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var createGame = require('voxel-engine');
var highlight = require('voxel-highlight');
var player = require('voxel-player');
var voxel = require('voxel');
var fly = require('voxel-fly');
var walk = require('voxel-walk');
function generator(x, y, z) {
return y === 1 ? 1 : 0;
}
module.exports = function(setup) {
setup = setup || defaultSetup;
var options = {
generate: generator,//voxel.generator['Valley'],
chunkDistance: 2
};
// setup the game and add some trees
var game = createGame(options);
window.game = game;
gameWorld = document.createElement('div');
game.appendTo(gameWorld);
window.gameWorld = gameWorld;
if (game.notCapable()) return game;
var createPlayer = player(game);
var activeplayer = createPlayer('player.png');
window.gamePlayer = activeplayer;
activeplayer.possess();
activeplayer.yaw.position.set(2, 14, 4);
setup(game, activeplayer);
return game;
};
function defaultSetup(game, avatar) {
var makeFly = fly(game);
var target = game.controls.target();
game.flyer = makeFly(target);
// highlight blocks when you look at them, hold <Ctrl> for block placement
var blockPosPlace, blockPosErase;
var hl = game.highlighter = highlight(game, { color: 0xff0000 });
hl.on('highlight', function (voxelPos) { blockPosErase = voxelPos; });
hl.on('remove', function (voxelPos) { blockPosErase = null; });
hl.on('highlight-adjacent', function (voxelPos) { blockPosPlace = voxelPos; });
hl.on('remove-adjacent', function (voxelPos) { blockPosPlace = null; });
// block interaction stuff, uses highlight data
var currentMaterial = 1;
game.on('fire', function (target, state) {
var position = blockPosPlace;
if (position) {
game.createBlock(position, currentMaterial);
}
else {
position = blockPosErase;
if (position) game.setBlock(position, 0);
}
});
game.on('tick', function() {
walk.render(target.playerSkin);
var vx = Math.abs(target.velocity.x);
var vz = Math.abs(target.velocity.z);
if (vx > 0.001 || vz > 0.001) walk.stopWalking();
else walk.startWalking();
});
}
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