Collisions, gravity, walking, jumping.
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9a859ac6c2
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13
geometry.js
13
geometry.js
@ -175,16 +175,3 @@ export function makeBufferFromFaces(gl, faces) {
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delete: () => gl.deleteBuffer(glBuffer),
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};
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}
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export function makeGrassCube(gl) {
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faces = [
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makeFace('+y', [0, 15], [0.0, 0.5, 0.0]),
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makeFace('-y', [2, 15], [0.0, -0.5, 0.0]),
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makeFace('-x', [1, 15], [-0.5, 0.0, 0.0]),
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makeFace('+x', [1, 15], [0.5, 0.0, 0.0]),
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makeFace('-z', [1, 15], [0.0, 0.0, -0.5]),
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makeFace('+z', [1, 15], [0.0, 0.0, 0.5]),
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];
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return makeBuffersFromFraces(gl, faces);
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}
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143
index.js
143
index.js
@ -1,4 +1,4 @@
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import { makeBufferFromFaces, makeFace, makeGrassCube } from "./geometry";
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import { makeBufferFromFaces, makeFace} from "./geometry";
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import { loadTexture, makeProgram } from "./gl";
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import * as se3 from './se3';
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@ -112,6 +112,8 @@ function draw(gl, params, objects) {
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gl.uniform1i(samplerLoc, 0);
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gl.drawArrays(gl.TRIANGLES, 0, geometry.numVertices);
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// gl.bindTexture(gl.TEXTURE_2D, null);
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// gl.drawArrays(gl.LINE_STRIP, 0, geometry.numVertices);
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}
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}
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@ -126,8 +128,24 @@ function handleKeys(params) {
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const ori = se3.rotxyz(...camori);
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const tf = se3.apply(ori, dir);
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if (params.flying) {
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params.camera.position[0] += tf[0];
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params.camera.position[2] += tf[2];
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}
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if (params.isOnGround) {
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params.camera.velocity[0] = tf[0];
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params.camera.velocity[2] = tf[2];
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} else {
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params.camera.velocity[0] += tf[0] / 60;
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params.camera.velocity[2] += tf[2] / 60;
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if (Math.abs(params.camera.velocity[0]) > Math.abs(tf[0])) {
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params.camera.velocity[0] = tf[0];
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}
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if (Math.abs(params.camera.velocity[2]) > Math.abs(tf[2])) {
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params.camera.velocity[2] = tf[2];
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}
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}
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};
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params.keys.forEach(key => {
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@ -146,7 +164,14 @@ function handleKeys(params) {
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return;
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case 'Space':
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if(params.flying) {
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params.camera.position[1] += 0.1;
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} else {
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if (params.jumpAmount > 0) {
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params.camera.velocity[1] = 5.0 / 60;
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params.jumpAmount -= 5.0;
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}
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}
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return;
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case 'ControlLeft':
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params.camera.position[1] -= 0.1;
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@ -178,8 +203,27 @@ function getObjects(world, z, x, program, texture) {
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}));
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}
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function updatePhysics(params) {
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params.camera.velocity[1] -= 9.8 / 60 / 60;
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const oldPos = params.camera.position;
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const targetPos = params.flying ? oldPos : params.camera.position.map((v, i) => v + params.camera.velocity[i]);
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const {isOnGround, newPos} = checkCollision(oldPos, targetPos, params.world);
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params.camera.position = newPos;
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params.camera.velocity = newPos.map((v, i) => v - oldPos[i]);
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if (isOnGround) {
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params.jumpAmount = 20;
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params.camera.velocity = params.camera.velocity.map(v => v * 0.7);
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}
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params.isOnGround = isOnGround;
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}
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function tick(time, gl, params) {
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handleKeys(params);
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updatePhysics(params);
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const campos = params.camera.position;
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// expensive stuff, can take several cycles
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try {
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let timeLeft = 10;
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@ -198,8 +242,6 @@ function tick(time, gl, params) {
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const objects = getObjects(params.world, campos[2], campos[0], params.program, params.texture);
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draw(gl, params, objects);
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handleKeys(params);
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const dt = (time - stuff.lastFrameTime) * 0.001;
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stuff.lastFrameTime = time;
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@ -296,19 +338,31 @@ function makeChunk(z, x) {
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}
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function blockLookup(world, x, y, z) {
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const chunki = Math.floor(z / 16);
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const chunkj = Math.floor(x / 16);
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const midx = x + 0.5;
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const midy = y + 0.5;
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const midz = z + 0.5;
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const chunki = Math.floor(midz / 16);
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const chunkj = Math.floor(midx / 16);
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const chunk = world.chunkMap.get(chunki, chunkj);
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if (chunk === undefined) {
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return BlockType.STONE;
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return {
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type: BlockType.STONE,
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x, y, z,
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};
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}
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const i = Math.floor(z - chunki * 16);
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const j = Math.floor(x - chunkj * 16);
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const k = Math.floor(y);
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const i = Math.floor(midz - chunki * 16);
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const j = Math.floor(midx - chunkj * 16);
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const k = Math.floor(midy);
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return chunk.data[256 * (16*i + j) + k];
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return {
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type: chunk.data[256 * (16*i + j) + k],
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x: j,
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y: k,
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z: i,
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};
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}
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function makeChunkBuffer(gl, data, z0, x0, lookup) {
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@ -462,7 +516,7 @@ function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
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const chunkz = 16 * i;
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const chunkx = 16 * j;
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const lookup = (i, j, k) => blockLookup(world, j + chunkx, k, i + chunkz);
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const lookup = (i, j, k) => blockLookup(world, j + chunkx, k, i + chunkz).type;
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chunk.buffer = makeChunkBuffer(gl, chunk.data, chunk.position.z, chunk.position.x, lookup);
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@ -477,23 +531,63 @@ function updateWorldGeometry(gl, world, z, x, timeLimit = 10000) {
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}
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function checkCollision(curPos, newPos, world) {
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// [ ] get a BB for the player at newPos
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// [ ] check it against world
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// [ ] need a struct to access world @ x, y, z
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// [ ] need to check all 8 corners of the BB
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// [ ] if it collides, figure out by how much and return a safe newPos
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// I guess Steve is about 1.7 m tall?
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// he also has a 60x60 cm axis-aligned square section '^_^
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// box is centered around the camera
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const steveBB = [
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[-0.3, 0.2, -0.3],
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[-0.3, 0.2, 0.3],
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[0.3, 0.2, -0.3],
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[0.3, 0.2, 0.3],
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return safeNewPos;
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[-0.3, -1.5, -0.3],
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[-0.3, -1.5, 0.3],
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[0.3, -1.5, -0.3],
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[0.3, -1.5, 0.3],
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];
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const translate = (v, pos) => v.map((el, i) => el + pos[i]);
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let dp = newPos.map((x, i) => x - curPos[i]);
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let isOnGround = false;
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for (let i = 0; i < 3; i++) {
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const newSteve = v => v.map((x, j) => i === j ? x + newPos[j] : x + curPos[j]);
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for (const point of steveBB.map(newSteve)) {
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const block = blockLookup(world, ...point);
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if (block.type !== BlockType.AIR) {
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if (i === 1 && dp[i] < 0) {
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isOnGround = true;
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console.log(`on ground`);
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}
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dp[i] = 0;
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}
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}
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}
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for (let i = 0; i < 3; i++) {
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const newSteve = v => v.map((x, j) => curPos[j] + x + dp[j]);
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for (const point of steveBB.map(newSteve)) {
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const block = blockLookup(world, ...point);
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if (block.type !== BlockType.AIR) {
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dp[i] = 0;
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}
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}
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}
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return {
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newPos: translate(curPos, dp),
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isOnGround,
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};
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}
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// Stuff I need to do:
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// [x] a skybox
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// [x] a movable camera
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// [ ] some kind of gravity
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// [ ] collision detection
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// [x] some kind of gravity
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// [x] collision detection
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// [x] more blocks
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// [ ] ability to mine & place
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// [ ] generating & loading of more chunks
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// [x] generating & loading of more chunks
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// [x] distance fog
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// [ ] different biomes (with different noise stats)
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// [ ] non-flowy water
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@ -519,6 +613,7 @@ async function main() {
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camera: {
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position: [0.0, 70.5, 0.0],
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orientation: [0.0, Math.PI, 0.0],
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velocity: [0, 0, 0],
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},
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keys: new Set(),
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world: makeWorld(),
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@ -526,6 +621,8 @@ async function main() {
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program,
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lightDirection: [-0.2, -0.5, 0.4],
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ambiantLight: 0.7,
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flying: false,
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isOnGround: false,
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}
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document.querySelector('#lightx').oninput = e => {
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@ -558,6 +655,12 @@ async function main() {
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const keyListener = e => {
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if (e.type === 'keydown') {
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params.keys.add(e.code);
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switch (e.code) {
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case 'KeyF':
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params.flying = !params.flying;
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console.log(`flying: ${params.flying}`)
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}
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} else {
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params.keys.delete(e.code);
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}
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