diff options
Diffstat (limited to 'game/shared')
| -rw-r--r-- | game/shared/game_items.cc | 9 | ||||
| -rw-r--r-- | game/shared/game_voxels.cc | 125 |
2 files changed, 72 insertions, 62 deletions
diff --git a/game/shared/game_items.cc b/game/shared/game_items.cc index 6351969..95fa6fc 100644 --- a/game/shared/game_items.cc +++ b/game/shared/game_items.cc @@ -23,10 +23,11 @@ void game_items::populate(void) item_registry::construct("stone").set_texture("textures/item/stone.png").set_place_voxel(game_voxels::stone).build(); // Cobblestone; a bunch of small stones - game_items::cobblestone = item_registry::construct("cobblestone") - .set_texture("textures/item/cobblestone.png") - .set_place_voxel(game_voxels::cobblestone) - .build(); + game_items::cobblestone = + item_registry::construct("cobblestone") + .set_texture("textures/item/cobblestone.png") + .set_place_voxel(game_voxels::cobblestone) + .build(); // Dirt; it's very dirty game_items::dirt = item_registry::construct("dirt").set_texture("textures/item/dirt.png").set_place_voxel(game_voxels::dirt).build(); diff --git a/game/shared/game_voxels.cc b/game/shared/game_voxels.cc index 72410fc..0059335 100644 --- a/game/shared/game_voxels.cc +++ b/game/shared/game_voxels.cc @@ -20,76 +20,84 @@ voxel_id game_voxels::mud = NULL_VOXEL_ID; void game_voxels::populate(void) { // Stone; the backbone of the generated world - game_voxels::stone = voxel_registry::construct("stone", voxel_type::CUBE, false, false) - .add_texture_default("textures/voxel/stone_01.png") - .add_texture_default("textures/voxel/stone_02.png") - .add_texture_default("textures/voxel/stone_03.png") - .add_texture_default("textures/voxel/stone_04.png") - .set_surface(voxel_surface::STONE) - .build(); + game_voxels::stone = + voxel_registry::construct("stone", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/stone_01.png") + .add_texture_default("textures/voxel/stone_02.png") + .add_texture_default("textures/voxel/stone_03.png") + .add_texture_default("textures/voxel/stone_04.png") + .set_surface(voxel_surface::STONE) + .build(); // Cobblestone; should drop when a stone is broken, might also be present in surface features - game_voxels::cobblestone = voxel_registry::construct("cobblestone", voxel_type::CUBE, false, false) - .add_texture_default("textures/voxel/cobblestone_01.png") - .add_texture_default("textures/voxel/cobblestone_02.png") - .set_surface(voxel_surface::STONE) - .build(); + game_voxels::cobblestone = + voxel_registry::construct("cobblestone", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/cobblestone_01.png") + .add_texture_default("textures/voxel/cobblestone_02.png") + .set_surface(voxel_surface::STONE) + .build(); // Dirt with a grass layer on top; the top layer of plains biome - game_voxels::grass = voxel_registry::construct("grass", voxel_type::CUBE, false, false) - .add_texture_default("textures/voxel/grass_side_01.png") - .add_texture_default("textures/voxel/grass_side_02.png") - .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_01.png") - .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_02.png") - .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_03.png") - .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_04.png") - .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_01.png") - .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_02.png") - .set_surface(voxel_surface::GRASS) - .build(); + game_voxels::grass = + voxel_registry::construct("grass", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/grass_side_01.png") + .add_texture_default("textures/voxel/grass_side_02.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_01.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_02.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_03.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_04.png") + .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_01.png") + .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_02.png") + .set_surface(voxel_surface::GRASS) + .build(); // Dirt; the under-surface layer of some biomes - game_voxels::dirt = voxel_registry::construct("dirt", voxel_type::CUBE, false, false) - .add_texture_default("textures/voxel/dirt_01.png") - .add_texture_default("textures/voxel/dirt_02.png") - .add_texture_default("textures/voxel/dirt_03.png") - .add_texture_default("textures/voxel/dirt_04.png") - .set_surface(voxel_surface::DIRT) - .build(); + game_voxels::dirt = + voxel_registry::construct("dirt", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/dirt_01.png") + .add_texture_default("textures/voxel/dirt_02.png") + .add_texture_default("textures/voxel/dirt_03.png") + .add_texture_default("textures/voxel/dirt_04.png") + .set_surface(voxel_surface::DIRT) + .build(); // VTest; a test voxel to ensure animations work - game_voxels::vtest = voxel_registry::construct("vtest", voxel_type::CUBE, true, false) - .add_texture_default("textures/voxel/vtest_F1.png") - .add_texture_default("textures/voxel/vtest_F2.png") - .add_texture_default("textures/voxel/vtest_F3.png") - .add_texture_default("textures/voxel/vtest_F4.png") - .build(); + game_voxels::vtest = + voxel_registry::construct("vtest", voxel_type::CUBE, true, false) + .add_texture_default("textures/voxel/vtest_F1.png") + .add_texture_default("textures/voxel/vtest_F2.png") + .add_texture_default("textures/voxel/vtest_F3.png") + .add_texture_default("textures/voxel/vtest_F4.png") + .build(); // VTest-CK; a pure blue chromakey I used to make the game's logo game_voxels::vtest_ck = voxel_registry::construct("vtest_ck", voxel_type::CUBE, false, false).add_texture_default("textures/voxel/chromakey.png").build(); // Oak leaves; greenery. TODO: add trees as surface features - game_voxels::oak_leaves = voxel_registry::construct("oak_leaves", voxel_type::CUBE, false, false) - .add_texture_default("textures/voxel/oak_leaves.png") - .set_surface(voxel_surface::GRASS) - .build(); + game_voxels::oak_leaves = + voxel_registry::construct("oak_leaves", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/oak_leaves.png") + .set_surface(voxel_surface::GRASS) + .build(); // Oak planks; the thing that comes out of oak logs - game_voxels::oak_planks = voxel_registry::construct("oak_planks", voxel_type::CUBE, false, false) - .add_texture_default("textures/voxel/oak_planks_01.png") - .add_texture_default("textures/voxel/oak_planks_02.png") - .set_surface(voxel_surface::WOOD) - .build(); + game_voxels::oak_planks = + voxel_registry::construct("oak_planks", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/oak_planks_01.png") + .add_texture_default("textures/voxel/oak_planks_02.png") + .set_surface(voxel_surface::WOOD) + .build(); // Oak logs; greenery. TODO: add trees as surface features - game_voxels::oak_log = voxel_registry::construct("oak_log", voxel_type::CUBE, false, false) - .add_texture_default("textures/voxel/oak_wood_01.png") - .add_texture_default("textures/voxel/oak_wood_02.png") - .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/oak_wood_top.png") - .add_texture(voxel_face::CUBE_TOP, "textures/voxel/oak_wood_top.png") - .set_surface(voxel_surface::WOOD) - .build(); + game_voxels::oak_log = + voxel_registry::construct("oak_log", voxel_type::CUBE, false, false) + .add_texture_default("textures/voxel/oak_wood_01.png") + .add_texture_default("textures/voxel/oak_wood_02.png") + .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/oak_wood_top.png") + .add_texture(voxel_face::CUBE_TOP, "textures/voxel/oak_wood_top.png") + .set_surface(voxel_surface::WOOD) + .build(); // Glass; blend rendering test game_voxels::glass = voxel_registry::construct("glass", voxel_type::CUBE, false, true) @@ -104,10 +112,11 @@ void game_voxels::populate(void) .build(); // Mud; you sink in it - game_voxels::mud = voxel_registry::construct("mud", voxel_type::CUBE, false, false) - .set_touch(voxel_touch::SINK, glm::fvec3(0.50f, 0.75f, 0.50f)) - .add_texture_default("textures/voxel/mud_01.png") - .add_texture_default("textures/voxel/mud_02.png") - .set_surface(voxel_surface::DIRT) - .build(); + game_voxels::mud = + voxel_registry::construct("mud", voxel_type::CUBE, false, false) + .set_touch(voxel_touch::SINK, glm::fvec3(0.50f, 0.75f, 0.50f)) + .add_texture_default("textures/voxel/mud_01.png") + .add_texture_default("textures/voxel/mud_02.png") + .set_surface(voxel_surface::DIRT) + .build(); } |
