VoxelEngine/src/declarations.cpp
2023-10-30 15:19:58 +03:00

107 lines
2.6 KiB
C++

#include "declarations.h"
#include "AssetsLoader.h"
#include "window/Window.h"
#include "voxels/Block.h"
void initialize_assets(AssetsLoader* loader) {
loader->add(ASSET_SHADER, "res/main", "main");
loader->add(ASSET_SHADER, "res/crosshair", "crosshair");
loader->add(ASSET_SHADER, "res/lines", "lines");
loader->add(ASSET_SHADER, "res/ui", "ui");
loader->add(ASSET_TEXTURE, "res/block.png", "block");
loader->add(ASSET_TEXTURE, "res/slot.png", "slot");
loader->add(ASSET_FONT, "res/font", "normal");
}
// All in-game definitions (blocks, items, etc..)
void setup_definitions() {
for (size_t i = 0; i < 256; i++)
Block::blocks[i] = nullptr;
Block* block = new Block(BLOCK_AIR, 0);
block->drawGroup = 1;
block->lightPassing = true;
block->skyLightPassing = true;
block->obstacle = false;
block->selectable = false;
block->model = 0;
Block::blocks[block->id] = block;
block = new Block(BLOCK_DIRT, 2);
Block::blocks[block->id] = block;
block = new Block(BLOCK_GRASS_BLOCK, 4);
block->textureFaces[2] = 2;
block->textureFaces[3] = 1;
Block::blocks[block->id] = block;
block = new Block(BLOCK_LAMP, 3);
block->emission[0] = 15;
block->emission[1] = 14;
block->emission[2] = 13;
Block::blocks[block->id] = block;
block = new Block(BLOCK_GLASS,5);
block->drawGroup = 2;
block->lightPassing = true;
Block::blocks[block->id] = block;
block = new Block(BLOCK_PLANKS, 6);
Block::blocks[block->id] = block;
block = new Block(BLOCK_WOOD, 7);
block->textureFaces[2] = 8;
block->textureFaces[3] = 8;
block->rotatable = true;
Block::blocks[block->id] = block;
block = new Block(BLOCK_LEAVES, 9);
Block::blocks[block->id] = block;
block = new Block(BLOCK_STONE, 10);
Block::blocks[block->id] = block;
block = new Block(BLOCK_WATER, 11);
block->drawGroup = 4;
block->lightPassing = true;
block->skyLightPassing = false;
block->obstacle = false;
block->selectable = false;
Block::blocks[block->id] = block;
block = new Block(BLOCK_SAND, 12);
Block::blocks[block->id] = block;
block = new Block(BLOCK_BEDROCK, 13);
block->breakable = false;
Block::blocks[block->id] = block;
block = new Block(BLOCK_GRASS, 14);
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->model = 2;
Block::blocks[block->id] = block;
block = new Block(BLOCK_FLOWER, 16);
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->model = 2;
Block::blocks[block->id] = block;
block = new Block(BLOCK_BRICK, 17);
Block::blocks[block->id] = block;
block = new Block(BLOCK_METAL, 18);
Block::blocks[block->id] = block;
block = new Block(BLOCK_RUST, 19);
Block::blocks[block->id] = block;
}