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Minecraft合集

首先我们需要了解一点,Minecraft是一个十分复杂的游戏,它实际上有上万行代码,所以我不可能一下把它写完,现在我要使用JAVA,c加加和Python来展示他们

 

C++:

#include <iostream>
#include <vector>
#include <map>
#include <cstdlib>
#include <cmath>
#include <ctime>
#include <GL/glut.h>
#include <algorithm>
#include <string>

using namespace std;

// 方块类型枚举(扩展版)
enum BlockType {
AIR, GRASS, DIRT, STONE, WATER, OAK_WOOD, SPRUCE_WOOD, BIRCH_WOOD, 
OAK_LEAVES, SPRUCE_LEAVES, BIRCH_LEAVES, COAL_ORE, IRON_ORE, 
GOLD_ORE, DIAMOND_ORE, EMERALD_ORE, REDSTONE_ORE, LAPIS_ORE,
SAND, GLOWSTONE, BRICK, QUARTZ, GLASS, OBSIDIAN, FURNACE,
REDSTONE_DUST, REDSTONE_TORCH, REDSTONE_LAMP, LIT_REDSTONE_LAMP,
CRAFTING_TABLE, ENCHANTING_TABLE, BOOKSHELF, ANVIL, CHEST,
WHEAT, CARROT, POTATO, PUMPKIN, MELON, TNT, LAPIS_BLOCK,
IRON_BLOCK, GOLD_BLOCK, DIAMOND_BLOCK, EMERALD_BLOCK, COBBLESTONE,
MOSSY_COBBLESTONE, STONE_BRICKS, MOSSY_STONE_BRICKS, CRACKED_STONE_BRICKS,
ANDESITE, DIORITE, GRANITE, SANDSTONE, RED_SANDSTONE, TERRACOTTA,
WHITE_WOOL, ORANGE_WOOL, MAGENTA_WOOL, LIGHT_BLUE_WOOL, YELLOW_WOOL,
LIME_WOOL, PINK_WOOL, GRAY_WOOL, LIGHT_GRAY_WOOL, CYAN_WOOL,
PURPLE_WOOL, BLUE_WOOL, BROWN_WOOD, GREEN_WOOL, RED_WOOL, BLACK_WOOL,
GRASS_BLOCK, PODZOL, MYCELIUM, NETHERRACK, SOUL_SAND, SOUL_SOIL,
BASALT, BLACKSTONE, END_STONE, ICE, PACKED_ICE, BLUE_ICE, SNOW_BLOCK
};

// 物品类型(扩展版)
enum ItemType {
EMPTY, 
// 基础材料
WOOD_ITEM, STONE_ITEM, COAL_ITEM, IRON_ITEM, GOLD_ITEM, 
DIAMOND_ITEM, EMERALD_ITEM, REDSTONE_ITEM, LAPIS_ITEM, 
STICK, STRING, FEATHER, FLINT, LEATHER, BONE, GUNPOWDER, 
WHEAT_ITEM, CARROT_ITEM, POTATO_ITEM, PUMPKIN_ITEM, MELON_ITEM,
EGG, 

// 工具
WOOD_PICKAXE, STONE_PICKAXE, IRON_PICKAXE, GOLD_PICKAXE, DIAMOND_PICKAXE,
WOOD_AXE, STONE_AXE, IRON_AXE, GOLD_AXE, DIAMOND_AXE,
WOOD_SHOVEL, STONE_SHOVEL, IRON_SHOVEL, GOLD_SHOVEL, DIAMOND_SHOVEL,
WOOD_HOE, STONE_HOE, IRON_HOE, GOLD_HOE, DIAMOND_HOE,
FLINT_AND_STEEL, BUCKET, WATER_BUCKET, LAVA_BUCKET, SHEARS,

// 武器
WOOD_SWORD, STONE_SWORD, IRON_SWORD, GOLD_SWORD, DIAMOND_SWORD,
BOW, ARROW, 

// 防具
LEATHER_HELMET, LEATHER_CHESTPLATE, LEATHER_LEGGINGS, LEATHER_BOOTS,
IRON_HELMET, IRON_CHESTPLATE, IRON_LEGGINGS, IRON_BOOTS,
GOLD_HELMET, GOLD_CHESTPLATE, GOLD_LEGGINGS, GOLD_BOOTS,
DIAMOND_HELMET, DIAMOND_CHESTPLATE, DIAMOND_LEGGINGS, DIAMOND_BOOTS,

// 其他
BOOK, ENCHANTED_BOOK, SADDLE, NAME_TAG, CLOCK, COMPASS, MAP,
PAINTING, SIGN, BED, CAKE, COOKIE, BREAD, APPLE, GOLDEN_APPLE,
ENCHANTED_GOLDEN_APPLE, PUMPKIN_PIE, FISHING_ROD, LEAD, MUSIC_DISC
};

// 附魔类型(扩展版)
enum Enchantment {
NO_ENCHANT, 
// 武器附魔
SHARPNESS, SMITE, BANE_OF_ARTHROPODS, KNOCKBACK, FIRE_ASPECT, LOOTING,

// 工具附魔
EFFICIENCY, SILK_TOUCH, FORTUNE, UNBREAKING,

// 防具附魔
PROTECTION, FIRE_PROTECTION, BLAST_PROTECTION, PROJECTILE_PROTECTION, 
RESPIRATION, AQUA_AFFINITY, THORNS, DEPTH_STRIDER, FROST_WALKER,

// 弓附魔
POWER, PUNCH, FLAME, INFINITY,

// 钓竿附魔
LUCK_OF_THE_SEA, LURE,

// 三叉戟附魔
IMPALING, LOYALTY, CHANNELING, RIPTIDE
};

// 生物类型
enum EntityType {
PASSIVE, NEUTRAL, HOSTILE, BOSS
};

// 世界尺寸常量
const int WORLD_SIZE_X = 128;
const int WORLD_SIZE_Y = 128;
const int WORLD_SIZE_Z = 128;

// 3D世界网格
BlockType world[WORLD_SIZE_X][WORLD_SIZE_Y][WORLD_SIZE_Z];
bool redstonePower[WORLD_SIZE_X][WORLD_SIZE_Y][WORLD_SIZE_Z];

// 结构体表示位置
struct Vec3 {
int x, y, z;
Vec3(int x=0, int y=0, int z=0) : x(x), y(y), z(z) {}

bool operator==(const Vec3& other) const {
return x == other.x && y == other.y && z == other.z;
}
};

// 物品类
class Item {
public:
ItemType type;
int count;
Enchantment enchant;
int enchantLevel;

Item(ItemType t = EMPTY, int c = 0, Enchantment e = NO_ENCHANT, int el = 0)
: type(t), count(c), enchant(e), enchantLevel(el) {}
};

// 附魔台类
class EnchantingTable {
public:
Vec3 position;
bool active;

EnchantingTable(int x, int y, int z) : position(x, y, z), active(false) {}

void render() {
glPushMatrix();
glTranslatef(position.x + 0.5f, position.y, position.z + 0.5f);

// 底座
glColor3f(0.2f, 0.1f, 0.05f); // 深棕色
glPushMatrix();
glScalef(1.0f, 0.2f, 1.0f);
glutSolidCube(0.9f);
glPopMatrix();

// 桌面
glColor3f(0.15f, 0.6f, 0.8f); // 青色
glPushMatrix();
glTranslatef(0.0f, 0.2f, 0.0f);
glScalef(0.8f, 0.1f, 0.8f);
glutSolidCube(0.9f);
glPopMatrix();

// 书本
glColor3f(0.8f, 0.2f, 0.1f); // 红色
glPushMatrix();
glTranslatef(0.0f, 0.25f, 0.0f);
glScalef(0.4f, 0.1f, 0.6f);
glutSolidCube(0.7f);
glPopMatrix();

// 附魔特效
if (active) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(0.3f, 0.1f, 0.8f, 0.5f); // 紫色半透明

for (int i = 0; i < 3; i++) {
glPushMatrix();
glTranslatef(sin(glutGet(GLUT_ELAPSED_TIME)/500.0f * (i+1), 
0.3f + i*0.1f, 
cos(glutGet(GLUT_ELAPSED_TIME)/500.0f * (i+1));
glutSolidSphere(0.2f, 10, 10);
glPopMatrix();
}

glDisable(GL_BLEND);
}

glPopMatrix();
}
};

// 合成台类
class CraftingTable {
public:
Vec3 position;

CraftingTable(int x, int y, int z) : position(x, y, z) {}

void render() {
glPushMatrix();
glTranslatef(position.x + 0.5f, position.y, position.z + 0.5f);

// 桌腿
glColor3f(0.5f, 0.3f, 0.1f); // 棕色
for (float x = -0.4f; x <= 0.4f; x += 0.8f) {
for (float z = -0.4f; z <= 0.4f; z += 0.8f) {
glPushMatrix();
glTranslatef(x, 0.1f, z);
glScalef(0.1f, 0.2f, 0.1f);
glutSolidCube(1.0f);
glPopMatrix();
}
}

// 桌面
glColor3f(0.7f, 0.5f, 0.3f); // 浅棕色
glPushMatrix();
glTranslatef(0.0f, 0.2f, 0.0f);
glScalef(1.0f, 0.1f, 1.0f);
glutSolidCube(0.9f);
glPopMatrix();

// 工具图案
glColor3f(0.3f, 0.2f, 0.1f); // 深棕色
glLineWidth(2.0f);
glBegin(GL_LINES);
// 斧头
glVertex3f(-0.3f, 0.21f, 0.0f); glVertex3f(0.0f, 0.21f, 0.3f);
glVertex3f(0.0f, 0.21f, 0.3f); glVertex3f(0.3f, 0.21f, 0.0f);
// 镐
glVertex3f(-0.3f, 0.21f, -0.3f); glVertex3f(0.3f, 0.21f, -0.3f);
glVertex3f(0.0f, 0.21f, -0.3f); glVertex3f(0.0f, 0.21f, 0.0f);
glEnd();

glPopMatrix();
}
};

// 生物基类
class Entity {
public:
Vec3 position;
Vec3 velocity;
float rotation;
EntityType type;
float health;
float maxHealth;

Entity(int x, int y, int z, EntityType t, float mh) 
: position(x, y, z), rotation(0), type(t), maxHealth(mh), health(mh) {}

virtual void update() = 0;
virtual void render() = 0;
virtual vector<Item> getDrops() = 0;
};

// 动物类
class Animal : public Entity {
public:
bool isAdult;
int growthTimer;

Animal(int x, int y, int z, EntityType t, float mh) 
: Entity(x, y, z, t, mh), isAdult(true), growthTimer(0) {}

void update() override {
// 简单的随机移动
if (rand() % 100 < 5) {
rotation = rand() % 360;
}

// 移动
float rad = rotation * 3.14159f / 180.0f;
velocity.x = sin(rad) * 0.05f;
velocity.z = cos(rad) * 0.05f;

// 应用重力
velocity.y -= 0.01f;

// 更新位置
position.x += velocity.x;
position.y += velocity.y;
position.z += velocity.z;

// 简单的边界检查
if (position.x < 0) position.x = 0;
if (position.x > WORLD_SIZE_X-1) position.x = WORLD_SIZE_X-1;
if (position.z < 0) position.z = 0;
if (position.z > WORLD_SIZE_Z-1) position.z = WORLD_SIZE_Z-1;

// 确保动物在地面上
if (position.y < 0) position.y = 0;
}
};

// 牛
class Cow : public Animal {
public:
Cow(int x, int y, int z) : Animal(x, y, z, PASSIVE, 10.0f) {}

void render() override {
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glRotatef(rotation, 0, 1, 0);

// 身体
glColor3f(0.6f, 0.5f, 0.4f);
glPushMatrix();
glScalef(0.7f, 0.5f, 1.0f);
glutSolidCube(0.8f);
glPopMatrix();

// 头部
glPushMatrix();
glTranslatef(0.55f, 0.1f, 0.0f);
glScalef(0.4f, 0.3f, 0.3f);
glutSolidCube(0.8f);
glPopMatrix();

// 腿
for (int i = -1; i <= 1; i += 2) {
for (int j = -1; j <= 1; j += 2) {
glPushMatrix();
glTranslatef(i*0.3f, -0.4f, j*0.3f);
glScalef(0.15f, 0.4f, 0.15f);
glutSolidCube(1.0f);
glPopMatrix();
}
}

// 角
glColor3f(0.3f, 0.2f, 0.1f);
for (int i = -1; i <= 1; i += 2) {
glPushMatrix();
glTranslatef(0.6f, 0.3f, i*0.1f);
glRotatef(30, 0, 0, 1);
glScalef(0.05f, 0.2f, 0.05f);
glutSolidCube(1.0f);
glPopMatrix();
}

glPopMatrix();
}

vector<Item> getDrops() override {
return {
Item(LEATHER, rand() % 3 + 1),
Item(BEEF, rand() % 3 + 1)
};
}
};

// 猪
class Pig : public Animal {
public:
Pig(int x, int y, int z) : Animal(x, y, z, PASSIVE, 8.0f) {}

void render() override {
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glRotatef(rotation, 0, 1, 0);

// 身体
glColor3f(1.0f, 0.7f, 0.8f);
glPushMatrix();
glScalef(0.6f, 0.4f, 0.8f);
glutSolidCube(0.8f);
glPopMatrix();

// 头部
glPushMatrix();
glTranslatef(0.5f, 0.1f, 0.0f);
glScalef(0.3f, 0.25f, 0.25f);
glutSolidCube(0.8f);
glPopMatrix();

// 腿
for (int i = -1; i <= 1; i += 2) {
for (int j = -1; j <= 1; j += 2) {
glPushMatrix();
glTranslatef(i*0.25f, -0.35f, j*0.25f);
glScalef(0.1f, 0.3f, 0.1f);
glutSolidCube(1.0f);
glPopMatrix();
}
}

// 鼻子
glColor3f(1.0f, 0.5f, 0.6f);
glPushMatrix();
glTranslatef(0.65f, 0.1f, 0.0f);
glutSolidSphere(0.05f, 8, 8);
glPopMatrix();

glPopMatrix();
}

vector<Item> getDrops() override {
return {
Item(PORKCHOP, rand() % 3 + 1)
};
}
};

// 羊
class Sheep : public Animal {
public:
Sheep(int x, int y, int z) : Animal(x, y, z, PASSIVE, 8.0f) {}

void render() override {
glPushMatrix();
glTranslatef(position.x, position.y, position.z);
glRotatef(rotation, 0, 1, 0);

// 身体
glColor3f(1.0f, 1.0f, 1.0f); // 白色羊毛
glPushMatrix();
glScalef(0.7f, 0.5f, 0.9f);
glutSolidCube(0.8f);
glPopMatrix();

// 头部
glColor3f(0.8f, 0.8f, 0.8f); // 灰色皮肤
glPushMatrix();
glTranslatef(0.55f, 0.1f, 0.0f);
glScalef(0.35f, 0.3f, 0.3f);
glutSolidCube(0.8f);
glPopMatrix();

// 腿
for (int i = -1; i <= 1; i += 2) {
for (int j = -1; j <= 1; j += 2) {
glPushMatrix();
glTranslatef(i*0.25f, -0.4f, j*0.25f);
glScalef(0.1f, 0.3f, 0.1f);
glutSolidCube(1.0f);
glPopMatrix();
}
}

glPopMatrix();
}

vector<Item> getDrops() override {
return {
Item(WOOL, rand() % 2 + 1),
Item(MUTTON, rand() % 2 + 1)
};
}
};

// 敌对生物基类
class HostileEntity : public Entity {
public:
Vec3 targetPosition;
bool hasTarget;

HostileEntity(int x, int y, int z, EntityType t, float mh) 
: Entity(x, y, z, t, mh), hasTarget(false) {}

void update() override {
// 简单的AI:如果玩家在附近,追踪玩家
// 否则随机移动

// 应用重力
velocity.y -= 0.01f;

// 更新位置
position.x += velocity.x;
position.y += velocity.y;
position.z += velocity.z;

// 确保生物在地面上
if (position.y < 0) position.y = 0;
}
};

// 僵尸
class Zombie : public HostileEntity {
public:
Zombie(int x, int y, int z) : HostileEntity(x, y, z, HOSTILE, 20.0f) {}

void render() override {
glPushMatrix();
glTranslatef(position.x, position.y + 0.5f, position.z);

// 身体
glColor3f(0.3f, 0.5f, 0.3f); // 僵尸绿
glPushMatrix();
glScalef(0.4f, 0.8f, 0.4f);
glutSolidCube(1.0f);
glPopMatrix();

// 头部
glPushMatrix();
glTranslatef(0.0f, 0.5f, 0.0f);
glutSolidSphere(0.25f, 10, 10);
glPopMatrix();

// 手臂
for (int i = -1; i <= 1; i += 2) {
glPushMatrix();
glTranslatef(i*0.3f, 0.2f, 0.0f);
glScalef(0.2f, 0.6f, 0.2f);
glutSolidCube(1.0f);
glPopMatrix();
}

// 腿
for (int i = -1; i <= 1; i += 2) {
glPushMatrix();
glTranslatef(i*0.15f, -0.5f, 0.0f);
glScalef(0.2f, 0.4f, 0.2f);
glutSolidCube(1.0f);
glPopMatrix();
}

glPopMatrix();
}

vector<Item> getDrops() override {
return {
Item(ROTTEN_FLESH, rand() % 3 + 1),
Item(IRON_INGOT, rand() % 2),
Item(CARROT, rand() % 2),
Item(POTATO, rand() % 2)
};
}
};

// 骷髅
class Skeleton : public HostileEntity {
public:
Skeleton(int x, int y, int z) : HostileEntity(x, y, z, HOSTILE, 20.0f) {}

void render() override {
glPushMatrix();
glTranslatef(position.x, position.y + 0.5f, position.z);

// 身体
glColor3f(0.8f, 0.8f, 0.8f); // 白色骨骼
glPushMatrix();
glScalef(0.4f, 0.8f, 0.4f);
glutSolidCube(1.0f);
glPopMatrix();

// 头部
glPushMatrix();
glTranslatef(0.0f, 0.5f, 0.0f);
glutSolidSphere(0.25f, 10, 10);
glPopMatrix();

// 手臂
for (int i = -1; i <= 1; i += 2) {
glPushMatrix();
glTranslatef(i*0.3f, 0.2f, 0.0f);
glScalef(0.2f, 0.6f, 0.2f);
glutSolidCube(1.0f);
glPopMatrix();
}

// 腿
for (int i = -1; i <= 1; i += 2) {
glPushMatrix();
glTranslatef(i*0.15f, -0.5f, 0.0f);
glScalef(0.2f, 0.4f, 0.2f);
glutSolidCube(1.0f);
glPopMatrix();
}

// 弓
glColor3f(0.5f, 0.3f, 0.1f);
glPushMatrix();
glTranslatef(0.0f, 0.3f, 0.0f);
glRotatef(45, 0, 1, 0);
glScalef(0.5f, 0.05f, 0.05f);
glutSolidCube(1.0f);
glPopMatrix();

glPopMatrix();
}

vector<Item> getDrops() override {
return {
Item(BONE, rand() % 3 + 1),
Item(ARROW, rand() % 3 + 1),
Item(BOW, rand() % 2)
};
}
};

// 苦力怕
class Creeper : public HostileEntity {
public:
bool isCharged;

Creeper(int x, int y, int z) : HostileEntity(x, y, z, HOSTILE, 20.0f), isCharged(false) {}

void render() override {
glPushMatrix();
glTranslatef(position.x, position.y + 0.5f, position.z);

// 身体
glColor3f(0.3f, 0.8f, 0.3f); // 苦力怕绿
glPushMatrix();
glScalef(0.5f, 0.9f, 0.5f);
glutSolidCube(1.0f);
glPopMatrix();

// 头部
glPushMatrix();
glTranslatef(0.0f, 0.5f, 0.0f);
glScalef(0.6f, 0.6f, 0.6f);
glutSolidCube(1.0f);
glPopMatrix();

// 腿
for (int i = -1; i <= 1; i += 2) {
glPushMatrix();
glTranslatef(i*0.15f, -0.6f, 0.0f);
glScalef(0.2f, 0.3f, 0.2f);
glutSolidCube(1.0f);
glPopMatrix();
}

// 闪电效果(如果被充电)
if (isCharged) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(1.0f, 1.0f, 0.0f, 0.5f);

glPushMatrix();
glTranslatef(0.0f, 0.8f, 0.0f);
glutSolidSphere(0.3f, 8, 8);
glPopMatrix();

glDisable(GL_BLEND);
}

glPopMatrix();
}

vector<Item> getDrops() override {
return {
Item(GUNPOWDER, rand() % 3 + 1),
Item(MUSIC_DISC, isCharged ? 1 : 0) // 只有被充电的苦力怕才会掉落唱片
};
}
};

// 世界中的实体
vector<Entity*> entities;

// 噪声函数 (简化版Perlin噪声)
float noise(int x, int y, int z) {
int n = x + y * 57 + z * 131;
n = (n << 13) ^ n;
return (1.0f - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0f);
}

// 生成地形
void generateTerrain() {
// 清空红石能量
for (int x = 0; x < WORLD_SIZE_X; x++) {
for (int y = 0; y < WORLD_SIZE_Y; y++) {
for (int z = 0; z < WORLD_SIZE_Z; z++) {
redstonePower[x][y][z] = false;
}
}
}

// 生成基础地形
for (int x = 0; x < WORLD_SIZE_X; x++) {
for (int z = 0; z < WORLD_SIZE_Z; z++) {
// 使用噪声函数生成高度
float heightNoise = noise(x, 0, z) * 20;
int height = WORLD_SIZE_Y / 3 + (int)heightNoise;

// 确保高度在合理范围内
height = max(5, min(WORLD_SIZE_Y - 10, height));

// 设置方块
for (int y = 0; y < WORLD_SIZE_Y; y++) {
if (y > height) {
world[x][y][z] = AIR;
} else if (y == height) {
// 根据高度决定地表方块
if (height > WORLD_SIZE_Y / 3 + 15) {
world[x][y][z] = SNOW_BLOCK; // 高海拔为雪
} else if (height > WORLD_SIZE_Y / 3 + 5) {
world[x][y][z] = GRASS; // 中等高度为草地
} else {
world[x][y][z] = SAND; // 低海拔为沙子
}
} else if (y > height - 4) {
world[x][y][z] = DIRT;
} else if (y > height - 8) {
// 石头变种层
float stoneType = noise(x*2, y*2, z*2);
if (stoneType > 0.7f) world[x][y][z] = ANDESITE;
else if (stoneType > 0.5f) world[x][y][z] = DIORITE;
else if (stoneType > 0.3f) world[x][y][z] = GRANITE;
else world[x][y][z] = STONE;
} else {
// 深层生成石头
world[x][y][z] = STONE;
}
}
}
}

// 生成水体
for (int x = 10; x < 30; x++) {
for (int z = 10; z < 30; z++) {
int height = WORLD_SIZE_Y / 3 + (int)noise(x, 0, z) * 5;
for (int y = height; y < height + 5; y++) {
if (y < WORLD_SIZE_Y / 3 + 4) {
world[x][y][z] = WATER;
}
}
}
}

// 生成矿洞
for (int i = 0; i < 10; i++) {
int caveX = rand() % WORLD_SIZE_X;
int caveZ = rand() % WORLD_SIZE_Z;
int caveY = rand() % (WORLD_SIZE_Y / 2) + 10;

for (int r = 0; r < 10; r++) {
for (int a = 0; a < 360; a += 10) {
for (int p = -50; p <= 50; p += 10) {
float rad = a * 3.14159f / 180.0f;
int x = caveX + (int)(r * cos(rad));
int z = caveZ + (int)(r * sin(rad));
int y = caveY + p;

if (x >= 0 && x < WORLD_SIZE_X && 
y >= 0 && y < WORLD_SIZE_Y && 
z >= 0 && z < WORLD_SIZE_Z) {
world[x][y][z] = AIR;
}
}
}
}
}

// 生成矿物
for (int x = 0; x < WORLD_SIZE_X; x++) {
for (int z = 0; z < WORLD_SIZE_Z; z++) {
for (int y = 0; y < WORLD_SIZE_Y / 2; y++) {
if (world[x][y][z] == STONE || world[x][y][z] == ANDESITE || 
world[x][y][z] == DIORITE || world[x][y][z] == GRANITE) {

float oreChance = noise(x, y, z);
if (y < 20) {
if (oreChance > 0.95f) world[x][y][z] = DIAMOND_ORE;
else if (oreChance > 0.90f) world[x][y][z] = EMERALD_ORE;
else if (oreChance > 0.85f) world[x][y][z] = GOLD_ORE;
}

if (y < 40) {
if (oreChance > 0.80f) world[x][y][z] = REDSTONE_ORE;
else if (oreChance > 0.75f) world[x][y][z] = LAPIS_ORE;
}

if (oreChance > 0.70f) world[x][y][z] = IRON_ORE;
else if (oreChance > 0.65f) world[x][y][z] = COAL_ORE;
}
}
}
}

// 生成树木
for (int i = 0; i < 50; i++) {
int treeX = rand() % (WORLD_SIZE_X - 10) + 5;
int treeZ = rand() % (WORLD_SIZE_Z - 10) + 5;
int treeHeight = 0;

// 找到地表高度
for (int y = WORLD_SIZE_Y - 1; y >= 0; y--) {
if (world[treeX][y][treeZ] == GRASS || world[treeX][y][treeZ] == DIRT) {
treeHeight = y + 1;
break;
}
}

if (treeHeight > 0) {
// 树干 (4-6格高)
int trunkHeight = rand() % 3 + 4;
for (int y = treeHeight; y < treeHeight + trunkHeight; y++) {
world[treeX][y][treeZ] = OAK_WOOD;
}

// 树叶
for (int x = treeX - 2; x <= treeX + 2; x++) {
for (int z = treeZ - 2; z <= treeZ + 2; z++) {
for (int y = treeHeight + trunkHeight - 2; y <= treeHeight + trunkHeight + 2; y++) {
if (x >= 0 && x < WORLD_SIZE_X && 
y >= 0 && y < WORLD_SIZE_Y && 
z >= 0 && z < WORLD_SIZE_Z) {
if (world[x][y][z] == AIR && 
(abs(x-treeX) + abs(z-treeZ) < 3 || y < treeHeight + trunkHeight + 1)) {
world[x][y][z] = OAK_LEAVES;
}
}
}
}
}
}
}

// 生成动物
for (int i = 0; i < 20; i++) {
int x = rand() % (WORLD_SIZE_X - 10) + 5;
int z = rand() % (WORLD_SIZE_Z - 10) + 5;
int y = 0;

// 找到地表高度
for (int h = WORLD_SIZE_Y - 1; h >= 0; h--) {
if (world[x][h][z] == GRASS) {
y = h + 1;
break;
}
}

if (y > 0) {
int animalType = rand() % 3;
switch (animalType) {
case 0: entities.push_back(new Cow(x, y, z)); break;
case 1: entities.push_back(new Pig(x, y, z)); break;
case 2: entities.push_back(new Sheep(x, y, z)); break;
}
}
}

// 生成怪物
for (int i = 0; i < 10; i++) {
int x = rand() % (WORLD_SIZE_X - 10) + 5;
int z = rand() % (WORLD_SIZE_Z - 10) + 5;
int y = 0;

// 在地下或洞穴中生成
for (int h = WORLD_SIZE_Y / 2; h < WORLD_SIZE_Y - 1; h++) {
if (world[x][h][z] == AIR && world[x][h-1][z] != AIR) {
y = h;
break;
}
}

if (y > 0) {
int monsterType = rand() % 3;
switch (monsterType) {
case 0: entities.push_back(new Zombie(x, y, z)); break;
case 1: entities.push_back(new Skeleton(x, y, z)); break;
case 2: entities.push_back(new Creeper(x, y, z)); break;
}
}
}
}

// 生成村庄
void generateVillage(int centerX, int centerZ) {
// 寻找合适的村庄高度
int height = 0;
for (int y = WORLD_SIZE_Y - 1; y >= 0; y--) {
if (world[centerX][y][centerZ] == GRASS) {
height = y + 1;
break;
}
}

// 生成村庄中心
for (int x = centerX - 5; x <= centerX + 5; x++) {
for (int z = centerZ - 5; z <= centerZ + 5; z++) {
world[x][height][z] = COBBLESTONE;
}
}

// 生成房屋
for (int i = 0; i < 6; i++) {
float angle = i * 60;
int houseX = centerX + (int)(12 * cos(angle * 3.14159f / 180.0f));
int houseZ = centerZ + (int)(12 * sin(angle * 3.14159f / 180.0f));

// 房屋地基
for (int x = houseX - 3; x <= houseX + 3; x++) {
for (int z = houseZ - 3; z <= houseZ + 3; z++) {
world[x][height][z] = OAK_WOOD;
}
}

// 墙壁
for (int y = height + 1; y <= height + 4; y++) {
for (int x = houseX - 3; x <= houseX + 3; x++) {
world[x][y][houseZ - 3] = OAK_WOOD;
world[x][y][houseZ + 3] = OAK_WOOD;
}
for (int z = houseZ - 2; z <= houseZ + 2; z++) {
world[houseX - 3][y][z] = OAK_WOOD;
world[houseX + 3][y][z] = OAK_WOOD;
}

// 窗户
if (y == height + 2 || y == height + 3) {
world[houseX][y][houseZ - 3] = GLASS;
world[houseX][y][houseZ + 3] = GLASS;
world[houseX - 3][y][houseZ] = GLASS;
world[houseX + 3][y][houseZ] = GLASS;
}
}

// 屋顶
for (int x = houseX - 4; x <= houseX + 4; x++) {
for (int z = houseZ - 4; z <= houseZ + 4; z++) {
if (abs(x - houseX) + abs(z - houseZ) <= 4) {
world[x][height + 5][z] = SPRUCE_WOOD;
}
}
}

// 门
world[houseX][height + 1][houseZ - 3] = AIR;
world[houseX][height + 2][houseZ - 3] = AIR;

// 生成村民
entities.push_back(new Cow(houseX, height + 1, houseZ - 2));

// 在其中一个房子放合成台
if (i == 0) {
world[houseX][height + 1][houseZ] = CRAFTING_TABLE;
}

// 在另一个房子放箱子
if (i == 1) {
world[houseX][height + 1][houseZ] = CHEST;
}
}

// 生成中心建筑 (铁匠铺)
for (int y = height; y < height + 6; y++) {
for (int x = centerX - 4; x <= centerX + 4; x++) {
for (int z = centerZ - 4; z <= centerZ + 4; z++) {
if (x == centerX - 4 || x == centerX + 4 || 
z == centerZ - 4 || z == centerZ + 4 || 
y == height || y == height + 5) {
world[x][y][z] = STONE_BRICKS;
} else if (y == height + 1 && (x == centerX - 1 || x == centerX + 1 || z == centerZ - 1 || z == centerZ + 1)) {
world[x][y][z] = FURNACE;
}
}
}
}

// 铁匠铺屋顶
for (int y = height + 6; y < height + 8; y++) {
for (int x = centerX - 3; x <= centerX + 3; x++) {
for (int z = centerZ - 3; z <= centerZ + 3; z++) {
if (abs(x - centerX) + abs(z - centerZ) <= 3) {
world[x][y][z] = STONE_BRICKS;
}
}
}
}

// 烟囱
for (int y = height + 1; y < height + 10; y++) {
world[centerX][y][centerZ] = BRICK;
}

// 生成附魔台
world[centerX][height + 1][centerZ - 2] = ENCHANTING_TABLE;

// 生成书架
world[centerX-2][height + 1][centerZ - 2] = BOOKSHELF;
world[centerX+2][height + 1][centerZ - 2] = BOOKSHELF;
world[centerX][height + 1][centerZ - 4] = BOOKSHELF;
world[centerX][height + 1][centerZ] = BOOKSHELF;
}

// 更新红石电路
void updateRedstone() {
// 临时存储新的红石能量状态
bool newPower[WORLD_SIZE_X][WORLD_SIZE_Y][WORLD_SIZE_Z];
for (int x = 0; x < WORLD_SIZE_X; x++) {
for (int y = 0; y < WORLD_SIZE_Y; y++) {
for (int z = 0; z < WORLD_SIZE_Z; z++) {
newPower[x][y][z] = false;
}
}
}

// 传播红石信号
for (int x = 0; x < WORLD_SIZE_X; x++) {
for (int y = 0; y < WORLD_SIZE_Y; y++) {
for (int z = 0; z < WORLD_SIZE_Z; z++) {
// 红石火把提供能量
if (world[x][y][z] == REDSTONE_TORCH) {
newPower[x][y][z] = true;

// 向上传播
if (y < WORLD_SIZE_Y - 1) newPower[x][y+1][z] = true;
// 向下传播
if (y > 0) newPower[x][y-1][z] = true;
// 水平传播
if (x > 0) newPower[x-1][y][z] = true;
if (x < WORLD_SIZE_X - 1) newPower[x+1][y][z] = true;
if (z > 0) newPower[x][y][z-1] = true;
if (z < WORLD_SIZE_Z - 1) newPower[x][y][z+1] = true;
}

// 红石粉传输能量
if (world[x][y][z] == REDSTONE_DUST && redstonePower[x][y][z]) {
newPower[x][y][z] = true;

// 水平传播
if (x > 0 && world[x-1][y][z] == REDSTONE_DUST) newPower[x-1][y][z] = true;
if (x < WORLD_SIZE_X - 1 && world[x+1][y][z] == REDSTONE_DUST) newPower[x+1][y][z] = true;
if (z > 0 && world[x][y][z-1] == REDSTONE_DUST) newPower[x][y][z-1] = true;
if (z < WORLD_SIZE_Z - 1 && world[x][y][z+1] == REDSTONE_DUST) newPower[x][y][z+1] = true;
}
}
}
}

// 更新红石能量状态
for (int x = 0; x < WORLD_SIZE_X; x++) {
for (int y = 0; y < WORLD_SIZE_Y; y++) {
for (int z = 0; z < WORLD_SIZE_Z; z++) {
redstonePower[x][y][z] = newPower[x][y][z];

// 更新红石灯状态
if (world[x][y][z] == REDSTONE_LAMP && redstonePower[x][y][z]) {
world[x][y][z] = LIT_REDSTONE_LAMP;
} else if (world[x][y][z] == LIT_REDSTONE_LAMP && !redstonePower[x][y][z]) {
world[x][y][z] = REDSTONE_LAMP;
}
}
}
}
}

// 获取方块颜色
void getBlockColor(BlockType type, float& r, float& g, float& b) {
switch (type) {
case GRASS:      r = 0.1f;  g = 0.8f;  b = 0.2f;  break;
case DIRT:       r = 0.5f;  g = 0.3f;  b = 0.1f;  break;
case STONE:      r = 0.5f;  g = 0.5f;  b = 0.5f;  break;
case WATER:      r = 0.2f;  g = 0.2f;  b = 0.8f;  break;
case OAK_WOOD:   r = 0.5f;  g = 0.3f;  b = 0.1f;  break;
case SPRUCE_WOOD: r = 0.3f; g = 0.2f; b = 0.1f; break;
case BIRCH_WOOD: r = 0.8f; g = 0.8f; b = 0.7f; break;
case OAK_LEAVES: r = 0.1f; g = 0.7f; b = 0.1f; break;
case SPRUCE_LEAVES: r = 0.1f; g = 0.5f; b = 0.1f; break;
case BIRCH_LEAVES: r = 0.6f; g = 0.8f; b = 0.6f; break;
case COAL_ORE:   r = 0.1f;  g = 0.1f;  b = 0.1f;  break;
case IRON_ORE:   r = 0.7f;  g = 0.7f;  b = 0.8f;  break;
case GOLD_ORE:   r = 1.0f;  g = 0.8f;  b = 0.0f;  break;
case DIAMOND_ORE:r = 0.2f;  g = 0.8f;  b = 0.8f;  break;
case EMERALD_ORE: r = 0.1f; g = 0.8f; b = 0.1f; break;
case REDSTONE_ORE: r = 0.8f; g = 0.1f; b = 0.1f; break;
case LAPIS_ORE:  r = 0.1f; g = 0.1f; b = 0.8f; break;
case SAND:       r = 0.9f;  g = 0.8f;  b = 0.5f;  break;
case GLOWSTONE:  r = 0.9f;  g = 0.8f;  b = 0.2f;  break;
case BRICK:      r = 0.8f;  g = 0.4f;  b = 0.4f;  break;
case QUARTZ:     r = 0.9f;  g = 0.9f;  b = 0.9f;  break;
case GLASS:      r = 0.8f;  g = 0.9f;  b = 1.0f;  break;
case REDSTONE_DUST: r = 0.8f; g = 0.1f; b = 0.1f; break;
case REDSTONE_TORCH: r = 0.8f; g = 0.2f; b = 0.1f; break;
case REDSTONE_LAMP: r = 0.5f; g = 0.3f; b = 0.2f; break;
case LIT_REDSTONE_LAMP: r = 1.0f; g = 0.7f; b = 0.2f; break;
case CRAFTING_TABLE: r = 0.6f; g = 0.4f; b = 0.2f; break;
case ENCHANTING_TABLE: r = 0.2f; g = 0.6f; b = 0.8f; break;
case BOOKSHELF: r = 0.5f; g = 0.3f; b = 0.1f; break;
case OBSIDIAN: r = 0.1f; g = 0.1f; b = 0.2f; break;
case FURNACE: r = 0.4f; g = 0.4f; b = 0.4f; break;
case CHEST: r = 0.6f; g = 0.4f; b = 0.2f; break;
case WHEAT: r = 0.8f; g = 0.8f; b = 0.1f; break;
case CARROT: r = 1.0f; g = 0.6f; b = 0.1f; break;
case POTATO: r = 0.8f; g = 0.8f; b = 0.6f; break;
case PUMPKIN: r = 1.0f; g = 0.6f; b = 0.0f; break;
case MELON: r = 0.6f; g = 0.8f; b = 0.2f; break;
case TNT: r = 0.8f; g = 0.2f; b = 0.1f; break;
case LAPIS_BLOCK: r = 0.1f; g = 0.1f; b = 0.8f; break;
case IRON_BLOCK: r = 0.7f; g = 0.7f; b = 0.8f; break;
case GOLD_BLOCK: r = 1.0f; g = 0.8f; b = 0.0f; break;
case DIAMOND_BLOCK: r = 0.2f; g = 0.8f; b = 0.8f; break;
case EMERALD_BLOCK: r = 0.1f; g = 0.8f; b = 0.1f; break;
case COBBLESTONE: r = 0.5f; g = 0.5f; b = 0.5f; break;
case MOSSY_COBBLESTONE: r = 0.4f; g = 0.5f; b = 0.4f; break;
case STONE_BRICKS: r = 0.5f; g = 0.5f; b = 0.5f; break;
case MOSSY_STONE_BRICKS: r = 0.4f; g = 0.5f; b = 0.4f; break;
case CRACKED_STONE_BRICKS: r = 0.45f; g = 0.45f; b = 0.45f; break;
case ANDESITE: r = 0.5f; g = 0.5f; b = 0.5f; break;
case DIORITE: r = 0.8f; g = 0.8f; b = 0.8f; break;
case GRANITE: r = 0.8f; g = 0.6f; b = 0.5f; break;
case SANDSTONE: r = 0.9f; g = 0.8f; b = 0.6f; break;
case RED_SANDSTONE: r = 0.8f; g = 0.5f; b = 0.3f; break;
case TERRACOTTA: r = 0.7f; g = 0.5f; b = 0.4f; break;
case SNOW_BLOCK: r = 0.9f; g = 0.9f; b = 0.9f; break;
default:         r = 0.0f;  g = 0.0f;  b = 0.0f;  break;
}
}

// 渲染方块
void renderBlock(int x, int y, int z) {
if (world[x][y][z] == AIR) return;

float r, g, b;
getBlockColor(world[x][y][z], r, g, b);

glColor3f(r, g, b);

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

// 特殊渲染逻辑
switch (world[x][y][z]) {
case WATER:
// 半透明水
glColor4f(r, g, b, 0.7f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glutSolidCube(0.95f);
glDisable(GL_BLEND);
break;

case GLASS:
// 半透明玻璃
glColor4f(r, g, b, 0.5f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glutSolidCube(0.95f);
glDisable(GL_BLEND);
break;

case GLOWSTONE:
case LIT_REDSTONE_LAMP:
// 发光方块
glutSolidCube(0.95f);

// 添加发光效果
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(1.0f, 1.0f, 0.7f, 0.3f);
glutSolidCube(1.0f);
glDisable(GL_BLEND);
break;

case REDSTONE_TORCH:
// 红石火把
glPushMatrix();
glTranslatef(0.0f, 0.2f, 0.0f);
glutSolidCube(0.3f);
glPopMatrix();

// 火焰效果
if (redstonePower[x][y][z]) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(1.0f, 0.2f, 0.1f, 0.5f);
glPushMatrix();
glTranslatef(0.0f, 0.35f, 0.0f);
glutSolidSphere(0.15f, 8, 8);
glPopMatrix();
glDisable(GL_BLEND);
}
break;

case REDSTONE_DUST:
// 红石粉
glColor3f(r, g, b);
glPushMatrix();
glTranslatef(0.0f, -0.3f, 0.0f);
glScalef(1.0f, 0.1f, 1.0f);
glutSolidCube(0.8f);
glPopMatrix();

// 能量效果
if (redstonePower[x][y][z]) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(1.0f, 0.2f, 0.1f, 0.3f);
glPushMatrix();
glTranslatef(0.0f, -0.25f, 0.0f);
glScalef(1.0f, 0.05f, 1.0f);
glutSolidCube(0.9f);
glPopMatrix();
glDisable(GL_BLEND);
}
break;

case BOOKSHELF:
// 书架
glColor3f(0.5f, 0.3f, 0.1f);
glutSolidCube(0.95f);

// 书本
glColor3f(0.8f, 0.1f, 0.1f);
for (float offset = -0.3f; offset <= 0.3f; offset += 0.2f) {
glPushMatrix();
glTranslatef(0.0f, 0.0f, offset);
glScalef(0.8f, 0.9f, 0.1f);
glutSolidCube(0.9f);
glPopMatrix();
}
break;

case FURNACE:
// 熔炉
glColor3f(0.4f, 0.4f, 0.4f);
glutSolidCube(0.95f);

// 炉门
glColor3f(0.2f, 0.2f, 0.2f);
glPushMatrix();
glTranslatef(0.0f, -0.1f, 0.47f);
glScalef(0.6f, 0.7f, 0.05f);
glutSolidCube(1.0f);
glPopMatrix();

// 火焰效果
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(1.0f, 0.5f, 0.0f, 0.7f);
glPushMatrix();
glTranslatef(0.0f, -0.3f, 0.0f);
glutSolidSphere(0.2f, 8, 8);
glPopMatrix();
glDisable(GL_BLEND);
break;

case CHEST:
// 箱子
glColor3f(0.6f, 0.4f, 0.2f);
glutSolidCube(0.95f);

// 箱子锁
glColor3f(0.3f, 0.2f, 0.1f);
glPushMatrix();
glTranslatef(0.0f, 0.1f, 0.47f);
glutSolidSphere(0.1f, 8, 8);
glPopMatrix();
break;

case WHEAT:
// 小麦
glColor3f(0.8f, 0.8f, 0.1f);
for (int i = 0; i < 3; i++) {
glPushMatrix();
glTranslatef(0.0f, i*0.2f, 0.0f);
glScalef(0.1f, 0.3f, 0.1f);
glutSolidCube(1.0f);
glPopMatrix();
}
break;

case TNT:
// TNT
glColor3f(0.8f, 0.2f, 0.1f);
glutSolidCube(0.95f);

// TNT条纹
glColor3f(0.1f, 0.1f, 0.1f);
glLineWidth(2.0f);
glBegin(GL_LINES);
glVertex3f(-0.4f, 0.4f, 0.0f); glVertex3f(0.4f, -0.4f, 0.0f);
glVertex3f(-0.4f, -0.4f, 0.0f); glVertex3f(0.4f, 0.4f, 0.0f);
glEnd();
break;

default:
// 普通方块
glutSolidCube(0.95f);
break;
}

glPopMatrix();
}

// 相机参数
float cameraX = WORLD_SIZE_X / 2.0f;
float cameraY = WORLD_SIZE_Y / 2.0f + 10.0f;
float cameraZ = WORLD_SIZE_Z / 2.0f + 20.0f;
float cameraAngleX = 0.0f;
float cameraAngleY = 0.0f;

// 游戏状态
enum GameMode { SURVIVAL, CREATIVE };
GameMode currentMode = CREATIVE;
bool showCraftingMenu = false;
bool showEnchantingMenu = false;
bool isFlying = true;
int selectedBlock = GRASS;

// 物品栏
const int INVENTORY_SIZE = 9;
Item inventory[INVENTORY_SIZE] = {
Item(OAK_WOOD, 64),
Item(STONE, 64),
Item(DIRT, 64),
Item(GRASS, 64),
Item(DIAMOND_PICKAXE, 1),
Item(DIAMOND, 16),
Item(REDSTONE_DUST, 32),
Item(BOOK, 3),
Item(ENCHANTED_BOOK, 1, SHARPNESS, 3)
};
int selectedSlot = 0;

// 合成配方(扩展版)
map<string, Item> craftingRecipes = {
// 工具
{"wood_wood_wood_stick", Item(WOOD_PICKAXE, 1)},
{"cobblestone_cobblestone_cobblestone_stick", Item(STONE_PICKAXE, 1)},
{"iron_ingot_iron_ingot_iron_ingot_stick", Item(IRON_PICKAXE, 1)},
{"gold_ingot_gold_ingot_gold_ingot_stick", Item(GOLD_PICKAXE, 1)},
{"diamond_diamond_diamond_stick", Item(DIAMOND_PICKAXE, 1)},

{"wood_wood_stick", Item(WOOD_AXE, 1)},
{"cobblestone_cobblestone_stick", Item(STONE_AXE, 1)},
{"iron_ingot_iron_ingot_stick", Item(IRON_AXE, 1)},
{"gold_ingot_gold_ingot_stick", Item(GOLD_AXE, 1)},
{"diamond_diamond_stick", Item(DIAMOND_AXE, 1)},

{"wood_stick", Item(WOOD_SHOVEL, 1)},
{"cobblestone_stick", Item(STONE_SHOVEL, 1)},
{"iron_ingot_stick", Item(IRON_SHOVEL, 1)},
{"gold_ingot_stick", Item(GOLD_SHOVEL, 1)},
{"diamond_stick", Item(DIAMOND_SHOVEL, 1)},

{"wood_wood", Item(WOOD_HOE, 1)},
{"cobblestone_cobblestone", Item(STONE_HOE, 1)},
{"iron_ingot_iron_ingot", Item(IRON_HOE, 1)},
{"gold_ingot_gold_ingot", Item(GOLD_HOE, 1)},
{"diamond_diamond", Item(DIAMOND_HOE, 1)},

// 武器
{"wood_wood_stick", Item(WOOD_SWORD, 1)},
{"cobblestone_cobblestone_stick", Item(STONE_SWORD, 1)},
{"iron_ingot_iron_ingot_stick", Item(IRON_SWORD, 1)},
{"gold_ingot_gold_ingot_stick", Item(GOLD_SWORD, 1)},
{"diamond_diamond_stick", Item(DIAMOND_SWORD, 1)},

{"stick_string_stick", Item(BOW, 1)},
{"flint_stick_feather", Item(ARROW, 4)},

// 防具
{"leather_leather_leather_leather_leather", Item(LEATHER_HELMET, 1)},
{"leather_leather_leather_leather_leather_leather", Item(LEATHER_CHESTPLATE, 1)},
{"leather_leather_leather_leather_leather_leather_leather", Item(LEATHER_LEGGINGS, 1)},
{"leather_leather_leather_leather", Item(LEATHER_BOOTS, 1)},

{"iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot", Item(IRON_HELMET, 1)},
{"iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot", Item(IRON_CHESTPLATE, 1)},
{"iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot", Item(IRON_LEGGINGS, 1)},
{"iron_ingot_iron_ingot_iron_ingot_iron_ingot", Item(IRON_BOOTS, 1)},

// 方块
{"wood_wood_wood_wood", Item(CRAFTING_TABLE, 1)},
{"book_obsidian_diamond", Item(ENCHANTING_TABLE, 1)},
{"book_wood_wood", Item(BOOKSHELF, 1)},
{"iron_ingot_iron_ingot_iron_ingot_iron_block", Item(ANVIL, 1)},
{"wood_wood_wood_wood_wood", Item(CHEST, 1)},
{"sand_sand_sand_sand", Item(SANDSTONE, 4)},
{"redstone_redstone_redstone_redstone", Item(REDSTONE_TORCH, 4)},
{"glowstone_glowstone_glowstone_glowstone", Item(REDSTONE_LAMP, 4)},
{"lapis_lapis_lapis_lapis_lapis_lapis_lapis_lapis_lapis", Item(LAPIS_BLOCK, 1)},
{"iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot_iron_ingot", Item(IRON_BLOCK, 1)},
{"gold_ingot_gold_ingot_gold_ingot_gold_ingot_gold_ingot_gold_ingot_gold_ingot_gold_ingot", Item(GOLD_BLOCK, 1)},
{"diamond_diamond_diamond_diamond_diamond_diamond_diamond_diamond_diamond", Item(DIAMOND_BLOCK, 1)},
{"emerald_emerald_emerald_emerald_emerald_emerald_emerald_emerald_emerald", Item(EMERALD_BLOCK, 1)},

// 食物
{"wheat_wheat_wheat", Item(BREAD, 1)},
{"pumpkin_egg_sugar", Item(PUMPKIN_PIE, 1)},
{"wheat", Item(BREAD, 1)}, // 简化配方
{"apple_gold_ingot", Item(GOLDEN_APPLE, 1)},

// 其他
{"iron_ingot_flint", Item(FLINT_AND_STEEL, 1)},
{"iron_ingot_iron_ingot_iron_ingot", Item(BUCKET, 1)},
{"string_string_string", Item(WOOL, 1)}
};

// 附魔选项(扩展版)
vector<pair<string, Enchantment>> enchantmentOptions = {
{"Sharpness I (Sword)", SHARPNESS},
{"Smite I (Sword)", SMITE},
{"Bane of Arthropods I (Sword)", BANE_OF_ARTHROPODS},
{"Knockback I (Sword)", KNOCKBACK},
{"Fire Aspect I (Sword)", FIRE_ASPECT},
{"Looting I (Sword)", LOOTING},

{"Efficiency I (Tool)", EFFICIENCY},
{"Silk Touch I (Tool)", SILK_TOUCH},
{"Fortune I (Tool)", FORTUNE},
{"Unbreaking I (Tool)", UNBREAKING},

{"Protection I (Armor)", PROTECTION},
{"Fire Protection I (Armor)", FIRE_PROTECTION},
{"Blast Protection I (Armor)", BLAST_PROTECTION},
{"Projectile Protection I (Armor)", PROJECTILE_PROTECTION},
{"Respiration I (Helmet)", RESPIRATION},
{"Aqua Affinity I (Helmet)", AQUA_AFFINITY},
{"Thorns I (Chestplate)", THORNS},
{"Depth Strider I (Boots)", DEPTH_STRIDER},
{"Frost Walker I (Boots)", FROST_WALKER},

{"Power I (Bow)", POWER},
{"Punch I (Bow)", PUNCH},
{"Flame I (Bow)", FLAME},
{"Infinity I (Bow)", INFINITY},

{"Luck of the Sea I (Fishing Rod)", LUCK_OF_THE_SEA},
{"Lure I (Fishing Rod)", LURE},

{"Impaling I (Trident)", IMPALING},
{"Loyalty I (Trident)", LOYALTY},
{"Channeling I (Trident)", CHANNELING},
{"Riptide I (Trident)", RIPTIDE}
};

// 渲染物品栏
void renderInventory() {
// 渲染物品栏背景
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, 800, 0, 800);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();

glColor4f(0.2f, 0.2f, 0.2f, 0.7f);
glBegin(GL_QUADS);
glVertex2f(150, 50);
glVertex2f(650, 50);
glVertex2f(650, 150);
glVertex2f(150, 150);
glEnd();

// 渲染物品栏格子
for (int i = 0; i < INVENTORY_SIZE; i++) {
float x = 160 + i * 55;

// 格子背景
if (i == selectedSlot) {
glColor3f(1.0f, 1.0f, 0.0f); // 选中格子为黄色
} else {
glColor3f(0.4f, 0.4f, 0.4f); // 未选中格子为灰色
}

glBegin(GL_QUADS);
glVertex2f(x, 60);
glVertex2f(x + 50, 60);
glVertex2f(x + 50, 140);
glVertex2f(x, 140);
glEnd();

// 物品
if (inventory[i].type != EMPTY) {
// 根据物品类型设置颜色
switch (inventory[i].type) {
case OAK_WOOD: glColor3f(0.5f, 0.3f, 0.1f); break;
case STONE: glColor3f(0.5f, 0.5f, 0.5f); break;
case DIRT: glColor3f(0.5f, 0.3f, 0.1f); break;
case GRASS: glColor3f(0.1f, 0.8f, 0.2f); break;
case DIAMOND: glColor3f(0.2f, 0.8f, 0.8f); break;
case REDSTONE_DUST: glColor3f(0.8f, 0.1f, 0.1f); break;
case DIAMOND_PICKAXE: glColor3f(0.6f, 0.4f, 0.2f); break;
case BOOK: glColor3f(0.8f, 0.1f, 0.1f); break;
case ENCHANTED_BOOK: glColor3f(0.3f, 0.1f, 0.8f); break;
default: glColor3f(1.0f, 1.0f, 1.0f); break;
}

// 物品方块
glBegin(GL_QUADS);
glVertex2f(x + 10, 70);
glVertex2f(x + 40, 70);
glVertex2f(x + 40, 100);
glVertex2f(x + 10, 100);
glEnd();

// 物品数量
glColor3f(1.0f, 1.0f, 1.0f);
glRasterPos2f(x + 35, 65);
string countStr = to_string(inventory[i].count);
for (char c : countStr) {
glutBitmapCharacter(GLUT_BITMAP_9_BY_15, c);
}
}
}

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

// 渲染合成菜单
void renderCraftingMenu() {
if (!showCraftingMenu) return;

glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, 800, 0, 800);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();

// 背景
glColor4f(0.1f, 0.1f, 0.2f, 0.9f);
glBegin(GL_QUADS);
glVertex2f(150, 150);
glVertex2f(650, 150);
glVertex2f(650, 650);
glVertex2f(150, 650);
glEnd();

// 标题
glColor3f(1.0f, 1.0f, 1.0f);
glRasterPos2f(350, 620);
string title = "Crafting Table";
for (char c : title) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, c);
}

// 合成选项
int i = 0;
for (const auto& recipe : craftingRecipes) {
float y = 550 - i * 30;

// 配方
glColor3f(0.8f, 0.8f, 0.8f);
glRasterPos2f(180, y);
string recipeText = "Recipe " + to_string(i+1) + ": " + recipe.first;
for (char c : recipeText) {
glutBitmapCharacter(GLUT_BITMAP_9_BY_15, c);
}

// 结果
glColor3f(0.5f, 0.8f, 1.0f);
glRasterPos2f(500, y);
string result = "-> " + string(
recipe.second.type == WOOD_PICKAXE ? "Wooden Pickaxe" : 
recipe.second.type == STONE_PICKAXE ? "Stone Pickaxe" : 
recipe.second.type == IRON_PICKAXE ? "Iron Pickaxe" : 
recipe.second.type == GOLD_PICKAXE ? "Golden Pickaxe" : 
recipe.second.type == DIAMOND_PICKAXE ? "Diamond Pickaxe" : 
recipe.second.type == WOOD_AXE ? "Wooden Axe" : 
recipe.second.type == STONE_AXE ? "Stone Axe" : 
recipe.second.type == IRON_AXE ? "Iron Axe" : 
recipe.second.type == GOLD_AXE ? "Golden Axe" : 
recipe.second.type == DIAMOND_AXE ? "Diamond Axe" : 
recipe.second.type == WOOD_SHOVEL ? "Wooden Shovel" : 
recipe.second.type == STONE_SHOVEL ? "Stone Shovel" : 
recipe.second.type == IRON_SHOVEL ? "Iron Shovel" : 
recipe.second.type == GOLD_SHOVEL ? "Golden Shovel" : 
recipe.second.type == DIAMOND_SHOVEL ? "Diamond Shovel" : 
recipe.second.type == WOOD_HOE ? "Wooden Hoe" : 
recipe.second.type == STONE_HOE ? "Stone Hoe" : 
recipe.second.type == IRON_HOE ? "Iron Hoe" : 
recipe.second.type == GOLD_HOE ? "Golden Hoe" : 
recipe.second.type == DIAMOND_HOE ? "Diamond Hoe" : 
recipe.second.type == WOOD_SWORD ? "Wooden Sword" : 
recipe.second.type == STONE_SWORD ? "Stone Sword" : 
recipe.second.type == IRON_SWORD ? "Iron Sword" : 
recipe.second.type == GOLD_SWORD ? "Golden Sword" : 
recipe.second.type == DIAMOND_SWORD ? "Diamond Sword" : 
recipe.second.type == BOW ? "Bow" : 
recipe.second.type == ARROW ? "Arrow" : 
recipe.second.type == CRAFTING_TABLE ? "Crafting Table" : 
recipe.second.type == ENCHANTING_TABLE ? "Enchanting Table" : 
recipe.second.type == BOOKSHELF ? "Bookshelf" : 
recipe.second.type == CHEST ? "Chest" : 
recipe.second.type == BREAD ? "Bread" : 
recipe.second.type == GOLDEN_APPLE ? "Golden Apple" : 
"Item"
);
for (char c : result) {
glutBitmapCharacter(GLUT_BITMAP_9_BY_15, c);
}
i++;
}

// 提示
glColor3f(1.0f, 1.0f, 0.5f);
glRasterPos2f(180, 100);
string hint = "Press 'T' to close crafting menu";
for (char c : hint) {
glutBitmapCharacter(GLUT_BITMAP_9_BY_15, c);
}

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

// 渲染附魔菜单
void renderEnchantingMenu() {
if (!showEnchantingMenu) return;

glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, 800, 0, 800);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();

// 背景
glColor4f(0.1f, 0.1f, 0.2f, 0.9f);
glBegin(GL_QUADS);
glVertex2f(150, 150);
glVertex2f(650, 150);
glVertex2f(650, 650);
glVertex2f(150, 650);
glEnd();

// 标题
glColor3f(0.8f, 0.5f, 1.0f);
glRasterPos2f(350, 620);
string title = "Enchanting Table";
for (char c : title) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, c);
}

// 附魔选项
for (int i = 0; i < enchantmentOptions.size(); i++) {
float y = 550 - i * 20;

// 选项
glColor3f(0.8f, 0.8f, 1.0f);
glRasterPos2f(180, y);
string option = to_string(i+1) + ". " + enchantmentOptions[i].first;
for (char c : option) {
glutBitmapCharacter(GLUT_BITMAP_9_BY_15, c);
}

// 消耗
glColor3f(1.0f, 1.0f, 0.5f);
glRasterPos2f(500, y);
string cost = "Cost: " + to_string(1 + i) + " Lapis";
for (char c : cost) {
glutBitmapCharacter(GLUT_BITMAP_9_BY_15, c);
}
}

// 提示
glColor3f(1.0f, 1.0f, 0.5f);
glRasterPos2f(180, 100);
string hint = "Press 'V' to close enchanting menu";
for (char c : hint) {
glutBitmapCharacter(GLUT_BITMAP_9_BY_15, c);
}

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

// 渲染实体
void renderEntities() {
for (Entity* entity : entities) {
entity->render();
}
}

// 更新实体
void updateEntities() {
for (Entity* entity : entities) {
entity->update();
}
}

// 渲染场景
void renderScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();

// 设置相机位置和方向
glRotatef(cameraAngleX, 1.0f, 0.0f, 0.0f);
glRotatef(cameraAngleY, 0.0f, 1.0f, 0.0f);
glTranslatef(-cameraX, -cameraY, -cameraZ);

// 渲染世界
for (int x = 0; x < WORLD_SIZE_X; x++) {
for (int y = 0; y < WORLD_SIZE_Y; y++) {
for (int z = 0; z < WORLD_SIZE_Z; z++) {
if (world[x][y][z] != AIR) {
renderBlock(x, y, z);
}
}
}
}

// 渲染实体
renderEntities();

// 添加光源
GLfloat lightPosition[] = {WORLD_SIZE_X/2.0f, WORLD_SIZE_Y+10.0f, WORLD_SIZE_Z/2.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);

// 渲染UI元素
renderInventory();
renderCraftingMenu();
renderEnchantingMenu();

glutSwapBuffers();
}

// 初始化OpenGL
void initOpenGL() {
glClearColor(0.6f, 0.8f, 1.0f, 1.0f);  // 天蓝色背景
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);

// 设置光源
GLfloat lightAmbient[] = {0.2f, 0.2f, 0.2f, 1.0f};
GLfloat lightDiffuse[] = {0.8f, 0.8f, 0.8f, 1.0f};
GLfloat lightSpecular[] = {1.0f, 1.0f, 1.0f, 1.0f};

glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular);

glMatrixMode(GL_PROJECTION);
gluPerspective(60.0, 1.0, 1.0, 500.0);
glMatrixMode(GL_MODELVIEW);
}

// 键盘控制
void keyboard(unsigned char key, int x, int y) {
float moveStep = isFlying ? 1.0f : 0.5f;
float angleStep = 3.0f;

switch (key) {
case 'w': cameraZ -= moveStep; break;
case 's': cameraZ += moveStep; break;
case 'a': cameraX -= moveStep; break;
case 'd': cameraX += moveStep; break;
case 'q': cameraY += moveStep; break;
case 'e': cameraY -= moveStep; break;
case 'i': cameraAngleX -= angleStep; break;
case 'k': cameraAngleX += angleStep; break;
case 'j': cameraAngleY -= angleStep; break;
case 'l': cameraAngleY += angleStep; break;
case 'c': 
currentMode = (currentMode == SURVIVAL) ? CREATIVE : SURVIVAL;
isFlying = (currentMode == CREATIVE);
break;
case 'f': isFlying = !isFlying; break;
case 't': 
if (!showEnchantingMenu) 
showCraftingMenu = !showCraftingMenu; 
break;
case 'v': 
if (!showCraftingMenu) 
showEnchantingMenu = !showEnchantingMenu; 
break;
case '1': selectedSlot = 0; break;
case '2': selectedSlot = 1; break;
case '3': selectedSlot = 2; break;
case '4': selectedSlot = 3; break;
case '5': selectedSlot = 4; break;
case '6': selectedSlot = 5; break;
case '7': selectedSlot = 6; break;
case '8': selectedSlot = 7; break;
case '9': selectedSlot = 8; break;
case 27: exit(0); break;  // ESC键退出
}

glutPostRedisplay();
}

// 更新函数
void update(int value) {
// 更新红石电路
updateRedstone();

// 更新实体
updateEntities();

glutPostRedisplay();
glutTimerFunc(100, update, 0);
}

// 主函数
int main(int argc, char** argv) {
srand(time(0));

// 生成世界
generateTerrain();
generateVillage(WORLD_SIZE_X/3, WORLD_SIZE_Z/3);

// 初始化GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutCreateWindow("Enhanced Minecraft 3D World");

// 注册回调函数
glutDisplayFunc(renderScene);
glutKeyboardFunc(keyboard);
glutTimerFunc(100, update, 0);

// 初始化OpenGL
initOpenGL();

// 进入主循环
glutMainLoop();

// 清理实体
for (Entity* entity : entities) {
delete entity;
}

return 0;
}

 

 

Java:

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();
}
}

 

这里python的版本,因为是分部写的,所以大家请在我的博文里找我先暂时不把它呃,整合在一起

 

 

 

 

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