MorriCraft v2.3.1: Leaf durability overhaul, Apple drops from leaves, world item collection, and cheat menu fixes

This commit is contained in:
Michael Howard 2026-04-25 14:38:50 -05:00
parent d8781b0211
commit f0b8d2f3db
11 changed files with 73 additions and 35 deletions

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@ -106,7 +106,7 @@ A pre-built `MorriCraft-Windows.zip` is available in the repository root.
## 📜 Version History
### v2.3.0 - Major Update: Hunger System & Accurate Updater (Current)
### v2.3.1 - Major Update: Hunger System & Accurate Updater (Current)
- **Hunger System**: Added player hunger bar, starvation mechanics, and health regeneration when full.
- **Apple Item**: Added edible Apple item to restore hunger.
- **Grass Texture**: Improved `grass_top` texture with better pixel art.

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v2.3.0
v2.3.1

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v2.3.0
v2.3.1

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v2.3.0
v2.3.1

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@ -1 +1 @@
v2.3.0
v2.3.1

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@ -150,6 +150,14 @@ struct BlockRenderData {
unsigned char faces; // 1:front, 2:back, 4:top, 8:bottom, 16:right, 32:left
};
struct DroppedItem {
Vector3 pos;
int type;
bool active;
};
static std::vector<DroppedItem> droppedItems;
struct Chunk {
int blocks[CHUNK_SIZE][CHUNK_HEIGHT][CHUNK_SIZE];
int maxY = 0;
@ -386,7 +394,7 @@ void RebuildChunkRenderList(Chunk* chunk, int cx, int cz) {
unsigned char faces = GetExposedFaces(lx, ly, lz, chunk, nxM, nxP, nzM, nzP);
if (faces != 0) {
// Simple Torch Lighting (v2.3.0)
// Simple Torch Lighting (v2.3.1)
float blockLight = 0.0f;
Vector3 bPos = {(float)(worldX+lx), (float)ly, (float)(worldZ+lz)};
for (const auto& tp : torchPositions) {
@ -696,7 +704,7 @@ float FindSpawnY(int spawnX, int spawnZ) {
// Feet land at top of block (y + 0.5).
// We use +0.6f + 1.6f to ensure we start slightly ABOVE the block
// to avoid getting stuck in collision on frame 1.
// v2.3.0: Spawn higher (feet at y + 1.5, eyes at y + 3.1) to avoid ground-clipping
// v2.3.1: Spawn higher (feet at y + 1.5, eyes at y + 3.1) to avoid ground-clipping
return (float)y + 1.5f + 1.6f;
}
}
@ -737,7 +745,7 @@ void GenerateChunk(int cx, int cz) {
// Combine: broad hills (±12) + local detail (±4) = up to ±16 around Y=32
int height = 32 + (int)(continentNoise * 12.0f) + (int)(detailNoise * 4.0f);
// Spawn Plateau (v2.3.0): Smoothly flatten area around (0,0)
// Spawn Plateau (v2.3.1): Smoothly flatten area around (0,0)
float distToSpawn = sqrtf(worldX * worldX + worldZ * worldZ);
if (distToSpawn < 12.0f) {
float plateauStrength = 1.0f - (distToSpawn / 12.0f);
@ -749,7 +757,7 @@ void GenerateChunk(int cx, int cz) {
if (height < 10) height = 10;
if (height >= CHUNK_HEIGHT - 2) height = CHUNK_HEIGHT - 2;
// Biome noise: determines surface type (v2.3.0: 4x larger biomes)
// Biome noise: determines surface type (v2.3.1: 4x larger biomes)
float biomeNoise = fbm(worldX * 0.002f, worldZ * 0.002f, globalSeedHash + 77777);
for (int y = 0; y <= height; y++) {
@ -1034,7 +1042,7 @@ int main(void)
// By default, windows have minimize, maximize, and close buttons on the top bar.
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "MorriCraft v2.3.0");
InitWindow(screenWidth, screenHeight, "MorriCraft v2.3.1");
LoadConfig();
SetExitKey(KEY_NULL); // Prevent ESC from closing the window
@ -1104,7 +1112,7 @@ int main(void)
float updateTimer = 0.0f;
float downloadProgress = 0.0f;
std::string latestVersion = "";
std::string localVersion = "v2.3.0"; // Default fallback
std::string localVersion = "v2.3.1"; // Default fallback
// Read local version
std::ifstream vfile("assets/version.txt");
@ -1716,7 +1724,7 @@ int main(void)
// --- GLOBAL TIME & AUDIO MANAGEMENT ---
float cycleLength = 600.0f; // Slower day cycle (v2.3.0: cut speed in half)
float cycleLength = 600.0f; // Slower day cycle (v2.3.1: cut speed in half)
if (currentState == GAMEPLAY) {
gameTime += GetFrameTime();
@ -1747,6 +1755,17 @@ int main(void)
} else {
healthStarveTimer = 0;
}
// Item Pickup Logic
for (auto& item : droppedItems) {
if (item.active) {
float dist = Vector3Distance(camera3D.position, item.pos);
if (dist < 1.5f) {
item.active = false;
AddToInventory(item.type);
}
}
}
}
float timeOfDay = fmodf(gameTime, cycleLength) / cycleLength;
float sunAngle = timeOfDay * 2.0f * 3.14159f - 3.14159f/2.0f;
@ -2076,13 +2095,13 @@ int main(void)
if (targetBlock != AIR && targetBlock != BEDROCK) {
float breakSpeed = 2.0f; // Seconds to break
// Axe logic: Wood/Plank/Logs are faster
if (targetBlock == LOG || targetBlock == PLANK || targetBlock == CRAFTING_TABLE) {
if (hotbar[activeHotbarSlot].blockType == WOOD_AXE) breakSpeed = 0.5f; // Fast
else breakSpeed = 1.5f; // Normal
} else if (targetBlock == LEAVES) {
breakSpeed = 0.2f; // Very fast
}
if (targetBlock == LOG || targetBlock == PLANK || targetBlock == CRAFTING_TABLE) {
if (hotbar[activeHotbarSlot].blockType == WOOD_AXE) breakSpeed = 0.5f; // Fast
else breakSpeed = 1.5f; // Normal
} else if (targetBlock == LEAVES) {
if (hotbar[activeHotbarSlot].blockType == WOOD_SWORD) breakSpeed = 1.4f; // 4 hits (0.35s per swing)
else breakSpeed = 2.1f; // 6 hits
}
breakProgress += GetFrameTime();
@ -2099,10 +2118,17 @@ int main(void)
}
if (breakProgress >= breakSpeed) {
AddToInventory(targetBlock);
if (targetBlock == LEAVES) {
// 1 in 20 chance for an apple
if (GetRandomValue(0, 19) == 0) {
droppedItems.push_back({(Vector3){(float)hitX, (float)hitY, (float)hitZ}, APPLE, true});
}
} else {
AddToInventory(targetBlock);
}
NetSetBlock(hitX, hitY, hitZ, AIR);
// Tool Durability Logic (v2.3.0)
// Tool Durability Logic (v2.3.1)
InventorySlot* slot = &hotbar[activeHotbarSlot];
if (slot->maxDurability > 0) {
slot->durability--;
@ -2591,6 +2617,7 @@ int main(void)
}
for (int i = 0; i < 9; i++) hotbar[i] = InventorySlot(AIR, 0);
for (int i = 0; i < 27; i++) inventory[i] = InventorySlot(AIR, 0);
playerHunger = 20.0f; // Start with full hunger
} else {
// Restoration logic for existing worlds
float spawnY = (spawnSavedY > 0) ? spawnSavedY : FindSpawnY((int)spawnSavedX, (int)spawnSavedZ);
@ -2641,8 +2668,8 @@ int main(void)
DrawTexturePro(titleTexture, sourceRec, destRec, origin, 0.0f, WHITE);
EndMode2D();
// Show Version Number (v2.3.0) in Red
DrawTextEx(customFont, "v2.3.0", (Vector2){ 20, (float)currentHeight - 30 }, 22, 1.0f, RED);
// Show Version Number (v2.3.1) in Red
DrawTextEx(customFont, "v2.3.1", (Vector2){ 20, (float)currentHeight - 30 }, 22, 1.0f, RED);
// --- PLAYER NAME POPUP (IF MISSING) ---
if (playerName == "") {
@ -2820,7 +2847,7 @@ int main(void)
spawnSavedX = 0; spawnSavedY = -1; spawnSavedZ = 0;
}
// Load Chests (v2.3.0)
// Load Chests (v2.3.1)
chestInventories.clear();
std::ifstream cf("saves/" + currentWorldName + "/chests.dat", std::ios::binary);
if (cf.is_open()) {
@ -2838,7 +2865,7 @@ int main(void)
cf.close();
}
// Load Torches (v2.3.0)
// Load Torches (v2.3.1)
torchPositions.clear();
std::ifstream tf("saves/" + currentWorldName + "/torches.dat", std::ios::binary);
if (tf.is_open()) {
@ -3122,7 +3149,7 @@ int main(void)
snprintf(worldName, sizeof(worldName), "%s", currentWorldName.c_str());
worldNameLen = strlen(worldName);
gameTime = 150.0f; // Start new world at 7:00 AM (v2.3.0 adjusted for slower cycle)
gameTime = 150.0f; // Start new world at 7:00 AM (v2.3.1 adjusted for slower cycle)
if (serverMode) {
serverSocket = socket(AF_INET, SOCK_STREAM, 0);
@ -3248,6 +3275,17 @@ int main(void)
}
}
// Render Dropped Items
for (const auto& item : droppedItems) {
if (item.active) {
Texture2D tex = (item.type == GRASS) ? grassTopTexture : blockTextures[item.type];
// Floating animation
float bounce = sinf(GetTime() * 3.0f) * 0.1f;
Vector3 renderPos = { item.pos.x, item.pos.y + bounce, item.pos.z };
DrawBillboard(camera3D, tex, renderPos, 0.4f, WHITE);
}
}
for (int renderType = 1; renderType < 64; renderType++) {
if (renderType == GRASS) {
for (Chunk* chunk : visibleChunks) {
@ -3276,7 +3314,7 @@ int main(void)
} else if (renderType == TORCH) {
for (Chunk* chunk : visibleChunks) {
for (auto& data : chunk->renderLists[TORCH]) {
// 3D Flickering Torch (v2.3.0)
// 3D Flickering Torch (v2.3.1)
float flicker = sinf(GetTime() * 12.0f) * 0.03f;
float h = 0.6f + flicker;
float w = 0.12f;
@ -3545,7 +3583,7 @@ int main(void)
(Vector2){ (float)(sx + (slotSize/2) - (countSize.x/2)), (float)(hotbarY + slotSize - 14) },
12, 1.0f, WHITE);
// Draw Hotbar Durability Bar (v2.3.0)
// Draw Hotbar Durability Bar (v2.3.1)
if (hotbar[s].maxDurability > 0 && hotbar[s].durability < hotbar[s].maxDurability) {
float durP = (float)hotbar[s].durability / hotbar[s].maxDurability;
int barW = slotSize - 10;
@ -3576,7 +3614,7 @@ int main(void)
DrawRectangleRec(slotRect, hov ? (Color){90,90,90,255} : (Color){60,60,60,255});
DrawRectangleLinesEx(slotRect, 2.0f, hov ? WHITE : (Color){100,100,100,200});
// Draw Durability Bar (v2.3.0)
// Draw Durability Bar (v2.3.1)
if (slot.maxDurability > 0 && slot.durability < slot.maxDurability) {
float durPercent = (float)slot.durability / slot.maxDurability;
int barW = slotRect.width - 10;
@ -3853,7 +3891,7 @@ int main(void)
}
}
if (hov && IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
// Right click: pick up/place one (v2.3.0)
// Right click: pick up/place one (v2.3.1)
if (mouseHeldItem.blockType == AIR) {
if (chestInv[i].blockType != AIR && chestInv[i].count > 0) {
mouseHeldItem = InventorySlot(chestInv[i].blockType, 1);
@ -3900,7 +3938,7 @@ int main(void)
}
}
if (hov && IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
// Right click logic for player inv in chest GUI (v2.3.0)
// Right click logic for player inv in chest GUI (v2.3.1)
if (mouseHeldItem.blockType == AIR) {
if (inventory[i].blockType != AIR && inventory[i].count > 0) {
mouseHeldItem = InventorySlot(inventory[i].blockType, 1);
@ -3945,7 +3983,7 @@ int main(void)
int cols = 9;
int slotS = 64;
for (int i = 1; i <= 41; i++) { // All blocks and tools
for (int i = 1; i <= 42; i++) { // All blocks and tools (including Apple)
if (i == 14 || i == 15 || i == 16 || (i >= 17 && i <= 24)) continue; // Skip untextured/meta items if any
int row = (i-1) / cols;
@ -4079,7 +4117,7 @@ int main(void)
invf.close();
}
// Save Chests (v2.3.0)
// Save Chests (v2.3.1)
std::ofstream cf("saves/" + currentWorldName + "/chests.dat", std::ios::binary);
if (cf.is_open()) {
uint32_t count = (uint32_t)chestInventories.size();
@ -4095,7 +4133,7 @@ int main(void)
cf.close();
}
// Save Torches (v2.3.0)
// Save Torches (v2.3.1)
std::ofstream tf("saves/" + currentWorldName + "/torches.dat", std::ios::binary);
if (tf.is_open()) {
uint32_t count = (uint32_t)torchPositions.size();

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@ -1 +1 @@
v2.3.0
v2.3.1