Pressing B prints details about the block you're pointing at and P prints
info about the active block. L spits out the player position and light
-level there.
+level there. C dumps info about the chunk of the pointed at block.
PrintBlockInfo();
}
break;
+ case SDLK_c:
+ if (event.state == SDL_PRESSED) {
+ PrintChunkInfo();
+ }
+ break;
case SDLK_l:
if (event.state == SDL_PRESSED) {
PrintLightInfo();
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:";
+ if (aim_chunk->HasNeighbor(Block::FACE_LEFT)) {
+ std::cout << " left";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_RIGHT)) {
+ std::cout << " right";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_UP)) {
+ std::cout << " up";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_DOWN)) {
+ std::cout << " down";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_FRONT)) {
+ std::cout << " front";
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_BACK)) {
+ std::cout << " back";
+ }
+ std::cout << std::endl;
+}
+
void Interface::PrintLightInfo() {
std::cout
<< "light level " << world.PlayerChunk().GetLight(world.Player().Position())