Some progress on moving the cursor
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@ -4,7 +4,7 @@ BloccSpacc is a portable isometric voxel sandbox game, mainly focused on buildin
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### Development status / roadmap:
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### Development status / roadmap:
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- [ ] Breaking/placing blocks
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- [x] Breaking/placing blocks (broken because view is broken)
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- [ ] View mode / Edit mode
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- [ ] View mode / Edit mode
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- [ ] Moving cursor in all 3 axis
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- [ ] Moving cursor in all 3 axis
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- [ ] Rotating view
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- [ ] Rotating view
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@ -155,7 +155,7 @@ void DrawMap( struct xyz ChunksNum ) {
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struct xyz MapCoords = OrthoToIso ( x, y, z, BlockSize );
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struct xyz MapCoords = OrthoToIso ( x, y, z, BlockSize );
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DrawSurf(
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DrawSurf(
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MapCoords.x - Camera.x - BlockSize/2,
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MapCoords.x - Camera.x - BlockSize/2,
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MapCoords.z - Camera.z - y*BlockSize/2 - Camera.y,
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MapCoords.z - Camera.z - y*BlockSize/2, //- Camera.y,
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Blockset, & Blocks[Map[ChunksNum.y-1-y][z][x]], Screen
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Blockset, & Blocks[Map[ChunksNum.y-1-y][z][x]], Screen
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);
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);
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}
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}
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@ -169,7 +169,7 @@ void SetCamera() {
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int z = ( CursorPos.z + BlockSize/2 );
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int z = ( CursorPos.z + BlockSize/2 );
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struct xyz xyz = OrthoToIso ( x, y, z, 1 );
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struct xyz xyz = OrthoToIso ( x, y, z, 1 );
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Camera.x = xyz.x - ScreenWidth/2;
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Camera.x = xyz.x - ScreenWidth/2;
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Camera.y = y - ScreenHeight/2;//xyz.y - ScreenHeight/2;
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//Camera.y = y - ScreenHeight/2 + BlockSize;//xyz.y - ScreenHeight/2;
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Camera.z = xyz.z - ScreenHeight/2;
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Camera.z = xyz.z - ScreenHeight/2;
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}
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}
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@ -177,7 +177,7 @@ void DrawCursor() {
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struct xyz CursorCoords = OrthoToIso ( CursorPos.x, CursorPos.y, CursorPos.z, 1 );
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struct xyz CursorCoords = OrthoToIso ( CursorPos.x, CursorPos.y, CursorPos.z, 1 );
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DrawSurf(
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DrawSurf(
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CursorCoords.x - Camera.x - BlockSize/2,
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CursorCoords.x - Camera.x - BlockSize/2,
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CursorCoords.z - Camera.z - BlockSize/2, //- CursorCoords.y - Camera.y - BlockSize/2,
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CursorCoords.z - Camera.z - BlockSize/2 - CursorPos.y/2, //- CursorCoords.y - Camera.y - BlockSize/2,
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Cursorset, & Cursors [1], Screen );
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Cursorset, & Cursors [1], Screen );
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}
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}
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@ -252,6 +252,7 @@ int main( int argc, char* args[] ) {
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ChunksNum.z = ChunkSize;
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ChunksNum.z = ChunkSize;
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SetRandomNoiseMap();
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SetRandomNoiseMap();
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CursorPos.y = BlockSize * (ChunksNum.y - 1);
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while ( !Quit ) {
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while ( !Quit ) {
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while ( SDL_PollEvent( & Event ) ) {
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while ( SDL_PollEvent( & Event ) ) {
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@ -319,3 +320,4 @@ int main( int argc, char* args[] ) {
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SDL_Quit();
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SDL_Quit();
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return 0;
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return 0;
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}
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}
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