PrintBlockInfo();
}
break;
+ case SDLK_c:
+ if (event.state == SDL_PRESSED) {
+ PrintChunkInfo();
+ }
+ break;
case SDLK_l:
if (event.state == SDL_PRESSED) {
PrintLightInfo();
std::cout << std::endl;
if (!aim_chunk) {
std::cout << "not looking at any block" << std::endl;
+ Ray aim = ctrl.Aim();
+ std::cout << "aim ray: " << aim.orig << ", " << aim.dir << std::endl;
return;
}
std::cout << "looking at block " << aim_block
Print(aim_chunk->BlockAt(aim_block));
}
+void Interface::PrintChunkInfo() {
+ std::cout << std::endl;
+ if (!aim_chunk) {
+ std::cout << "not looking at any block" << std::endl;
+ return;
+ }
+ std::cout << "looking at chunk "
+ << aim_chunk->Position()
+ << std::endl;
+
+ std::cout << " neighbors:" << std::endl;
+ if (aim_chunk->HasNeighbor(Block::FACE_LEFT)) {
+ std::cout << " left " << aim_chunk->GetNeighbor(Block::FACE_LEFT).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_RIGHT)) {
+ std::cout << " right " << aim_chunk->GetNeighbor(Block::FACE_RIGHT).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_UP)) {
+ std::cout << " up " << aim_chunk->GetNeighbor(Block::FACE_UP).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_DOWN)) {
+ std::cout << " down " << aim_chunk->GetNeighbor(Block::FACE_DOWN).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_FRONT)) {
+ std::cout << " front " << aim_chunk->GetNeighbor(Block::FACE_FRONT).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_BACK)) {
+ std::cout << " back " << aim_chunk->GetNeighbor(Block::FACE_BACK).Position() << std::endl;
+ }
+ std::cout << std::endl;
+}
+
void Interface::PrintLightInfo() {
std::cout
<< "light level " << world.PlayerChunk().GetLight(world.Player().Position())