Have a go and see how we go
Its a bit shabby i know but this is what i mean
/// Project: Mesh Template
// Created: 2019-01-12
// show all errors
SetErrorMode(2)
#constant screenwidth=1024
#constant screenheight=768
#constant fullscreen=0
#constant screenrate=0
#constant renderdistance=0 // how many chunks surrounding each other - call it render distance variable
// set window properties
SetWindowTitle( "Mesh Template" )
SetWindowSize( screenwidth, screenheight, fullscreen )
SetWindowAllowResize( 1 ) // allow the user to resize the window
// set display properties
SetVirtualResolution( screenwidth, screenheight ) // doesn't have to match the window
SetOrientationAllowed( 1, 1, 1, 1 ) // allow both portrait and landscape on mobile devices
SetSyncRate( screenrate, 0 ) // 30fps instead of 60 to save battery
SetScissor( 0,0,0,0 ) // use the maximum available screen space, no black borders
UseNewDefaultFonts( 1 ) // since version 2.0.22 we can use nicer default fonts
global angx#,angy#,startx#,starty#
global camerax#,cameray#,cameraz#
global size=7 // Size of the chunk in X and Z direction - make this small so the chunk can be quickly rebuilt in processing
global level as integer[20]
global vortexcollisioner as integer[20]
// meshmemblock types
Type Vertex
air as integer
x as float
y as float
z as float
nx as float
ny as float
nz as float
u as float
v as float
endtype
Type Triangle
v1 as integer
v2 as integer
v3 as integer
endtype
Type Mesh
VertexList as Vertex[]
endtype
global MeshID as Mesh
// create player collisions units all way raround the player
for a=6 to 12
CreateObjectBox(a,10,10,10)
SetObjectVisible(a,0)
next
img = createtexture()
SetImageMagFilter(img,0)
SetImageMinFilter(img,0)
startx#=screenwidth/2
starty#=screenheight/2
SetRawMousePosition(startx#,starty#)
for levels=0 to 10
vortexcollisioner[levels]=createObjectBox(1,1,1)
SetObjectVisible(vortexcollisioner[levels],0)
vortexposx=random2(-size+1,size-1)
vortexposz=random2(-size+1,size-1)
for x=-size to size
for y=0 to 1
for z=-size to size
if y=1
if random(0,100)>70
if x<>vortexposx and z<>vortexposz
addCubeToMesh(x,random(y,y+1),z,1,1,1,1)
endif
endif
else
if x=vortexposx and z=vortexposz
if y=0 then SetObjectPosition(vortexcollisioner[levels],x,-levels*10,z)
// dont add a cube - make a space in the ground, but place the vortox collisioner there
else
addCubeToMesh(x,y,z,1,1,1,1)
endif
endif
next
next
next
CreateObjectFromMeshWithUVTexturing(levels,meshid,1,img)
SetObjectPosition(level[levels],0,-levels*10,0)
emptymesh()
inc size,6
next
camerax#=0
cameray#=5
cameraz#=0
speed#=.01
SetCameraRange(1,.01,1000)
currentlevel=1
obj=level[currentlevel-1]
do
if ( GetPointerPressed() )
startx# = GetPointerX()
starty# = GetPointerY()
angx# = GetCameraAngleX(1)
angy# = GetCameraAngleY(1)
pressed = 1
endif
// get player input
//if ( checkCollisionv2(obj,6,9)<>1 and GetRawKeyState( 38 ) ) then MoveCameraLocalZ( 1, speed# ) // cursor up
//if ( checkCollisionv2(obj,6,10)<>1 and GetRawKeyState( 40 ) ) then MoveCameraLocalZ( 1, -speed# ) // cursor down
//if ( checkCollisionv2(obj,6,11)<>1 and GetRawKeyState( 37 ) ) then MoveCameraLocalX( 1, -speed# ) // cursor iz
//if ( checkCollisionv2(obj,6,12)<>1 and GetRawKeyState( 39 ) ) then MoveCameraLocalX( 1, speed# ) // cursor derecha
if checkCollisionv2(obj,6,11)<>1 and GetRawKeyState(37) then dec camerax#,speed#
if checkCollisionv2(obj,6,12)<>1 and GetRawKeyState(39) then inc camerax#,speed#
if checkCollisionv2(obj,6,10)<>1 and GetRawKeyState(40) then dec cameraz#,speed#
if checkCollisionv2(obj,6,9)<>1 and GetRawKeyState(38) then inc cameraz#,speed#
if checkCollisionv2(obj,6,8)<>1 and GetRawKeyState(87)
MoveCameraLocalY(1,speed#)
inc cameray#,speed#
jumping=1
endif
if checkCollisionv2(vortexcollisioner[currentlevel-1],6,7) // check if hit the collisioner box
inc currentlevel
obj=level[currentlevel-1]
endif
// check if hits the ground by checking the collisioner underneath camera
if jumping=0 and checkCollisionv2(obj,6,7)<>1
MoveCameraLocalY(1,-speed#)
dec cameray#,speed#
else
jumping=0
endif
setcameradata()
print(cameray#)
print("Level - " + str(currentlevel))
print(obj)
movecamera()
Print( ScreenFPS() )
Sync()
loop
function setcameradata()
SetCameraPosition(1,camerax#,cameray#,cameraz#)
camerax#=getcamerax(1)
cameray#=getcameray(1)
cameraz#=getcameraz(1)
//collision object centre
SetObjectPosition(6,camerax#,cameray#,cameraz#)
//collision object bottom
SetObjectPosition(7,camerax#,cameray#-.5,cameraz#)
//collision object above
SetObjectPosition(8,camerax#,cameray#+.5,cameraz#)
//collision object front
SetObjectPosition(9,camerax#,cameray#,cameraz#+.5)
//collision object behin
SetObjectPosition(10,camerax#,cameray#,cameraz#-.5)
//collision object left
SetObjectPosition(11,camerax#-.5,cameray#,cameraz#)
//collision object right
SetObjectPosition(12,camerax#+.5,cameray#,cameraz#)
endfunction
function movecamera()
if GetPointerState()=1
fDiffX# = (GetPointerX() - startx#)/4.0
fDiffY# = (GetPointerY() - starty#)/4.0
newX# = angx# + fDiffY#
if ( newX# > 89 ) then newX# = 89
if ( newX# < -89 ) then newX# = -89
SetCameraRotation(1, newX#, angy# + fDiffX#, 0 )
endif
endfunction
function addCubeToMesh(x#,y#,z#,sizex#,sizey#,sizez#,c)
// do adjacent culling check
cx = floor(x#)
cy = floor(y#)
cz = floor(z#)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, 0 ,0 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0 ,.5 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, .5 ,0 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, .5 ,0 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0 ,.5 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, .5 ,.5 , c)
// BOTTOM face - top right corner texture
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 0.5,0 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 1,0 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,0.5 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 1,0 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 1,0.5 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,0.5 , c)
// Left Side - bottom left corner texture
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, 0,0.5, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, 0.5,0.5, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 0,1, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, 0.5,0.5, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 0.5,1, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 0,1, c)
// Right Side - bottom left corner texture
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0,0.5, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0,1, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,0.5, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,0.5, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0,1, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,1, c)
// Front Side - bottom left corner texture
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0 , 0 , 0.5, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0 , 0 , 1 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , 1 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , 1, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , .5 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0 , 0 , .5 , c)
// Back Side - bottom left corner texture
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0 , 0 , 0.5, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , 1 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0 , 0 , 1 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , 1, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0 , 0 , .5 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , .5 , c)
endfunction
function emptymesh()
meshid.VertexList.length=-1
endfunction
Function AddVertex(m ref as Mesh, x as float, y as float, z as float, nx as float, ny as float, nz as float, u as float, v as float, air as integer)
vert as vertex
vert.x = x
vert.y = y
vert.z = z
vert.nx = nx
vert.ny = ny
vert.nz = nz
vert.u = u
vert.v = v
vert.air = air
m.VertexList.Insert(vert)
endfunction
Function CreateObjectFromMeshWithUVTexturing(levelid,m ref as mesh, MeshIndex,texture)
DeleteMemblock(chunkmesh)
VertexCount = m.VertexList.Length + 1
IndexCount = 0
IndexOffset = 60 + VertexCount*36
chunkmesh = CreateMemblock(IndexOffset+IndexCount*4)
SetMemblockInt(chunkmesh,0,VertexCount)
SetMemblockInt(chunkmesh,4,IndexCount)
SetMemblockInt(chunkmesh,8,3)
SetMemblockInt(chunkmesh,12,32) // no color - 36 if color
SetmemblockInt(chunkmesh,16,60)
SetMemblockInt(chunkmesh,20,IndexOffset)
SetMemblockInt(chunkmesh,24,0x0c000300)
SetMemblockString(chunkmesh,28,"position")
SetMemblockInt(chunkmesh,40,0x08000300)
SetMemblockString(chunkmesh,44,"normal")
SetMemblockInt(chunkmesh,52,0x04000200)
SetMemblockString(chunkmesh,56,"uv")
//SetMemblockInt(memblock,60,0x08010401) // maybe one day or year in 2019 lol
//SetMemblockString(memblock,64,"color") // maybe one day or year in 2019 lol
for i = 0 to m.VertexList.Length
if m.VertexList[i].air = 1 // has a block there
SetMemblockFloat(chunkmesh,60+i*32,m.VertexList[i].x)
SetMemblockFloat(chunkmesh,64+i*32,m.VertexList[i].y)
SetMemblockFloat(chunkmesh,68+i*32,m.VertexList[i].z)
SetMemblockFloat(chunkmesh,72+i*32,m.VertexList[i].nx)
SetMemblockFloat(chunkmesh,76+i*32,m.VertexList[i].ny)
SetMemblockFloat(chunkmesh,80+i*32,m.VertexList[i].nz)
SetMemblockFloat(chunkmesh,84+i*32,m.VertexList[i].u)
SetMemblockFloat(chunkmesh,88+i*32,m.VertexList[i].v)
endif
//SetMemblockInt(memblock,104+i*36,m.VertexList[i].color) //maybe one day or year in 2019 lol
next
// DeleteAllObjects()
level[levelid] = CreateObjectFromMeshMemblock(chunkmesh)
SetObjectImage(level[levelid],texture,0)
SetObjectColor(level[levelid],255,255,255,10)
endfunction
function checkCollisionv2(objwith,objID as integer,objID2 as integer)
start_x#=getobjectx(objID)
start_y#=getobjecty(objID)
start_z#=getobjectz(objID)
end_x#=getobjectx(objID2)
end_y#=getobjecty(objID2)
end_z#=getobjectz(objID2)
// determine which object has been hit
object_Hit = ObjectRayCast(objwith,start_x#,start_y#,start_z#,end_x#,end_y#,end_z#)
endfunction object_Hit
function createtexture()
countx=2
stp = 1
//top - grass top
for x=0 to 16 step stp
for y=0 to 16 step stp
// if random(1,0)=1
c=MakeColor(0,random(100,200),0) // green
//else
// c=MakeColor(random(200,255),random(200,255),random(200,255)) // white
//endif
DrawBox(x,y,x+4,y+4,c,c,c,c,1)
next
next
//bottom - dirt
for x=16 to 32 step stp
for y=0 to 16 step stp
c=MakeColor(random(100,140),random(30,130),0)
DrawBox(x,y,x+4,y+4,c,c,c,c,1)
next
next
// 3 sides - a bit of green at top and orange at bottom
for x=0 to 16 step stp
for y=16 to 32 step stp
if y<20
if random(0,10)>1
c=MakeColor(0,random(100,200),0)
else
c=MakeColor(random(100,140),random(30,130),0)
endif
else
c=MakeColor(random(100,140),random(30,130),0)
endif
DrawBox(x,y,x+4,y+4,c,c,c,c,1)
next
next
img = GetImage(0,0,32,32)
SaveImage(img,"test.png")
endfunction img
Enjoy - catch up soon - relax now