]> git.localhorst.tv Git - blank.git/blobdiff - src/interface.cpp
update light levels from border on neighbor change
[blank.git] / src / interface.cpp
index c0bfc02ce82c24f3bf23f2f976c4213a60ee5942..b5aac9641061038a294fa5dea4a541ba8d19a546 100644 (file)
@@ -73,6 +73,11 @@ void Interface::Handle(const SDL_KeyboardEvent &event) {
                                PrintBlockInfo();
                        }
                        break;
+               case SDLK_c:
+                       if (event.state == SDL_PRESSED) {
+                               PrintChunkInfo();
+                       }
+                       break;
                case SDLK_l:
                        if (event.state == SDL_PRESSED) {
                                PrintLightInfo();
@@ -100,6 +105,8 @@ void Interface::PrintBlockInfo() {
        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
@@ -109,6 +116,38 @@ void Interface::PrintBlockInfo() {
        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())