implement player and movement input

This commit is contained in:
LabyStudio
2022-01-31 11:10:47 +01:00
parent ddc7480529
commit 7f4d7f88bf
9 changed files with 875 additions and 21 deletions
+38 -6
View File
@@ -15,6 +15,38 @@ window.World = class {
}
}
getChunkAtBlock(x, y, z) {
let chunk = this.getChunkAt(x >> 4, z >> 4);
return y < 0 || y > World.TOTAL_HEIGHT ? null : chunk.getSection(y >> 4);
}
getCollisionBoxes(aabb) {
let boundingBoxList = [];
let minX = Math.floor(aabb.minX) - 1;
let maxX = Math.ceil(aabb.maxX) + 1;
let minY = Math.floor(aabb.minY) - 1;
let maxY = Math.ceil(aabb.maxY) + 1;
let minZ = Math.floor(aabb.minZ) - 1;
let maxZ = Math.ceil(aabb.maxZ) + 1;
for (let x = minX; x < maxX; x++) {
for (let y = minY; y < maxY; y++) {
for (let z = minZ; z < maxZ; z++) {
if (this.isSolidBlockAt(x, y, z)) {
boundingBoxList.push(new BoundingBox(x, y, z, x + 1, y + 1, z + 1));
}
}
}
}
return boundingBoxList;
}
isSolidBlockAt(x, y, z) {
let typeId = this.getBlockAt(x, y, z);
return typeId !== 0; /* && Block.getById(typeId).isSolid();*/
}
setBlockAt(x, y, z, type) {
let chunkSection = this.getChunkAtBlock(x, y, z);
if (chunkSection != null) {
@@ -24,6 +56,12 @@ window.World = class {
this.blockChanged(x, y, z);
}
getBlockAt(x, y, z) {
let chunkSection = this.getChunkAtBlock(x, y, z);
return chunkSection == null ? 0 : chunkSection.getBlockAt(x & 15, y & 15, z & 15);
}
getChunkAt(x, z) {
let zArray = this.chunks[x];
if (typeof zArray === 'undefined') {
@@ -65,10 +103,4 @@ window.World = class {
}
}
getChunkAtBlock(x, y, z) {
let chunk = this.getChunkAt(x >> 4, z >> 4);
return y < 0 || y > World.TOTAL_HEIGHT ? null : chunk.getSection(y >> 4);
}
}