当前位置: 首页 > news >正文

使用JAVA制作minecraft红石和创造模式插件

这一次主要是红石和创造模式的新加入由于代码较长,所以呃这一段代码就直接劳烦各位呃插进之前的3.0版本里面!!!!!!!!!

import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;

import java.nio.*;
import java.util.*;

import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;

public class AdvancedMinecraftSimulator {
// 窗口尺寸
private static final int WIDTH = 1200;
private static final int HEIGHT = 800;
private long window;

// 摄像机参数
private float cameraX = 50.0f;
private float cameraY = 20.0f;
private float cameraZ = 50.0f;
private float cameraPitch = -30.0f;
private float cameraYaw = 45.0f;

// 世界参数
private static final int WORLD_SIZE = 64;
private static final int CHUNK_SIZE = 16;
private static final int WORLD_HEIGHT = 64;
private int[][][] world = new int[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];

// 游戏模式
private enum GameMode { SURVIVAL, CREATIVE }
private GameMode currentGameMode = GameMode.CREATIVE;

// 方块类型
private static final int AIR = 0;
private static final int GRASS = 1;
private static final int DIRT = 2;
private static final int STONE = 3;
private static final int WOOD = 4;
private static final int LEAVES = 5;
private static final int PLANKS = 6;
private static final int COBBLESTONE = 7;
private static final int WATER = 8;
private static final int GLASS = 9;
private static final int REDSTONE_DUST = 10;
private static final int REDSTONE_TORCH = 11;
private static final int REDSTONE_BLOCK = 12;
private static final int REDSTONE_REPEATER = 13;
private static final int REDSTONE_COMPARATOR = 14;
private static final int REDSTONE_LAMP = 15;
private static final int STICKY_PISTON = 16;
private static final int PISTON = 17;
private static final int OBSIDIAN = 18;
private static final int DIAMOND_BLOCK = 19;
private static final int GOLD_BLOCK = 20;
private static final int IRON_BLOCK = 21;

// 红石电路状态
private boolean[][][] redstonePower = new boolean[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];
private int[][][] redstoneSignalStrength = new int[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];

// 方块颜色映射
private static final Map<Integer, float[]> blockColors = new HashMap<>();
static {
blockColors.put(GRASS, new float[]{0.2f, 0.8f, 0.3f});
blockColors.put(DIRT, new float[]{0.5f, 0.35f, 0.2f});
blockColors.put(STONE, new float[]{0.5f, 0.5f, 0.5f});
blockColors.put(WOOD, new float[]{0.6f, 0.4f, 0.2f});
blockColors.put(LEAVES, new float[]{0.2f, 0.6f, 0.2f});
blockColors.put(PLANKS, new float[]{0.8f, 0.6f, 0.4f});
blockColors.put(COBBLESTONE, new float[]{0.4f, 0.4f, 0.4f});
blockColors.put(WATER, new float[]{0.2f, 0.4f, 0.8f, 0.7f});
blockColors.put(GLASS, new float[]{0.8f, 0.9f, 1.0f, 0.3f});
blockColors.put(REDSTONE_DUST, new float[]{0.8f, 0.1f, 0.1f});
blockColors.put(REDSTONE_TORCH, new float[]{0.9f, 0.2f, 0.2f});
blockColors.put(REDSTONE_BLOCK, new float[]{0.9f, 0.1f, 0.1f});
blockColors.put(REDSTONE_REPEATER, new float[]{0.7f, 0.5f, 0.5f});
blockColors.put(REDSTONE_COMPARATOR, new float[]{0.7f, 0.6f, 0.5f});
blockColors.put(REDSTONE_LAMP, new float[]{0.9f, 0.8f, 0.4f});
blockColors.put(STICKY_PISTON, new float[]{0.6f, 0.6f, 0.6f});
blockColors.put(PISTON, new float[]{0.7f, 0.7f, 0.7f});
blockColors.put(OBSIDIAN, new float[]{0.15f, 0.07f, 0.2f});
blockColors.put(DIAMOND_BLOCK, new float[]{0.3f, 0.8f, 0.8f});
blockColors.put(GOLD_BLOCK, new float[]{1.0f, 0.8f, 0.0f});
blockColors.put(IRON_BLOCK, new float[]{0.8f, 0.8f, 0.9f});
}

// 当前选择的方块(创造模式)
private int selectedBlock = GRASS;
private List<Integer> creativeInventory = Arrays.asList(
GRASS, DIRT, STONE, WOOD, LEAVES, PLANKS, COBBLESTONE, 
GLASS, REDSTONE_DUST, REDSTONE_TORCH, REDSTONE_BLOCK,
REDSTONE_REPEATER, REDSTONE_LAMP, STICKY_PISTON, PISTON,
DIAMOND_BLOCK, GOLD_BLOCK, IRON_BLOCK
);
private int inventoryIndex = 0;

// 红石电路更新计时器
private long lastRedstoneUpdate = 0;
private static final long REDSTONE_UPDATE_INTERVAL = 100; // 毫秒

// 活塞状态
private Map<String, PistonState> pistonStates = new HashMap<>();

private class PistonState {
int x, y, z;
boolean extended;
long lastUpdate;

PistonState(int x, int y, int z) {
this.x = x;
this.y = y;
this.z = z;
this.extended = false;
this.lastUpdate = System.currentTimeMillis();
}
}

    public static void main(String[] args) {
new AdvancedMinecraftSimulator().run();
}

    public void run() {
init();
loop();

// 释放资源
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
glfwTerminate();
Objects.requireNonNull(glfwSetErrorCallback(null)).free();
}

    private void init() {
// 设置错误回调
GLFWErrorCallback.createPrint(System.err).set();

// 初始化 GLFW
if (!glfwInit()) {
throw new IllegalStateException("Unable to initialize GLFW");
}

// 配置 GLFW
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

// 创建窗口
window = glfwCreateWindow(WIDTH, HEIGHT, "Minecraft Simulator - Creative Mode + Redstone", NULL, NULL);
if (window == NULL) {
throw new RuntimeException("Failed to create the GLFW window");
}

// 设置按键回调
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) {
glfwSetWindowShouldClose(window, true);
}
if (key == GLFW_KEY_C && action == GLFW_RELEASE) {
// 切换游戏模式
currentGameMode = (currentGameMode == GameMode.SURVIVAL) ? GameMode.CREATIVE : GameMode.SURVIVAL;
}
if (key == GLFW_KEY_R && action == GLFW_RELEASE) {
// 切换选择的方块(创造模式)
inventoryIndex = (inventoryIndex + 1) % creativeInventory.size();
selectedBlock = creativeInventory.get(inventoryIndex);
}
if (key == GLFW_KEY_T && action == GLFW_RELEASE) {
// 激活红石电路
activateRedstoneAtPlayer();
}
});

// 设置光标位置回调
glfwSetCursorPosCallback(window, (window, xpos, ypos) -> {
float sensitivity = 0.1f;
cameraYaw += (float) (xpos - WIDTH / 2.0) * sensitivity;
cameraPitch -= (float) (ypos - HEIGHT / 2.0) * sensitivity;

// 限制俯仰角
if (cameraPitch > 89.0f) cameraPitch = 89.0f;
if (cameraPitch < -89.0f) cameraPitch = -89.0f;

// 重置光标位置
glfwSetCursorPos(window, WIDTH / 2.0, HEIGHT / 2.0);
});

// 设置鼠标点击回调
glfwSetMouseButtonCallback(window, (window, button, action, mods) -> {
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
handleBlockInteraction(true); // 破坏方块
}
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
handleBlockInteraction(false); // 放置方块
}
});

// 获取分辨率
try (MemoryStack stack = stackPush()) {
IntBuffer pWidth = stack.mallocInt(1);
IntBuffer pHeight = stack.mallocInt(1);
glfwGetWindowSize(window, pWidth, pHeight);

// 获取显示器分辨率
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// 居中窗口
glfwSetWindowPos(
window,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
}

// 设置 OpenGL 上下文
glfwMakeContextCurrent(window);
// 启用垂直同步
glfwSwapInterval(1);
// 显示窗口
glfwShowWindow(window);

// 初始化 OpenGL
GL.createCapabilities();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.6f, 0.8f, 1.0f, 1.0f);

// 生成世界
generateWorld();

// 初始化红石电路
initializeRedstoneCircuits();
}

    private void generateWorld() {
Random random = new Random(12345);

// 生成基础地形
float[][] heightMap = new float[WORLD_SIZE][WORLD_SIZE];
for (int x = 0; x < WORLD_SIZE; x++) {
for (int z = 0; z < WORLD_SIZE; z++) {
float height = noise(x * 0.1f, z * 0.1f, random) * 10;
height += noise(x * 0.05f, z * 0.05f, random) * 20;
height += noise(x * 0.02f, z * 0.02f, random) * 5;
height = Math.max(10, height);
heightMap[x][z] = height;
}
}

// 填充方块
for (int x = 0; x < WORLD_SIZE; x++) {
for (int z = 0; z < WORLD_SIZE; z++) {
int height = (int) heightMap[x][z];

// 地表层
world[x][height][z] = GRASS;

// 地下层
for (int y = height - 1; y > height - 4; y--) {
if (y >= 0) world[x][y][z] = DIRT;
}

// 岩石层
for (int y = height - 4; y >= 0; y--) {
if (y >= 0) world[x][y][z] = STONE;
}

// 水面
if (height < 15) {
for (int y = height + 1; y <= 15; y++) {
if (y < WORLD_HEIGHT) {
world[x][y][z] = WATER;
}
}
}
}
}

// 生成一些树木
generateTrees(20, random);

// 生成一个红石演示结构
createRedstoneDemoStructure();
}

    private void initializeRedstoneCircuits() {
// 初始化红石信号强度
for (int x = 0; x < WORLD_SIZE; x++) {
for (int y = 0; y < WORLD_HEIGHT; y++) {
for (int z = 0; z < WORLD_SIZE; z++) {
redstoneSignalStrength[x][y][z] = 0;
redstonePower[x][y][z] = false;
}
}
}
}

    private void createRedstoneDemoStructure() {
// 创建一个简单的红石电路演示
int centerX = WORLD_SIZE / 2;
int centerZ = WORLD_SIZE / 2;
int groundY = 20;

// 红石火把
world[centerX][groundY + 1][centerZ] = REDSTONE_TORCH;
redstonePower[centerX][groundY + 1][centerZ] = true;
redstoneSignalStrength[centerX][groundY + 1][centerZ] = 15;

// 红石线
for (int i = 1; i <= 5; i++) {
world[centerX + i][groundY][centerZ] = REDSTONE_DUST;
}

// 红石灯
world[centerX + 6][groundY][centerZ] = REDSTONE_LAMP;

// 粘性活塞
world[centerX + 3][groundY + 1][centerZ] = STICKY_PISTON;
String pistonKey = centerX + 3 + "," + (groundY + 1) + "," + centerZ;
pistonStates.put(pistonKey, new PistonState(centerX + 3, groundY + 1, centerZ));
}

    private void generateTrees(int count, Random random) {
for (int i = 0; i < count; i++) {
int x = random.nextInt(WORLD_SIZE - 10) + 5;
int z = random.nextInt(WORLD_SIZE - 10) + 5;

int y = 0;
for (int h = WORLD_HEIGHT - 1; h >= 0; h--) {
if (world[x][h][z] != AIR) {
y = h + 1;
break;
}
}

if (y < 10 || y > WORLD_HEIGHT - 10) continue;

int trunkHeight = 4 + random.nextInt(3);
for (int h = 0; h < trunkHeight; h++) {
if (y + h < WORLD_HEIGHT) {
world[x][y + h][z] = WOOD;
}
}

int topY = y + trunkHeight;
for (int dx = -2; dx <= 2; dx++) {
for (int dz = -2; dz <= 2; dz++) {
for (int dy = -1; dy <= 2; dy++) {
int nx = x + dx;
int nz = z + dz;
int ny = topY + dy;

if (dx == 0 && dz == 0 && (dy == 0 || dy == -1)) continue;

float dist = (float) Math.sqrt(dx*dx + dz*dz + dy*dy);

if (nx >= 0 && nx < WORLD_SIZE && 
nz >= 0 && nz < WORLD_SIZE && 
ny >= 0 && ny < WORLD_HEIGHT && 
dist <= 2.5f) {
world[nx][ny][nz] = LEAVES;
}
}
}
}
}
}

    private void handleBlockInteraction(boolean destroy) {
// 计算玩家视线方向
float yawRad = (float) Math.toRadians(cameraYaw);
float pitchRad = (float) Math.toRadians(cameraPitch);

float lookX = (float) (Math.cos(yawRad) * Math.cos(pitchRad));
float lookY = (float) Math.sin(pitchRad);
float lookZ = (float) (Math.sin(yawRad) * Math.cos(pitchRad));

// 射线检测寻找目标方块
float rayX = cameraX;
float rayY = cameraY;
float rayZ = cameraZ;

for (int i = 0; i < 10; i++) {
int blockX = (int) rayX;
int blockY = (int) rayY;
int blockZ = (int) rayZ;

if (blockX >= 0 && blockX < WORLD_SIZE && 
blockY >= 0 && blockY < WORLD_HEIGHT && 
blockZ >= 0 && blockZ < WORLD_SIZE) {

if (world[blockX][blockY][blockZ] != AIR) {
if (destroy) {
// 破坏方块
if (currentGameMode == GameMode.CREATIVE || isBreakable(world[blockX][blockY][blockZ])) {
world[blockX][blockY][blockZ] = AIR;
updateRedstoneAround(blockX, blockY, blockZ);
}
} else {
// 放置方块
if (currentGameMode == GameMode.CREATIVE) {
// 计算放置位置(相邻的空格)
int placeX = blockX + (int) Math.signum(lookX);
int placeY = blockY + (int) Math.signum(lookY);
int placeZ = blockZ + (int) Math.signum(lookZ);

if (placeX >= 0 && placeX < WORLD_SIZE && 
placeY >= 0 && placeY < WORLD_HEIGHT && 
placeZ >= 0 && placeZ < WORLD_SIZE && 
world[placeX][placeY][placeZ] == AIR) {

world[placeX][placeY][placeZ] = selectedBlock;

// 如果是红石组件,初始化状态
if (isRedstoneComponent(selectedBlock)) {
initializeRedstoneComponent(placeX, placeY, placeZ, selectedBlock);
}
}
}
}
break;
}
}

rayX += lookX * 0.5f;
rayY += lookY * 0.5f;
rayZ += lookZ * 0.5f;
}
}

    private boolean isBreakable(int blockType) {
// 在生存模式下,某些方块不能被破坏
return blockType != OBSIDIAN && blockType != BEDROCK;
}

    private boolean isRedstoneComponent(int blockType) {
return blockType == REDSTONE_DUST || blockType == REDSTONE_TORCH || 
blockType == REDSTONE_BLOCK || blockType == REDSTONE_REPEATER || 
blockType == REDSTONE_COMPARATOR || blockType == REDSTONE_LAMP ||
blockType == STICKY_PISTON || blockType == PISTON;
}

    private void initializeRedstoneComponent(int x, int y, int z, int blockType) {
switch (blockType) {
case REDSTONE_TORCH:
redstonePower[x][y][z] = true;
redstoneSignalStrength[x][y][z] = 15;
break;
case REDSTONE_BLOCK:
redstonePower[x][y][z] = true;
redstoneSignalStrength[x][y][z] = 15;
break;
case REDSTONE_LAMP:
// 灯默认关闭
redstonePower[x][y][z] = false;
break;
case STICKY_PISTON:
case PISTON:
String pistonKey = x + "," + y + "," + z;
pistonStates.put(pistonKey, new PistonState(x, y, z));
break;
}
}

    private void activateRedstoneAtPlayer() {
int playerX = (int) cameraX;
int playerY = (int) cameraY;
int playerZ = (int) cameraZ;

// 激活玩家周围的红石组件
for (int dx = -3; dx <= 3; dx++) {
for (int dy = -3; dy <= 3; dy++) {
for (int dz = -3; dz <= 3; dz++) {
int x = playerX + dx;
int y = playerY + dy;
int z = playerZ + dz;

if (x >= 0 && x < WORLD_SIZE && 
y >= 0 && y < WORLD_HEIGHT && 
z >= 0 && z < WORLD_SIZE) {

if (world[x][y][z] == REDSTONE_TORCH) {
// 切换红石火把状态
redstonePower[x][y][z] = !redstonePower[x][y][z];
updateRedstoneCircuit();
} else if (world[x][y][z] == REDSTONE_BLOCK) {
// 激活红石块
redstonePower[x][y][z] = true;
updateRedstoneCircuit();
}
}
}
}
}
}

    private void updateRedstoneCircuit() {
long currentTime = System.currentTimeMillis();
if (currentTime - lastRedstoneUpdate < REDSTONE_UPDATE_INTERVAL) {
return;
}
lastRedstoneUpdate = currentTime;

// 更新红石信号传播
propagateRedstoneSignals();

// 更新红石组件状态
updateRedstoneComponents();

// 更新活塞状态
updatePistons();
}

    private void propagateRedstoneSignals() {
// 简单的红石信号传播算法
boolean[][][] newPower = new boolean[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];
int[][][] newStrength = new int[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];

// 复制当前状态
for (int x = 0; x < WORLD_SIZE; x++) {
for (int y = 0; y < WORLD_HEIGHT; y++) {
for (int z = 0; z < WORLD_SIZE; z++) {
newPower[x][y][z] = redstonePower[x][y][z];
newStrength[x][y][z] = redstoneSignalStrength[x][y][z];
}
}
}

// 传播信号
for (int x = 0; x < WORLD_SIZE; x++) {
for (int y = 0; y < WORLD_HEIGHT; y++) {
for (int z = 0; z < WORLD_SIZE; z++) {
if (world[x][y][z] == REDSTONE_DUST && redstonePower[x][y][z]) {
// 向六个方向传播信号
propagateToNeighbor(x, y, z, x+1, y, z, newPower, newStrength);
propagateToNeighbor(x, y, z, x-1, y, z, newPower, newStrength);
propagateToNeighbor(x, y, z, x, y+1, z, newPower, newStrength);
propagateToNeighbor(x, y, z, x, y-1, z, newPower, newStrength);
propagateToNeighbor(x, y, z, x, y, z+1, newPower, newStrength);
propagateToNeighbor(x, y, z, x, y, z-1, newPower, newStrength);
}
}
}
}

// 更新状态
redstonePower = newPower;
redstoneSignalStrength = newStrength;
}

    private void propagateToNeighbor(int sourceX, int sourceY, int sourceZ, 
int targetX, int targetY, int targetZ,
boolean[][][] newPower, int[][][] newStrength) {
if (targetX < 0 || targetX >= WORLD_SIZE || 
targetY < 0 || targetY >= WORLD_HEIGHT || 
targetZ < 0 || targetZ >= WORLD_SIZE) {
return;
}

int currentStrength = redstoneSignalStrength[sourceX][sourceY][sourceZ];
if (currentStrength <= 1) return;

int targetBlock = world[targetX][targetY][targetZ];
if (targetBlock == REDSTONE_DUST || targetBlock == REDSTONE_LAMP || 
targetBlock == STICKY_PISTON || targetBlock == PISTON) {

if (currentStrength - 1 > newStrength[targetX][targetY][targetZ]) {
newStrength[targetX][targetY][targetZ] = currentStrength - 1;
newPower[targetX][targetY][targetZ] = true;
}
}
}

    private void updateRedstoneComponents() {
for (int x = 0; x < WORLD_SIZE; x++) {
for (int y = 0; y < WORLD_HEIGHT; y++) {
for (int z = 0; z < WORLD_SIZE; z++) {
int blockType = world[x][y][z];

if (blockType == REDSTONE_LAMP) {
// 检查周围是否有红石信号
boolean powered = false;
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
for (int dz = -1; dz <= 1; dz++) {
if (x + dx >= 0 && x + dx < WORLD_SIZE && 
y + dy >= 0 && y + dy < WORLD_HEIGHT && 
z + dz >= 0 && z + dz < WORLD_SIZE) {
if (redstonePower[x + dx][y + dy][z + dz]) {
powered = true;
break;
}
}
}
}
}
redstonePower[x][y][z] = powered;
}
}
}
}
}

    private void updatePistons() {
long currentTime = System.currentTimeMillis();

for (PistonState piston : pistonStates.values()) {
// 检查活塞是否应该激活
boolean shouldExtend = checkPistonShouldExtend(piston.x, piston.y, piston.z);

if (shouldExtend != piston.extended) {
if (currentTime - piston.lastUpdate > 500) { // 活塞冷却时间
piston.extended = shouldExtend;
piston.lastUpdate = currentTime;

// 这里可以添加活塞推动方块的逻辑
}
}
}
}

    private boolean checkPistonShouldExtend(int x, int y, int z) {
// 检查活塞周围是否有红石信号
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
for (int dz = -1; dz <= 1; dz++) {
if (x + dx >= 0 && x + dx < WORLD_SIZE && 
y + dy >= 0 && y + dy < WORLD_HEIGHT && 
z + dz >= 0 && z + dz < WORLD_SIZE) {
if (redstonePower[x + dx][y + dy][z + dz]) {
return true;
}
}
}
}
}
return false;
}

    private void updateRedstoneAround(int x, int y, int z) {
// 当方块被破坏时,更新周围的红石电路
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
for (int dz = -1; dz <= 1; dz++) {
if (x + dx >= 0 && x + dx < WORLD_SIZE && 
y + dy >= 0 && y + dy < WORLD_HEIGHT && 
z + dz >= 0 && z + dz < WORLD_SIZE) {
redstonePower[x + dx][y + dy][z + dz] = false;
redstoneSignalStrength[x + dx][y + dy][z + dz] = 0;
}
}
}
}
updateRedstoneCircuit();
}

    private float noise(float x, float z, Random random) {
return (float) Math.sin(x * 0.1) * (float) Math.cos(z * 0.1) + random.nextFloat() * 0.2f;
}

    private void loop() {
glfwSetCursorPos(window, WIDTH / 2.0, HEIGHT / 2.0);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

while (!glfwWindowShouldClose(window)) {
processInput();
updateRedstoneCircuit();

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float aspect = (float) WIDTH / HEIGHT;
gluPerspective(60.0f, aspect, 0.1f, 300.0f);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

float yawRad = (float) Math.toRadians(cameraYaw);
float pitchRad = (float) Math.toRadians(cameraPitch);

float lookX = (float) (Math.cos(yawRad) * Math.cos(pitchRad));
float lookY = (float) Math.sin(pitchRad);
float lookZ = (float) (Math.sin(yawRad) * Math.cos(pitchRad));

gluLookAt(
cameraX, cameraY, cameraZ,
cameraX + lookX, cameraY + lookY, cameraZ + lookZ,
0.0f, 1.0f, 0.0f
);

renderWorld();
renderUI();

glfwSwapBuffers(window);
glfwPollEvents();
}
}

    private void processInput() {
float cameraSpeed = currentGameMode == GameMode.CREATIVE ? 0.3f : 0.2f;

if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
cameraX += Math.sin(Math.toRadians(cameraYaw)) * cameraSpeed;
cameraZ -= Math.cos(Math.toRadians(cameraYaw)) * cameraSpeed;
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
cameraX -= Math.sin(Math.toRadians(cameraYaw)) * cameraSpeed;
cameraZ += Math.cos(Math.toRadians(cameraYaw)) * cameraSpeed;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
cameraX -= Math.cos(Math.toRadians(cameraYaw)) * cameraSpeed;
cameraZ -= Math.sin(Math.toRadians(cameraYaw)) * cameraSpeed;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
cameraX += Math.cos(Math.toRadians(cameraYaw)) * cameraSpeed;
cameraZ += Math.sin(Math.toRadians(cameraYaw)) * cameraSpeed;
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
cameraY += cameraSpeed;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
cameraY -= cameraSpeed;
}
}

    private void renderWorld() {
int renderDistance = 12;
int playerChunkX = (int) cameraX / CHUNK_SIZE;
int playerChunkZ = (int) cameraZ / CHUNK_SIZE;

for (int cx = playerChunkX - renderDistance; cx <= playerChunkX + renderDistance; cx++) {
for (int cz = playerChunkZ - renderDistance; cz <= playerChunkZ + renderDistance; cz++) {
if (cx < 0 || cz < 0 || cx >= WORLD_SIZE / CHUNK_SIZE || cz >= WORLD_SIZE / CHUNK_SIZE) {
continue;
}

for (int x = cx * CHUNK_SIZE; x < (cx + 1) * CHUNK_SIZE; x++) {
for (int z = cz * CHUNK_SIZE; z < (cz + 1) * CHUNK_SIZE; z++) {
for (int y = 0; y < WORLD_HEIGHT; y++) {
int block = world[x][y][z];
if (block != AIR) {
renderBlock(x, y, z, block);

// 如果是激活的红石组件,渲染发光效果
if (isRedstoneComponent(block) && redstonePower[x][y][z]) {
renderRedstoneGlow(x, y, z, block);
}
}
}
}
}
}
}
}

    private void renderBlock(int x, int y, int z, int blockType) {
float[] color = blockColors.get(blockType);
if (color == null) return;

if (blockType == WATER || blockType == GLASS) {
glColor4f(color[0], color[1], color[2], color[3]);
} else {
glColor3f(color[0], color[1], color[2]);
}

glPushMatrix();
glTranslatef(x, y, z);

glBegin(GL_QUADS);

// 顶面
if (blockType != WATER && blockType != GLASS) {
glColor3f(color[0] * 1.2f, color[1] * 1.2f, color[2] * 1.2f);
}
glVertex3f(0, 1, 0);
glVertex3f(1, 1, 0);
glVertex3f(1, 1, 1);
glVertex3f(0, 1, 1);

if (blockType != WATER && blockType != GLASS) {
glColor3f(color[0], color[1], color[2]);
}

// 其他面...
// [省略其他面的渲染代码以节省空间]

glEnd();
glPopMatrix();
}

    private void renderRedstoneGlow(int x, int y, int z, int blockType) {
glPushMatrix();
glTranslatef(x + 0.5f, y + 0.5f, z + 0.5f);

float[] glowColor;
switch (blockType) {
case REDSTONE_DUST:
case REDSTONE_TORCH:
case REDSTONE_BLOCK:
glowColor = new float[]{1.0f, 0.2f, 0.2f, 0.3f};
break;
case REDSTONE_LAMP:
glowColor = new float[]{1.0f, 0.8f, 0.2f, 0.5f};
break;
default:
glowColor = new float[]{1.0f, 1.0f, 1.0f, 0.3f};
}

glColor4f(glowColor[0], glowColor[1], glowColor[2], glowColor[3]);
glutSolidSphere(0.6f, 16, 16);
glPopMatrix();
}

    private void renderUI() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, WIDTH, HEIGHT, 0, -1, 1);

glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();

glDisable(GL_DEPTH_TEST);

// 绘制游戏模式信息
glColor4f(0.1f, 0.1f, 0.1f, 0.7f);
glBegin(GL_QUADS);
glVertex2f(10, 10);
glVertex2f(250, 10);
glVertex2f(250, 100);
glVertex2f(10, 100);
glEnd();

glColor3f(1.0f, 1.0f, 1.0f);
drawString(20, 30, "Minecraft Simulator - Enhanced");
drawString(20, 50, "Game Mode: " + currentGameMode);
drawString(20, 70, "Selected Block: " + getBlockName(selectedBlock));
drawString(20, 90, "Controls: WASD-Move, Space/Shift-Up/Down");

// 绘制创造模式物品栏
if (currentGameMode == GameMode.CREATIVE) {
renderCreativeInventory();
}

glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}

    private void renderCreativeInventory() {
int startX = WIDTH - 200;
int startY = 20;
int slotSize = 30;

glColor4f(0.1f, 0.1f, 0.1f, 0.7f);
glBegin(GL_QUADS);
glVertex2f(startX, startY);
glVertex2f(startX + 180, startY);
glVertex2f(startX + 180, startY + creativeInventory.size() * slotSize + 20);
glVertex2f(startX, startY + creativeInventory.size() * slotSize + 20);
glEnd();

glColor3f(1.0f, 1.0f, 1.0f);
drawString(startX + 10, startY + 15, "Creative Inventory:");

for (int i = 0; i < creativeInventory.size(); i++) {
int block = creativeInventory.get(i);
int yPos = startY + 30 + i * slotSize;

// 高亮当前选择的方块
if (i == inventoryIndex) {
glColor4f(0.3f, 0.3f, 0.8f, 0.5f);
glBegin(GL_QUADS);
glVertex2f(startX + 5, yPos - 5);
glVertex2f(startX + 175, yPos - 5);
glVertex2f(startX + 175, yPos + 20);
glVertex2f(startX + 5, yPos + 20);
glEnd();
}

glColor3f(1.0f, 1.0f, 1.0f);
drawString(startX + 10, yPos + 15, getBlockName(block));
}
}

    private String getBlockName(int blockType) {
switch (blockType) {
case GRASS: return "Grass";
case DIRT: return "Dirt";
case STONE: return "Stone";
case WOOD: return "Wood";
case LEAVES: return "Leaves";
case PLANKS: return "Planks";
case COBBLESTONE: return "Cobblestone";
case GLASS: return "Glass";
case REDSTONE_DUST: return "Redstone Dust";
case REDSTONE_TORCH: return "Redstone Torch";
case REDSTONE_BLOCK: return "Redstone Block";
case REDSTONE_REPEATER: return "Repeater";
case REDSTONE_LAMP: return "Redstone Lamp";
case STICKY_PISTON: return "Sticky Piston";
case PISTON: return "Piston";
case DIAMOND_BLOCK: return "Diamond Block";
case GOLD_BLOCK: return "Gold Block";
case IRON_BLOCK: return "Iron Block";
default: return "Unknown";
}
}

    private void drawString(int x, int y, String text) {
// 简化文本渲染
glWindowPos2i(x, y);
for (char c : text.toCharArray()) {
glutBitmapCharacter(GLUT_BITMAP_9_BY_15, c);
}
}

private void glutSolidSphere(float radius, int slices, int stacks) {
// 简化球体渲染
glBegin(GL_QUADS);
glVertex3f(-radius, -radius, -radius);
glVertex3f(radius, -radius, -radius);
glVertex3f(radius, radius, -radius);
glVertex3f(-radius, radius, -radius);

glVertex3f(-radius, -radius, radius);
glVertex3f(radius, -radius, radius);
glVertex3f(radius, radius, radius);
glVertex3f(-radius, radius, radius);

glVertex3f(-radius, -radius, -radius);
glVertex3f(-radius, radius, -radius);
glVertex3f(-radius, radius, radius);
glVertex3f(-radius, -radius, radius);

glVertex3f(radius, -radius, -radius);
glVertex3f(radius, radius, -radius);
glVertex3f(radius, radius, radius);
glVertex3f(radius, -radius, radius);

glVertex3f(-radius, -radius, -radius);
glVertex3f(radius, -radius, -radius);
glVertex3f(radius, -radius, radius);
glVertex3f(-radius, -radius, radius);

glVertex3f(-radius, radius, -radius);
glVertex3f(radius, radius, -radius);
glVertex3f(radius, radius, radius);
glVertex3f(-radius, radius, radius);
glEnd();
}

private void glutBitmapCharacter(int font, char c) {
// 简化字符渲染
glPointSize(2);
glBegin(GL_POINTS);
for (int i = 0; i < 10; i++) {
glVertex2i(i, 0);
}
glEnd();
}
}

以上就是代码,文章过长我就不多赘述了!!

 

http://www.dtcms.com/a/358094.html

相关文章:

  • 理解JVM
  • 蓝牙5.3核心技术架构解析:从控制器到主机的无线通信设计
  • 广东省省考备考(第九十天8.30)——判断推理(强化训练)
  • 项目管理的五个阶段是什么
  • 在线简历生成工具,免费好用
  • 【MLLM】从BLIP3o到BLIP3o-NEXT:统一生成与理解
  • 【Docker】Docker初识
  • AI工具营销落地方案:工业产品营销
  • python pyqt5开发DoIP上位机【诊断回复的函数都是怎么调用的?】
  • 计算机毕设 java 阿歹果园养鸡场管理系统 基于 SSM 框架的果园养鸡场全流程管理系统设计与实现 Java+MySQL 的养殖生产与进销存一体化平台开发
  • SQLSugar 封装原理详解:从架构到核心模块的底层实现
  • uniapp解析富文本,视频无法显示问题
  • HTTP的概念、原理、工作机制、数据格式和REST
  • 卫星信号和无线信号的设备厂商
  • Linux(1)|入门的开始:Linux基本指令
  • 【C++】C++ const成员函数与取地址操作符重载
  • 数据结构 03(线性:单链表)
  • 强化学习-CH6 随机近似
  • Ansible 核心运维场景落地:YUM 仓库、SSH 公钥、固定 IP 配置技巧
  • 2025年9月计算机二级C++语言程序设计——选择题打卡Day11
  • 如何取得专案/设计/设定/物件的属性
  • mysql权限user表赋权操作修改
  • 《潮汐调和分析原理和应用》之四S_Tide使用2
  • 整体设计 的语言设计:通用模型语言的标准模板语言的规格模式语言(搜狗汪仔答问)
  • 【计算机网络】生产问题排查:如何使用Wireshark抓包/读取抓包文件进行网络分析
  • 使用AI大模型Seed1.5-VL精准识别开车接打电话等交通违法行为
  • TensorFlow深度学习实战(35)——概率神经网络
  • k8s(自写)
  • Kafka 4.0 生产者配置全解析与实战调优
  • STM32手动移植FreeRTOS