Finalize config system and multiplayer UI - v1.8.0

This commit is contained in:
Michael Howard 2026-04-23 16:29:09 -05:00
parent 746912895c
commit cdb274efe5
1 changed files with 98 additions and 16 deletions

View File

@ -79,12 +79,16 @@ struct Chunk {
std::unordered_map<ChunkPos, Chunk*, ChunkPosHash> worldChunks; std::unordered_map<ChunkPos, Chunk*, ChunkPosHash> worldChunks;
static unsigned int globalSeedHash = 0; static unsigned int globalSeedHash = 0;
static std::string currentWorldName = ""; static std::string currentWorldName = "";
static std::string playerName = "Player";
static bool serverMode = false;
// Forward Declarations // Forward Declarations
bool IsExposedOptimized(int lx, int ly, int lz, Chunk* chunk, Chunk* nxM, Chunk* nxP, Chunk* nzM, Chunk* nzP); bool IsExposedOptimized(int lx, int ly, int lz, Chunk* chunk, Chunk* nxM, Chunk* nxP, Chunk* nzM, Chunk* nzP);
void RebuildChunkRenderList(Chunk* chunk, int cx, int cz); void RebuildChunkRenderList(Chunk* chunk, int cx, int cz);
void GenerateChunk(int cx, int cz); void GenerateChunk(int cx, int cz);
void SetBlock(int x, int y, int z, int type); void SetBlock(int x, int y, int z, int type);
void SaveConfig();
void LoadConfig();
// ---- Inventory System ---- // ---- Inventory System ----
struct InventorySlot { struct InventorySlot {
@ -232,6 +236,34 @@ void SetBlock(int x, int y, int z, int type) {
} }
} }
void SaveConfig() {
std::ofstream file("config.cfg");
if (file.is_open()) {
file << "playerName=" << playerName << "\n";
file << "serverMode=" << (serverMode ? "true" : "false") << "\n";
file.close();
}
}
void LoadConfig() {
std::ifstream file("config.cfg");
if (file.is_open()) {
std::string line;
while (std::getline(file, line)) {
size_t sep = line.find('=');
if (sep != std::string::npos) {
std::string key = line.substr(0, sep);
std::string val = line.substr(sep + 1);
if (key == "playerName") playerName = val;
else if (key == "serverMode") serverMode = (val == "true");
}
}
file.close();
} else {
playerName = ""; // Trigger popup
}
}
void GenerateTrees(Chunk* chunk, int cx, int cz) { void GenerateTrees(Chunk* chunk, int cx, int cz) {
for (int x = 0; x < CHUNK_SIZE; x++) { for (int x = 0; x < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) { for (int z = 0; z < CHUNK_SIZE; z++) {
@ -639,7 +671,8 @@ int main(void)
// By default, windows have minimize, maximize, and close buttons on the top bar. // By default, windows have minimize, maximize, and close buttons on the top bar.
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT); SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "MorriCraft - Title Screen"); InitWindow(screenWidth, screenHeight, "MorriCraft v1.8.0");
LoadConfig();
SetExitKey(KEY_NULL); // Prevent ESC from closing the window SetExitKey(KEY_NULL); // Prevent ESC from closing the window
// Initialize audio device // Initialize audio device
@ -851,11 +884,21 @@ int main(void)
SetMusicVolume(titleMusic, titleLoopFade * masterMusicVolume * (1.0f - crossfade)); SetMusicVolume(titleMusic, titleLoopFade * masterMusicVolume * (1.0f - crossfade));
// Gameplay volume crossfade between day and night // --- GLOBAL MUSIC VOLUME MANAGEMENT ---
// We use dayFactor (calculated later in loop) or calculate it here float sunAngle = timeOfDay * 2.0f * PI - PI/2.0f;
float dayNnightFactor = 1.0f; // Default float dayFactor = (sinf(sunAngle) + 1.0f) / 2.0f;
// We'll move the music volume setting after dayFactor is calculated for accuracy float quickMix = (dayFactor - 0.5f) * 5.0f + 0.5f;
// But for now, let's just make sure nightMusic is updated if (quickMix > 1.0f) quickMix = 1.0f;
if (quickMix < 0.0f) quickMix = 0.0f;
SetMusicVolume(gameplayMusic, masterMusicVolume * crossfade * quickMix);
SetMusicVolume(nightMusic, masterMusicVolume * crossfade * (1.0f - quickMix));
// Ensure streams are playing when crossfaded in
if (crossfade > 0.01f) {
if (!IsMusicStreamPlaying(gameplayMusic)) PlayMusicStream(gameplayMusic);
if (!IsMusicStreamPlaying(nightMusic)) PlayMusicStream(nightMusic);
}
// Handle window resize dynamically // Handle window resize dynamically
int currentWidth = GetScreenWidth(); int currentWidth = GetScreenWidth();
@ -1148,8 +1191,41 @@ int main(void)
DrawTexturePro(titleTexture, sourceRec, destRec, origin, 0.0f, WHITE); DrawTexturePro(titleTexture, sourceRec, destRec, origin, 0.0f, WHITE);
EndMode2D(); EndMode2D();
// Show Version Number (v1.7.1) in Red // Show Version Number (v1.8.0) in Red
DrawTextEx(customFont, "v1.7.1", (Vector2){ (float)currentWidth - 140, (float)currentHeight - 40 }, 22, 1.0f, RED); DrawTextEx(customFont, "v1.8.0", (Vector2){ (float)currentWidth - 140, (float)currentHeight - 40 }, 22, 1.0f, RED);
// --- PLAYER NAME POPUP (IF MISSING) ---
if (playerName == "") {
DrawRectangle(0, 0, currentWidth, currentHeight, (Color){ 0, 0, 0, 200 });
int pw = 400, ph = 200;
Rectangle pBox = { (float)currentWidth/2 - pw/2, (float)currentHeight/2 - ph/2, (float)pw, (float)ph };
DrawRectangleRec(pBox, (Color){ 40, 40, 40, 255 });
DrawRectangleLinesEx(pBox, 2.0f, WHITE);
DrawTextEx(customFont, "Enter Your Name", (Vector2){ pBox.x + 20, pBox.y + 20 }, 24, 1.0f, WHITE);
static char inputName[32] = {0};
int c = GetCharPressed();
while (c > 0) {
if (c >= 32 && c <= 125 && strlen(inputName) < 30) {
int len = strlen(inputName);
inputName[len] = (char)c;
inputName[len+1] = '\0';
}
c = GetCharPressed();
}
if (IsKeyPressed(KEY_BACKSPACE)) {
int len = strlen(inputName);
if (len > 0) inputName[len-1] = '\0';
}
DrawRectangle(pBox.x + 20, pBox.y + 60, pw - 40, 40, BLACK);
DrawTextEx(customFont, inputName, (Vector2){ pBox.x + 30, pBox.y + 70 }, 20, 1.0f, WHITE);
if (IsKeyPressed(KEY_ENTER) && strlen(inputName) > 0) {
playerName = inputName;
SaveConfig();
}
}
} }
Vector2 mousePos = GetMousePosition(); Vector2 mousePos = GetMousePosition();
@ -1192,6 +1268,8 @@ int main(void)
currentState = CREATE_WORLD_MENU; currentState = CREATE_WORLD_MENU;
} else if (i == 1) { // Load World button } else if (i == 1) { // Load World button
currentState = LOAD_WORLD_MENU; currentState = LOAD_WORLD_MENU;
} else if (i == 2) { // Connect button
// Future: Open Direct Connect UI
} else if (i == 3) { // Options button } else if (i == 3) { // Options button
optionsReturnState = MAIN_MENU; optionsReturnState = MAIN_MENU;
currentState = OPTIONS_MENU; currentState = OPTIONS_MENU;
@ -1422,6 +1500,18 @@ int main(void)
DrawRectangleRec(soundHandle, LIGHTGRAY); DrawRectangleRec(soundHandle, LIGHTGRAY);
DrawRectangleLinesEx(soundHandle, 2.0f, WHITE); DrawRectangleLinesEx(soundHandle, 2.0f, WHITE);
// Multiplayer Options
DrawTextEx(customFont, "Multiplayer", (Vector2){ (float)panelX + 40, (float)panelY + 290 }, 20, 1.0f, LIGHTGRAY);
Rectangle serverCheck = { (float)panelX + 40, (float)panelY + 320, 20, 20 };
bool isServerHovered = CheckCollisionPointRec(mousePos, serverCheck);
DrawRectangleRec(serverCheck, serverMode ? GREEN : DARKGRAY);
DrawRectangleLinesEx(serverCheck, 2.0f, isServerHovered ? WHITE : GRAY);
DrawTextEx(customFont, "Server Mode (Experimental)", (Vector2){ serverCheck.x + 35, serverCheck.y }, 18, 1.0f, WHITE);
if (isServerHovered && IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
serverMode = !serverMode;
SaveConfig();
}
// Done Button // Done Button
int backBtnWidth = 200; int backBtnWidth = 200;
int backBtnHeight = 50; int backBtnHeight = 50;
@ -1588,14 +1678,6 @@ int main(void)
float dayFactor = (sinf(sunAngle) + 1.0f) / 2.0f; // 0 (night) to 1 (day) float dayFactor = (sinf(sunAngle) + 1.0f) / 2.0f; // 0 (night) to 1 (day)
// Rapid Music Crossfade Logic
float quickMix = (dayFactor - 0.5f) * 5.0f + 0.5f; // Steeper transition centered at 0.5
if (quickMix > 1.0f) quickMix = 1.0f;
if (quickMix < 0.0f) quickMix = 0.0f;
// Update Music Volumes based on time of day
SetMusicVolume(gameplayMusic, masterMusicVolume * crossfade * quickMix);
SetMusicVolume(nightMusic, masterMusicVolume * crossfade * (1.0f - quickMix));
float lightLevel = 0.2f + 0.8f * dayFactor; // Ambient light multiplier float lightLevel = 0.2f + 0.8f * dayFactor; // Ambient light multiplier
Color blockTint = { (unsigned char)(255 * lightLevel), (unsigned char)(255 * lightLevel), (unsigned char)(255 * lightLevel), 255 }; Color blockTint = { (unsigned char)(255 * lightLevel), (unsigned char)(255 * lightLevel), (unsigned char)(255 * lightLevel), 255 };