pressed) {
Main.player.inventory_hand = 1;
}
if(key == GLFW_KEY_3 && pressed) {
Main.player.inventory_hand = 2;
}
if(key == GLFW_KEY_4 && pressed) {
Main.player.inventory_hand = 3;
}
if(key == GLFW_KEY_5 && pressed) {
Main.player.inventory_hand = 4;
}
if(key == GLFW_KEY_6 && pressed) {
Main.player.inventory_hand = 5;
}
if(key == GLFW_KEY_RIGHT_SHIFT) {
if(pressed) {
if(!itemUse_last) {
itemUse_last = true;
Main.player.activateItem();
}
}
else if(itemUse_last) {
itemUse_last = false;
}
}
if(key == GLFW_KEY_E) {
if(pressed) {
if(!action_last) {
action_last = true;
Main.player.activateTile();
}
}
else if(action_last) {
action_last = false;
}
}
if(key == GLFW_KEY_Q) {
if(pressed) {
if(!itemDrop_last) {
itemDrop_last = true;
Main.player.dropItem();
}
}
else if(itemDrop_last) {
itemDrop_last = false;
}
}
}
if(key == GLFW_KEY_ESCAPE) {
if(pressed) {
if(!esc_last) {
esc_last = true;
if(Main.game_paused) {
Main.game_paused = false;
Main.menu = new MenuNone();
}
else {
Main.game_paused = true;
Main.menu = new MenuPause();
}
}
}
else if(esc_last) {
esc_last = false;
}
}
}
}

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@ -1,6 +1,6 @@
package shootergame.inventory;
import shootergame.items.ItemStack;
import shootergame.util.math.ItemStack;
public interface IInventory
{

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@ -1,6 +1,6 @@
package shootergame.inventory;
import shootergame.items.ItemStack;
import shootergame.util.math.ItemStack;
public class Inventory implements IInventory
{

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@ -5,6 +5,7 @@ import shootergame.entity.EntityInventory;
import shootergame.inventory.Inventory;
import shootergame.util.gl.GlHelpers;
import shootergame.util.gl.texture.TextureReference;
import shootergame.util.math.ItemStack;
import shootergame.util.math.vec.Vec2d;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;

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@ -3,6 +3,7 @@ package shootergame.items;
import shootergame.entity.Entity;
import shootergame.entity.player.EntityPlayer;
import shootergame.init.Textures;
import shootergame.util.math.ItemStack;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;

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@ -1,7 +1,9 @@
package shootergame.items;
import shootergame.Main;
import shootergame.entity.Entity;
import shootergame.init.Textures;
import shootergame.util.math.ItemStack;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
@ -15,10 +17,12 @@ public class ItemDefenceUpgrade extends Item
}
@Override
public void onAction(ItemStack stack, Layer layer, Chunk chunk, Entity entity) {
public void onAction(ItemStack stack, Layer layer, Chunk chunk, Entity entity)
{
if(Main.player.defence_level < stack.meta) {
super.onAction(stack, layer, chunk, entity);
Main.player.defence_level = stack.meta;
}
}
@Override

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@ -1,6 +1,7 @@
package shootergame.items;
import shootergame.entity.Entity;
import shootergame.util.math.ItemStack;
import shootergame.util.math.vec.Vec2d;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;

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@ -1,6 +1,11 @@
package shootergame.items;
import shootergame.Main;
import shootergame.entity.Entity;
import shootergame.init.Textures;
import shootergame.util.math.ItemStack;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
public class ItemGunUpgrade extends Item
{
@ -11,6 +16,15 @@ public class ItemGunUpgrade extends Item
this.texture = Textures.ITEM_GUN_UPGRADE;
}
@Override
public void onAction(ItemStack stack, Layer layer, Chunk chunk, Entity entity)
{
if(Main.player.gun_level < stack.meta) {
super.onAction(stack, layer, chunk, entity);
Main.player.gun_level = stack.meta;
}
}
@Override
public String getName(short meta) {
return "Gun Upgrade level "+meta;

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@ -3,6 +3,7 @@ package shootergame.items;
import shootergame.entity.Entity;
import shootergame.entity.EntityAlive;
import shootergame.init.Textures;
import shootergame.util.math.ItemStack;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;

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@ -3,6 +3,7 @@ package shootergame.items;
import shootergame.entity.Entity;
import shootergame.entity.EntityTnt;
import shootergame.init.Textures;
import shootergame.util.math.ItemStack;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
@ -24,7 +25,7 @@ public class ItemTnt extends Item
public void onAction(ItemStack stack, Layer layer, Chunk chunk, Entity entity) {
super.onAction(stack, layer, chunk, entity);
layer.spawnEntity(new EntityTnt(entity.pos.copy(), entity.angle, stack.meta));
layer.spawnEntity(new EntityTnt(entity.pos.copy(), entity.angle, stack.meta, 5000));
}
}

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@ -0,0 +1,8 @@
package shootergame.menu;
public abstract class Menu
{
public boolean doGameloop = false;
public abstract void render();
}

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@ -0,0 +1,12 @@
package shootergame.menu;
public class MenuNone extends Menu
{
public MenuNone() {
this.doGameloop = true;
}
@Override
public void render() {
}
}

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@ -0,0 +1,31 @@
package shootergame.menu;
import shootergame.text.Text;
import shootergame.util.gl.GlHelpers;
import shootergame.util.math.vec.Vec2d;
public class MenuPause extends Menu
{
@Override
public void render()
{
// Render the screen darkening of the gameplay
GlHelpers.disableTexture2d();
GlHelpers.color4(0, 0, 0, 0.5);
GlHelpers.begin();
GlHelpers.vertex2(-10, -10);
GlHelpers.vertex2(-10, 10);
GlHelpers.vertex2(10, 10);
GlHelpers.vertex2(10, -10);
GlHelpers.end();
GlHelpers.color4(1, 1, 1, 1);
GlHelpers.enableTexture2d();
// Render some text to say the game is paused
GlHelpers.pushMatrix();
GlHelpers.translate(-2, 1, 0);
Text.render("Game Paused", new Vec2d(1, 0.4));
GlHelpers.popMatrix();
}
}

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@ -29,17 +29,17 @@ public class Tile implements ITransparentObject
}
@Override
public void render(Vec2d pos, Camera camera, short meta) {
public void render(Vec2d pos, Camera camera, TileState state) {
}
public void doRender(Vec2d pos, Camera camera, short meta)
public void doRender(Vec2d pos, Camera camera, TileState state)
{
if(this.opaqueTile) {
TransparentObjects.register(this, camera, pos, meta);
TransparentObjects.register(this, camera, pos, state);
}
else {
this.render(pos, camera, meta);
this.render(pos, camera, state);
}
}
@ -48,18 +48,18 @@ public class Tile implements ITransparentObject
return this.opaqueTile;
}
public void onWalkedOn(Chunk chunk, Layer layer, Vec2i pos, Entity entity, short meta) {
public void onWalkedOn(Chunk chunk, Layer layer, Vec2i pos, Entity entity, TileState state) {
}
@Override
public Vec2d getRenderOffset(short meta) {
public Vec2d getRenderOffset(TileState ts) {
return new Vec2d(0.5, 0.5);
}
public TileState getDefaultState() {
return new TileState(this, (short)0);
return new TileState(this, 0);
}
public void onActivated(Layer layer, Vec2i tpos, Entity entity, short meta) {
public void onActivated(Layer layer, Vec2i tpos, Entity entity, TileState state) {
}
}

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@ -7,7 +7,8 @@ import shootergame.entity.Entity;
import shootergame.entity.EntityItem;
import shootergame.init.Items;
import shootergame.init.Textures;
import shootergame.items.ItemStack;
import shootergame.util.math.ItemStack;
import shootergame.util.math.TileState;
import shootergame.util.math.random.RandomHelpers;
import shootergame.util.math.vec.Vec2d;
import shootergame.util.math.vec.Vec2i;
@ -32,13 +33,13 @@ public class TileChest extends TileVertical
}
@Override
public void onActivated(Layer layer, Vec2i tpos, Entity entity, short meta) {
super.onActivated(layer, tpos, entity, meta);
public void onActivated(Layer layer, Vec2i tpos, Entity entity, TileState state) {
super.onActivated(layer, tpos, entity, state);
Chunk chunk = layer.getChunk(tpos);
Random rand = Main.rand;
if(meta == CHEST_CAVES)
if(state.meta == CHEST_CAVES)
{
// Ammo
spawnItem(chunk, tpos, new ItemStack(Items.AMMO, RandomHelpers.randrange(rand, 100), (short)1));
@ -47,7 +48,7 @@ public class TileChest extends TileVertical
spawnItem(chunk, tpos, new ItemStack(Items.TNT, RandomHelpers.randrange(rand, 2), (short)10));
// Health potions
spawnItem(chunk, tpos, new ItemStack(Items.HEALTH_POTION, RandomHelpers.randrange(rand, 10), (short)20));
spawnItem(chunk, tpos, new ItemStack(Items.HEALTH_POTION, RandomHelpers.randrange(rand, 4), (short)50));
// Gun upgrade
if(RandomHelpers.randrange(rand, 5) == 0) {

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@ -3,6 +3,7 @@ package shootergame.tiles;
import shootergame.display.Camera;
import shootergame.init.Textures;
import shootergame.util.gl.GlHelpers;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
public class TileDirt extends TileFlat
@ -13,9 +14,9 @@ public class TileDirt extends TileFlat
}
@Override
public void render(Vec2d pos, Camera camera, short meta) {
GlHelpers.color4(1, 1, 1, (Short.MAX_VALUE - (double)meta) / Short.MAX_VALUE);
super.render(pos, camera, meta);
public void render(Vec2d pos, Camera camera, TileState state) {
GlHelpers.color4(1, 1, 1, (Byte.MAX_VALUE - (double)state.meta) / Byte.MAX_VALUE);
super.render(pos, camera, state);
GlHelpers.color4(1, 1, 1, 1);
}

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@ -4,6 +4,7 @@ import shootergame.display.Camera;
import shootergame.util.gl.GlHelpers;
import shootergame.util.gl.texture.IHasTexture;
import shootergame.util.gl.texture.TextureReference;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
public class TileFlat extends Tile implements IHasTexture
@ -16,10 +17,10 @@ public class TileFlat extends Tile implements IHasTexture
}
@Override
public void render(Vec2d pos, Camera camera, short meta)
public void render(Vec2d pos, Camera camera, TileState state)
{
// Call super
super.render(pos, camera, meta);
super.render(pos, camera, state);
// Render the tile
GlHelpers.begin();

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@ -5,6 +5,7 @@ import shootergame.Main;
import shootergame.entity.Entity;
import shootergame.entity.player.EntityPlayer;
import shootergame.init.Textures;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
import shootergame.util.math.vec.Vec2i;
import shootergame.world.layer.Layer;
@ -21,10 +22,10 @@ public class TileLadderUp extends TileVertical
}
@Override
public void onActivated(Layer layer, Vec2i pos, Entity entity, short meta)
public void onActivated(Layer layer, Vec2i pos, Entity entity, TileState state)
{
// Call super
super.onActivated(layer, pos, entity, meta);
super.onActivated(layer, pos, entity, state);
// Is the entity the player
if(entity == Main.player)
@ -56,7 +57,7 @@ public class TileLadderUp extends TileVertical
if(player.height >= 6 && movingPlayer == 0)
{
movingPlayer = 1;
Main.world.setLayerID(meta);
Main.world.setLayerID(state.meta);
player.height = -1;
}

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@ -3,6 +3,7 @@ package shootergame.tiles;
import shootergame.display.Camera;
import shootergame.init.Textures;
import shootergame.util.gl.GlHelpers;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
public class TileLava extends TileFlat
@ -15,10 +16,10 @@ public class TileLava extends TileFlat
}
@Override
public void render(Vec2d pos, Camera camera, short meta) {
public void render(Vec2d pos, Camera camera, TileState state) {
GlHelpers.pushMatrix();
GlHelpers.translate(0, 0, 0.001);
super.render(pos, camera, meta);
super.render(pos, camera, state);
GlHelpers.popMatrix();
}

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@ -3,6 +3,7 @@ package shootergame.tiles;
import shootergame.display.Camera;
import shootergame.init.Textures;
import shootergame.util.gl.GlHelpers;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
public class TileLavaFlow extends TileFlat
@ -13,10 +14,10 @@ public class TileLavaFlow extends TileFlat
}
@Override
public void render(Vec2d pos, Camera camera, short meta) {
public void render(Vec2d pos, Camera camera, TileState state) {
GlHelpers.pushMatrix();
GlHelpers.translate(0, 0, 0.001);
super.render(pos, camera, meta);
super.render(pos, camera, state);
GlHelpers.popMatrix();
}

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@ -20,10 +20,10 @@ public class TilePortalDown extends TileFlat
}
@Override
public void onActivated(Layer layer, Vec2i pos, Entity entity, short meta)
public void onActivated(Layer layer, Vec2i pos, Entity entity, TileState state)
{
// Call super
super.onActivated(layer, pos, entity, meta);
super.onActivated(layer, pos, entity, state);
// Is the entity the player
if(entity == Main.player)
@ -67,7 +67,7 @@ public class TilePortalDown extends TileFlat
Layer layer = Main.world.getLayer();
TileState ets = layer.layergen.getTileDestroyed();
if(layer.getBackTile(pos).tile != ets.tile) {
layer.setBackTile(new TileState(ets.tile, (short)0), pos);
layer.setBackTile(ets, pos);
}
// Exit out of this function if there is an empty space under the player
@ -85,7 +85,7 @@ public class TilePortalDown extends TileFlat
}
else {
layer.setBackTile(new TileState(ets.tile, (short)0), check_pos);
layer.setBackTile(new TileState(ets.tile, 0), check_pos);
}
}
}
@ -94,7 +94,7 @@ public class TilePortalDown extends TileFlat
if(player.height < -1 && movingPlayer == 0)
{
movingPlayer = 1;
Main.world.setLayerID(meta);
Main.world.setLayerID(state.meta);
player.height = 6;
}

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@ -3,6 +3,7 @@ package shootergame.tiles;
import shootergame.display.Camera;
import shootergame.init.Textures;
import shootergame.util.gl.GlHelpers;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
public class TileStone extends TileFlat
@ -13,9 +14,9 @@ public class TileStone extends TileFlat
}
@Override
public void render(Vec2d pos, Camera camera, short meta) {
GlHelpers.color4(1, 1, 1, (Short.MAX_VALUE - (double)meta) / Short.MAX_VALUE);
super.render(pos, camera, meta);
public void render(Vec2d pos, Camera camera, TileState state) {
GlHelpers.color4(1, 1, 1, (Byte.MAX_VALUE - (double)state.meta) / Byte.MAX_VALUE);
super.render(pos, camera, state);
GlHelpers.color4(1, 1, 1, 1);
}

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@ -4,6 +4,7 @@ import shootergame.display.Camera;
import shootergame.util.gl.VerticalRender;
import shootergame.util.gl.texture.IHasTexture;
import shootergame.util.gl.texture.TextureReference;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
public class TileVertical extends Tile implements IHasTexture
@ -20,8 +21,8 @@ public class TileVertical extends Tile implements IHasTexture
}
@Override
public void render(Vec2d pos, Camera camera, short meta) {
super.render(pos, camera, meta);
public void render(Vec2d pos, Camera camera, TileState state) {
super.render(pos, camera, state);
VerticalRender.render(pos, camera, tex, size);
}

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@ -5,6 +5,7 @@ import shootergame.entity.Entity;
import shootergame.entity.particle.ParticleWater;
import shootergame.init.Textures;
import shootergame.util.gl.GlHelpers;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
import shootergame.util.math.vec.Vec2i;
import shootergame.world.chunk.Chunk;
@ -19,18 +20,18 @@ public class TileWater extends TileFlat
}
@Override
public void render(Vec2d pos, Camera camera, short meta) {
public void render(Vec2d pos, Camera camera, TileState state) {
GlHelpers.pushMatrix();
GlHelpers.translate(0, 0, 0.001);
super.render(pos, camera, meta);
super.render(pos, camera, state);
GlHelpers.popMatrix();
}
@Override
public void onWalkedOn(Chunk chunk, Layer layer, Vec2i pos, Entity entity, short meta)
public void onWalkedOn(Chunk chunk, Layer layer, Vec2i pos, Entity entity, TileState state)
{
// Call super
super.onWalkedOn(chunk, layer, pos, entity, meta);
super.onWalkedOn(chunk, layer, pos, entity, state);
// Spawn some water particles
for(int i=0;i<4;i++) {

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@ -3,6 +3,7 @@ package shootergame.tiles;
import shootergame.display.Camera;
import shootergame.init.Textures;
import shootergame.util.gl.GlHelpers;
import shootergame.util.math.TileState;
import shootergame.util.math.vec.Vec2d;
public class TileWaterFlow extends TileFlat
@ -13,10 +14,10 @@ public class TileWaterFlow extends TileFlat
}
@Override
public void render(Vec2d pos, Camera camera, short meta) {
public void render(Vec2d pos, Camera camera, TileState state) {
GlHelpers.pushMatrix();
GlHelpers.translate(0, 0, 0.001);
super.render(pos, camera, meta);
super.render(pos, camera, state);
GlHelpers.popMatrix();
}

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@ -1,6 +1,7 @@
package shootergame.items;
package shootergame.util.math;
import shootergame.init.Items;
import shootergame.items.Item;
public class ItemStack
{

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@ -2,20 +2,42 @@ package shootergame.util.math;
import shootergame.init.Tiles;
import shootergame.tiles.Tile;
import shootergame.util.math.vec.Vec3i;
public class TileState
{
public static final TileState EMPTY = new TileState(Tiles.VOID, (short)0);
public static final TileState EMPTY = new TileState(Tiles.VOID, 0);
public Tile tile;
public short meta;
public byte meta;
public Vec3i light = new Vec3i(0, 0, 0);
public TileState(Tile tile, short meta) {
public TileState(Tile tile, byte meta) {
this.tile = tile;
this.meta = meta;
}
public TileState(Tile tile, int meta) {
this(tile, (byte)meta);
}
public TileState withLightLevel(Vec3i light) {
TileState ts = new TileState(tile, meta);
ts.light = light;
return ts;
}
public TileState withLightLevel(int r, int g, int b) {
TileState ts = new TileState(tile, meta);
ts.light = new Vec3i(r, g, b);
return ts;
}
public TileState withMeta(short meta) {
return new TileState(tile, meta);
}
public TileState withMeta(int meta) {
return this.withMeta((short)meta);
}
}

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@ -3,6 +3,7 @@ package shootergame.world;
import java.util.ArrayList;
import java.util.Random;
import shootergame.Main;
import shootergame.display.Camera;
import shootergame.world.chunk.ChunkEventHandler;
import shootergame.world.layer.Layer;

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@ -25,8 +25,11 @@ public class Chunk
private Tile tiles_back[] = new Tile[CHUNK_INDEX];
private Tile tiles_front[] = new Tile[CHUNK_INDEX];
private short tiles_front_meta[] = new short[CHUNK_INDEX];
private short tiles_back_meta[] = new short[CHUNK_INDEX];
private byte tiles_front_meta[] = new byte[CHUNK_INDEX];
private byte tiles_back_meta[] = new byte[CHUNK_INDEX];
private byte tiles_lighting_r[] = new byte[CHUNK_INDEX];
private byte tiles_lighting_g[] = new byte[CHUNK_INDEX];
private byte tiles_lighting_b[] = new byte[CHUNK_INDEX];
public ArrayList<Entity> entities = new ArrayList<Entity>();
private Layer layer;
private Vec2i c_pos;
@ -43,6 +46,11 @@ public class Chunk
// Make all these tiles void
tiles_back[i] = Tiles.VOID;
tiles_front[i] = Tiles.VOID;
tiles_back_meta[i] = 0;
tiles_front_meta[i] = 0;
tiles_lighting_b[i] = 0;
tiles_lighting_g[i] = 0;
tiles_lighting_r[i] = 0;
}
}
@ -55,8 +63,10 @@ public class Chunk
Vec2i t_pos = Vec2i.fromId(CHUNK_SIZE, i);
// Render the tiles
tiles_back[i].doRender(new Vec2d(t_pos.x + c_pos.x * 16, t_pos.y + c_pos.y * 16), camera, tiles_back_meta[i]);
tiles_front[i].doRender(new Vec2d(t_pos.x + c_pos.x * 16, t_pos.y + c_pos.y * 16), camera, tiles_front_meta[i]);
TileState tsb = getBackTile(i);
TileState tsf = getFrontTile(i);
tiles_back[i].doRender(new Vec2d(t_pos.x + c_pos.x * 16, t_pos.y + c_pos.y * 16), camera, tsb);
tiles_front[i].doRender(new Vec2d(t_pos.x + c_pos.x * 16, t_pos.y + c_pos.y * 16), camera, tsf);
}
// Render all the entities
@ -126,6 +136,11 @@ public class Chunk
cpos.y = MathHelpers.mod(pos.y, CHUNK_SIZE.my);
int id = cpos.getId(CHUNK_SIZE);
setBackTile(tile, id);
}
public void setBackTile(TileState tile, int id)
{
// Set the back tile
this.tiles_back[id] = tile.tile;
this.tiles_back_meta[id] = tile.meta;
@ -139,6 +154,11 @@ public class Chunk
cpos.y = MathHelpers.mod(pos.y, CHUNK_SIZE.my);
int id = cpos.getId(CHUNK_SIZE);
setFrontTile(tile, id);
}
public void setFrontTile(TileState tile, int id)
{
// Set the front tile
this.tiles_front[id] = tile.tile;
this.tiles_front_meta[id] = tile.meta;
@ -152,8 +172,17 @@ public class Chunk
cpos.y = MathHelpers.mod(pos.y, CHUNK_SIZE.my);
int id = cpos.getId(CHUNK_SIZE);
return getBackTile(id);
}
public TileState getBackTile(int id)
{
// Send back the back tile
return new TileState(this.tiles_back[id], this.tiles_back_meta[id]);
TileState ts = new TileState(this.tiles_back[id], this.tiles_back_meta[id]);
ts.light.x = this.tiles_lighting_r[id];
ts.light.y = this.tiles_lighting_g[id];
ts.light.z = this.tiles_lighting_b[id];
return ts;
}
public TileState getFrontTile(Vec2i pos)
@ -164,8 +193,17 @@ public class Chunk
cpos.y = MathHelpers.mod(pos.y, CHUNK_SIZE.my);
int id = cpos.getId(CHUNK_SIZE);
return getFrontTile(id);
}
public TileState getFrontTile(int id)
{
// Send back the front tile
return new TileState(this.tiles_front[id], this.tiles_front_meta[id]);
TileState ts = new TileState(this.tiles_front[id], this.tiles_front_meta[id]);
ts.light.x = this.tiles_lighting_r[id];
ts.light.y = this.tiles_lighting_g[id];
ts.light.z = this.tiles_lighting_b[id];
return ts;
}
public void breakBackTile(Vec2i pos)

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@ -5,6 +5,8 @@ import java.util.Random;
import shootergame.util.math.TileState;
import shootergame.util.math.map.IMap2D;
import shootergame.util.math.vec.Vec2i;
import shootergame.util.math.vec.Vec3d;
import shootergame.util.math.vec.Vec3i;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
@ -13,6 +15,7 @@ public abstract class LayerGen implements IMap2D<Chunk>
public abstract void generateChunk(Chunk chunk, Layer layer, long seed, Random rand, Vec2i pos);
public abstract void spawnEntities(Layer layer, Random rand);
public abstract TileState getTileDestroyed();
public abstract Vec3i getLightLevel();
@Override
public Chunk getEmpty(Vec2i pos) {

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@ -5,12 +5,15 @@ import java.util.Random;
import shootergame.Main;
import shootergame.entity.Entity;
import shootergame.entity.EntityZombie;
import shootergame.entity.EntityZombieBomber;
import shootergame.init.Tiles;
import shootergame.util.math.TileState;
import shootergame.util.math.random.OpenSimplexNoise;
import shootergame.util.math.random.RandomHelpers;
import shootergame.util.math.vec.Vec2d;
import shootergame.util.math.vec.Vec2i;
import shootergame.util.math.vec.Vec3d;
import shootergame.util.math.vec.Vec3i;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
@ -60,8 +63,11 @@ public class LayerGenCaves extends LayerGen
RandomHelpers.randrange(rand, Chunk.CHUNK_SIZE.mx),
RandomHelpers.randrange(rand, Chunk.CHUNK_SIZE.my));
// Only place a chest here if the tile is clear
if(chunk.getBackTile(chest_pos).tile == getTileDestroyed().tile) {
chunk.setFrontTile(Tiles.TILE_CHEST.getDefaultState(), chest_pos);
}
}
@Override
public void spawnEntities(Layer layer, Random rand)
@ -78,6 +84,18 @@ public class LayerGenCaves extends LayerGen
zombie.pos.squareDistance(Main.player.pos) > 32)
layer.spawnEntity(zombie);
}
if(rand.nextDouble() > 0.98)
{
Entity zombie = new EntityZombieBomber(new Vec2d(
RandomHelpers.randrange(rand, (int)Main.player.pos.x - 128, (int)Main.player.pos.x + 128),
RandomHelpers.randrange(rand, (int)Main.player.pos.y - 128, (int)Main.player.pos.y + 128)));
if(layer.getBackTile(new Vec2i((int)zombie.pos.x,
(int)zombie.pos.y)).tile == getTileDestroyed().tile &&
zombie.pos.squareDistance(Main.player.pos) > 32)
layer.spawnEntity(zombie);
}
}
@Override
@ -85,4 +103,9 @@ public class LayerGenCaves extends LayerGen
return Tiles.STONE.getDefaultState();
}
@Override
public Vec3i getLightLevel() {
return new Vec3i(0, 0, 0);
}
}

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@ -11,6 +11,8 @@ import shootergame.util.math.random.OpenSimplexNoise;
import shootergame.util.math.random.RandomHelpers;
import shootergame.util.math.vec.Vec2d;
import shootergame.util.math.vec.Vec2i;
import shootergame.util.math.vec.Vec3d;
import shootergame.util.math.vec.Vec3i;
import shootergame.world.chunk.Chunk;
import shootergame.world.layer.Layer;
@ -86,5 +88,8 @@ public class LayerGenEarth extends LayerGen
return Tiles.DIRT.getDefaultState();
}
@Override
public Vec3i getLightLevel() {
return new Vec3i(200, 200, 200);
}
}