// voxelThing.c (cleaned-up main loop) #include "raylib.h" #include "raymath.h" #include "rlgl.h" #include "stdio.h" #include "chunkStructures.h" #include "chunkRenderer.h" #include "blockTypes.h" #include "playerController.h" #include "chunkGenerator.h" int main(void) { // --- Screen setup --- SetConfigFlags(FLAG_WINDOW_RESIZABLE); InitWindow(800, 600, "VoxelThing"); SetExitKey(-1); DisableCursor(); // --- World generation --- Chunk chunk; if (!LoadChunk(&chunk, "saves/chunk_0_0_0.dat")) { // There was no save, gotta generate a fresh chunk to play with. printf("--- WORLDGEN--- No save, creating new chunk.\n"); GenerateFlatChunk(&chunk); PlaceTreeAt(&chunk, 8, 64, 8); SaveChunk(&chunk, "saves/chunk_0_0_0.dat"); } Mesh chunkMesh = GenerateChunkMesh(&chunk); // --- Load textures and materials --- Texture2D atlas = LoadTexture("assets/TextureAtlas.png"); Material mat = LoadMaterialDefault(); mat.maps[MATERIAL_MAP_DIFFUSE].texture = atlas; // --- Player setup --- Player player = { .mapPosition = (Vector3){ 1.0f, 67.0f, 1.0f }, .playerOrientation = (Vector2){ 0.0f, 0.0f }, .moveSpeed = 10.0f }; player.camera.fovy = 90.0f; player.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; player.camera.projection = CAMERA_PERSPECTIVE; SetTargetFPS(60); bool paused = false; RaycastHit hit; int blockSelection = BLOCK_SAND; while (!WindowShouldClose()) { int screenWidth = GetScreenWidth(); int screenHeight = GetScreenHeight(); // Toggle fullscreen if (IsKeyPressed(KEY_F11)) { ToggleFullscreen(); SetMousePosition(screenWidth / 2, screenHeight / 2); } // Pause toggle if (IsKeyPressed(KEY_ESCAPE)) { paused = !paused; paused ? EnableCursor() : DisableCursor(); } // Temporary block selection hotkeys if (IsKeyPressed(KEY_ONE)) blockSelection = BLOCK_STONE; if (IsKeyPressed(KEY_TWO)) blockSelection = BLOCK_DIRT; if (IsKeyPressed(KEY_THREE)) blockSelection = BLOCK_GRASS; if (IsKeyPressed(KEY_FOUR)) blockSelection = BLOCK_SAND; if (IsKeyPressed(KEY_FIVE)) blockSelection = BLOCK_GRAVEL; if (IsKeyPressed(KEY_SIX)) blockSelection = BLOCK_LOG; if (IsKeyPressed(KEY_SEVEN)) blockSelection = BLOCK_LEAF; if (IsKeyPressed(KEY_EIGHT)) blockSelection = BLOCK_PLANK; if (!paused) { UpdatePlayer(&player); hit = GetPlayerRaycastHit(&player, &chunk, 10.0f); HandleBlockInteraction(&player, &chunk, hit, blockSelection); if (hit.hit && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsMouseButtonPressed(MOUSE_RIGHT_BUTTON))) { UnloadMesh(chunkMesh); chunkMesh = GenerateChunkMesh(&chunk); } } BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(player.camera); DrawMesh(chunkMesh, mat, MatrixIdentity()); if (hit.hit) { DrawCubeWires(Vector3Add(hit.position, (Vector3){0.5f, 0.5f, 0.5f}), 1.02f, 1.02f, 1.02f, BLACK); //DrawFaceHighlight(hit.position, hit.normal); } EndMode3D(); // Draw crosshair DrawLine(screenWidth / 2 - 5, screenHeight / 2, screenWidth / 2 + 5, screenHeight / 2, DARKGRAY); DrawLine(screenWidth / 2, screenHeight / 2 - 5, screenWidth / 2, screenHeight / 2 + 5, DARKGRAY); // Debug info DrawText(TextFormat("Yaw: %.1f Pitch: %.1f", player.playerOrientation.x * RAD2DEG, player.playerOrientation.y * RAD2DEG), 10, 10, 20, DARKGRAY); if (paused) { DrawRectangle(0, 0, screenWidth, screenHeight, Fade(DARKGRAY, 0.5f)); DrawText("Paused", screenWidth / 2 - MeasureText("Paused", 40) / 2, screenHeight / 2 - 20, 40, RAYWHITE); DrawText("Press ESC to resume", screenWidth / 2 - MeasureText("Press ESC to resume", 20) / 2, screenHeight / 2 + 30, 20, LIGHTGRAY); } EndDrawing(); } // --- Cleanup --- SaveChunk(&chunk, "saves/chunk_0_0_0.dat"); UnloadTexture(atlas); UnloadMesh(chunkMesh); UnloadMaterial(mat); CloseWindow(); return 0; }