#include "definitions.h" #include #include "content/Content.h" #include "window/Window.h" #include "window/Events.h" #include "window/input.h" #include "voxels/Block.h" using glm::vec3; // All in-game definitions (blocks, items, etc..) void setup_definitions(ContentBuilder* builder) { // Strange function, need to REDO ? Block* block = new Block("core:air", "air"); block->replaceable = true; block->drawGroup = 1; block->lightPassing = true; block->skyLightPassing = true; block->obstacle = false; block->selectable = false; block->model = BlockModel::none; 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_CAM_MODE, inputtype::keyboard, keycode::F4); Events::bind(BIND_PLAYER_NOCLIP, inputtype::keyboard, keycode::N); Events::bind(BIND_PLAYER_FLIGHT, inputtype::keyboard, keycode::F); Events::bind(BIND_PLAYER_ATTACK, inputtype::mouse, mousecode::BUTTON_1); Events::bind(BIND_PLAYER_BUILD, inputtype::mouse, mousecode::BUTTON_2); Events::bind(BIND_PLAYER_PICK, inputtype::mouse, mousecode::BUTTON_3); Events::bind(BIND_HUD_INVENTORY, inputtype::keyboard, keycode::TAB); }