东莞网站建设 光龙,wordpress wiki 皮肤,桐城建设局网站,提供企业网站建设价格这一次主要是红石和创造模式的新加入由于代码较长#xff0c;所以呃这一段代码就直接劳烦各位呃插进之前的3.0版本里面!!!!!!!!!import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;import java.nio.*;
import java.util.*;…这一次主要是红石和创造模式的新加入由于代码较长所以呃这一段代码就直接劳烦各位呃插进之前的3.0版本里面!!!!!!!!!import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;import java.nio.*;
import java.util.*;import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;public class AdvancedMinecraftSimulator {// 窗口尺寸private static final int WIDTH 1200;private static final int HEIGHT 800;private long window;// 摄像机参数private float cameraX 50.0f;private float cameraY 20.0f;private float cameraZ 50.0f;private float cameraPitch -30.0f;private float cameraYaw 45.0f;// 世界参数private static final int WORLD_SIZE 64;private static final int CHUNK_SIZE 16;private static final int WORLD_HEIGHT 64;private int[][][] world new int[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];// 游戏模式private enum GameMode { SURVIVAL, CREATIVE }private GameMode currentGameMode GameMode.CREATIVE;// 方块类型private static final int AIR 0;private static final int GRASS 1;private static final int DIRT 2;private static final int STONE 3;private static final int WOOD 4;private static final int LEAVES 5;private static final int PLANKS 6;private static final int COBBLESTONE 7;private static final int WATER 8;private static final int GLASS 9;private static final int REDSTONE_DUST 10;private static final int REDSTONE_TORCH 11;private static final int REDSTONE_BLOCK 12;private static final int REDSTONE_REPEATER 13;private static final int REDSTONE_COMPARATOR 14;private static final int REDSTONE_LAMP 15;private static final int STICKY_PISTON 16;private static final int PISTON 17;private static final int OBSIDIAN 18;private static final int DIAMOND_BLOCK 19;private static final int GOLD_BLOCK 20;private static final int IRON_BLOCK 21;// 红石电路状态private boolean[][][] redstonePower new boolean[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];private int[][][] redstoneSignalStrength new int[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];// 方块颜色映射private static final MapInteger, float[] blockColors new HashMap();static {blockColors.put(GRASS, new float[]{0.2f, 0.8f, 0.3f});blockColors.put(DIRT, new float[]{0.5f, 0.35f, 0.2f});blockColors.put(STONE, new float[]{0.5f, 0.5f, 0.5f});blockColors.put(WOOD, new float[]{0.6f, 0.4f, 0.2f});blockColors.put(LEAVES, new float[]{0.2f, 0.6f, 0.2f});blockColors.put(PLANKS, new float[]{0.8f, 0.6f, 0.4f});blockColors.put(COBBLESTONE, new float[]{0.4f, 0.4f, 0.4f});blockColors.put(WATER, new float[]{0.2f, 0.4f, 0.8f, 0.7f});blockColors.put(GLASS, new float[]{0.8f, 0.9f, 1.0f, 0.3f});blockColors.put(REDSTONE_DUST, new float[]{0.8f, 0.1f, 0.1f});blockColors.put(REDSTONE_TORCH, new float[]{0.9f, 0.2f, 0.2f});blockColors.put(REDSTONE_BLOCK, new float[]{0.9f, 0.1f, 0.1f});blockColors.put(REDSTONE_REPEATER, new float[]{0.7f, 0.5f, 0.5f});blockColors.put(REDSTONE_COMPARATOR, new float[]{0.7f, 0.6f, 0.5f});blockColors.put(REDSTONE_LAMP, new float[]{0.9f, 0.8f, 0.4f});blockColors.put(STICKY_PISTON, new float[]{0.6f, 0.6f, 0.6f});blockColors.put(PISTON, new float[]{0.7f, 0.7f, 0.7f});blockColors.put(OBSIDIAN, new float[]{0.15f, 0.07f, 0.2f});blockColors.put(DIAMOND_BLOCK, new float[]{0.3f, 0.8f, 0.8f});blockColors.put(GOLD_BLOCK, new float[]{1.0f, 0.8f, 0.0f});blockColors.put(IRON_BLOCK, new float[]{0.8f, 0.8f, 0.9f});}// 当前选择的方块创造模式private int selectedBlock GRASS;private ListInteger creativeInventory Arrays.asList(GRASS, DIRT, STONE, WOOD, LEAVES, PLANKS, COBBLESTONE, GLASS, REDSTONE_DUST, REDSTONE_TORCH, REDSTONE_BLOCK,REDSTONE_REPEATER, REDSTONE_LAMP, STICKY_PISTON, PISTON,DIAMOND_BLOCK, GOLD_BLOCK, IRON_BLOCK);private int inventoryIndex 0;// 红石电路更新计时器private long lastRedstoneUpdate 0;private static final long REDSTONE_UPDATE_INTERVAL 100; // 毫秒// 活塞状态private MapString, PistonState pistonStates new HashMap();private class PistonState {int x, y, z;boolean extended;long lastUpdate;PistonState(int x, int y, int z) {this.x x;this.y y;this.z z;this.extended false;this.lastUpdate System.currentTimeMillis();}} public static void main(String[] args) {new AdvancedMinecraftSimulator().run();} public void run() {init();loop();// 释放资源glfwFreeCallbacks(window);glfwDestroyWindow(window);glfwTerminate();Objects.requireNonNull(glfwSetErrorCallback(null)).free();} private void init() {// 设置错误回调GLFWErrorCallback.createPrint(System.err).set();// 初始化 GLFWif (!glfwInit()) {throw new IllegalStateException(Unable to initialize GLFW);}// 配置 GLFWglfwDefaultWindowHints();glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);// 创建窗口window glfwCreateWindow(WIDTH, HEIGHT, Minecraft Simulator - Creative Mode Redstone, NULL, NULL);if (window NULL) {throw new RuntimeException(Failed to create the GLFW window);}// 设置按键回调glfwSetKeyCallback(window, (window, key, scancode, action, mods) - {if (key GLFW_KEY_ESCAPE action GLFW_RELEASE) {glfwSetWindowShouldClose(window, true);}if (key GLFW_KEY_C action GLFW_RELEASE) {// 切换游戏模式currentGameMode (currentGameMode GameMode.SURVIVAL) ? GameMode.CREATIVE : GameMode.SURVIVAL;}if (key GLFW_KEY_R action GLFW_RELEASE) {// 切换选择的方块创造模式inventoryIndex (inventoryIndex 1) % creativeInventory.size();selectedBlock creativeInventory.get(inventoryIndex);}if (key GLFW_KEY_T action GLFW_RELEASE) {// 激活红石电路activateRedstoneAtPlayer();}});// 设置光标位置回调glfwSetCursorPosCallback(window, (window, xpos, ypos) - {float sensitivity 0.1f;cameraYaw (float) (xpos - WIDTH / 2.0) * sensitivity;cameraPitch - (float) (ypos - HEIGHT / 2.0) * sensitivity;// 限制俯仰角if (cameraPitch 89.0f) cameraPitch 89.0f;if (cameraPitch -89.0f) cameraPitch -89.0f;// 重置光标位置glfwSetCursorPos(window, WIDTH / 2.0, HEIGHT / 2.0);});// 设置鼠标点击回调glfwSetMouseButtonCallback(window, (window, button, action, mods) - {if (button GLFW_MOUSE_BUTTON_LEFT action GLFW_PRESS) {handleBlockInteraction(true); // 破坏方块}if (button GLFW_MOUSE_BUTTON_RIGHT action GLFW_PRESS) {handleBlockInteraction(false); // 放置方块}});// 获取分辨率try (MemoryStack stack stackPush()) {IntBuffer pWidth stack.mallocInt(1);IntBuffer pHeight stack.mallocInt(1);glfwGetWindowSize(window, pWidth, pHeight);// 获取显示器分辨率GLFWVidMode vidmode glfwGetVideoMode(glfwGetPrimaryMonitor());// 居中窗口glfwSetWindowPos(window,(vidmode.width() - pWidth.get(0)) / 2,(vidmode.height() - pHeight.get(0)) / 2);}// 设置 OpenGL 上下文glfwMakeContextCurrent(window);// 启用垂直同步glfwSwapInterval(1);// 显示窗口glfwShowWindow(window);// 初始化 OpenGLGL.createCapabilities();glEnable(GL_DEPTH_TEST);glEnable(GL_BLEND);glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glClearColor(0.6f, 0.8f, 1.0f, 1.0f);// 生成世界generateWorld();// 初始化红石电路initializeRedstoneCircuits();} private void generateWorld() {Random random new Random(12345);// 生成基础地形float[][] heightMap new float[WORLD_SIZE][WORLD_SIZE];for (int x 0; x WORLD_SIZE; x) {for (int z 0; z WORLD_SIZE; z) {float height noise(x * 0.1f, z * 0.1f, random) * 10;height noise(x * 0.05f, z * 0.05f, random) * 20;height noise(x * 0.02f, z * 0.02f, random) * 5;height Math.max(10, height);heightMap[x][z] height;}}// 填充方块for (int x 0; x WORLD_SIZE; x) {for (int z 0; z WORLD_SIZE; z) {int height (int) heightMap[x][z];// 地表层world[x][height][z] GRASS;// 地下层for (int y height - 1; y height - 4; y--) {if (y 0) world[x][y][z] DIRT;}// 岩石层for (int y height - 4; y 0; y--) {if (y 0) world[x][y][z] STONE;}// 水面if (height 15) {for (int y height 1; y 15; y) {if (y WORLD_HEIGHT) {world[x][y][z] WATER;}}}}}// 生成一些树木generateTrees(20, random);// 生成一个红石演示结构createRedstoneDemoStructure();} private void initializeRedstoneCircuits() {// 初始化红石信号强度for (int x 0; x WORLD_SIZE; x) {for (int y 0; y WORLD_HEIGHT; y) {for (int z 0; z WORLD_SIZE; z) {redstoneSignalStrength[x][y][z] 0;redstonePower[x][y][z] false;}}}} private void createRedstoneDemoStructure() {// 创建一个简单的红石电路演示int centerX WORLD_SIZE / 2;int centerZ WORLD_SIZE / 2;int groundY 20;// 红石火把world[centerX][groundY 1][centerZ] REDSTONE_TORCH;redstonePower[centerX][groundY 1][centerZ] true;redstoneSignalStrength[centerX][groundY 1][centerZ] 15;// 红石线for (int i 1; i 5; i) {world[centerX i][groundY][centerZ] REDSTONE_DUST;}// 红石灯world[centerX 6][groundY][centerZ] REDSTONE_LAMP;// 粘性活塞world[centerX 3][groundY 1][centerZ] STICKY_PISTON;String pistonKey centerX 3 , (groundY 1) , centerZ;pistonStates.put(pistonKey, new PistonState(centerX 3, groundY 1, centerZ));} private void generateTrees(int count, Random random) {for (int i 0; i count; i) {int x random.nextInt(WORLD_SIZE - 10) 5;int z random.nextInt(WORLD_SIZE - 10) 5;int y 0;for (int h WORLD_HEIGHT - 1; h 0; h--) {if (world[x][h][z] ! AIR) {y h 1;break;}}if (y 10 || y WORLD_HEIGHT - 10) continue;int trunkHeight 4 random.nextInt(3);for (int h 0; h trunkHeight; h) {if (y h WORLD_HEIGHT) {world[x][y h][z] WOOD;}}int topY y trunkHeight;for (int dx -2; dx 2; dx) {for (int dz -2; dz 2; dz) {for (int dy -1; dy 2; dy) {int nx x dx;int nz z dz;int ny topY dy;if (dx 0 dz 0 (dy 0 || dy -1)) continue;float dist (float) Math.sqrt(dx*dx dz*dz dy*dy);if (nx 0 nx WORLD_SIZE nz 0 nz WORLD_SIZE ny 0 ny WORLD_HEIGHT dist 2.5f) {world[nx][ny][nz] LEAVES;}}}}}} private void handleBlockInteraction(boolean destroy) {// 计算玩家视线方向float yawRad (float) Math.toRadians(cameraYaw);float pitchRad (float) Math.toRadians(cameraPitch);float lookX (float) (Math.cos(yawRad) * Math.cos(pitchRad));float lookY (float) Math.sin(pitchRad);float lookZ (float) (Math.sin(yawRad) * Math.cos(pitchRad));// 射线检测寻找目标方块float rayX cameraX;float rayY cameraY;float rayZ cameraZ;for (int i 0; i 10; i) {int blockX (int) rayX;int blockY (int) rayY;int blockZ (int) rayZ;if (blockX 0 blockX WORLD_SIZE blockY 0 blockY WORLD_HEIGHT blockZ 0 blockZ WORLD_SIZE) {if (world[blockX][blockY][blockZ] ! AIR) {if (destroy) {// 破坏方块if (currentGameMode GameMode.CREATIVE || isBreakable(world[blockX][blockY][blockZ])) {world[blockX][blockY][blockZ] AIR;updateRedstoneAround(blockX, blockY, blockZ);}} else {// 放置方块if (currentGameMode GameMode.CREATIVE) {// 计算放置位置相邻的空格int placeX blockX (int) Math.signum(lookX);int placeY blockY (int) Math.signum(lookY);int placeZ blockZ (int) Math.signum(lookZ);if (placeX 0 placeX WORLD_SIZE placeY 0 placeY WORLD_HEIGHT placeZ 0 placeZ WORLD_SIZE world[placeX][placeY][placeZ] AIR) {world[placeX][placeY][placeZ] selectedBlock;// 如果是红石组件初始化状态if (isRedstoneComponent(selectedBlock)) {initializeRedstoneComponent(placeX, placeY, placeZ, selectedBlock);}}}}break;}}rayX lookX * 0.5f;rayY lookY * 0.5f;rayZ lookZ * 0.5f;}} private boolean isBreakable(int blockType) {// 在生存模式下某些方块不能被破坏return blockType ! OBSIDIAN blockType ! BEDROCK;} private boolean isRedstoneComponent(int blockType) {return blockType REDSTONE_DUST || blockType REDSTONE_TORCH || blockType REDSTONE_BLOCK || blockType REDSTONE_REPEATER || blockType REDSTONE_COMPARATOR || blockType REDSTONE_LAMP ||blockType STICKY_PISTON || blockType PISTON;} private void initializeRedstoneComponent(int x, int y, int z, int blockType) {switch (blockType) {case REDSTONE_TORCH:redstonePower[x][y][z] true;redstoneSignalStrength[x][y][z] 15;break;case REDSTONE_BLOCK:redstonePower[x][y][z] true;redstoneSignalStrength[x][y][z] 15;break;case REDSTONE_LAMP:// 灯默认关闭redstonePower[x][y][z] false;break;case STICKY_PISTON:case PISTON:String pistonKey x , y , z;pistonStates.put(pistonKey, new PistonState(x, y, z));break;}} private void activateRedstoneAtPlayer() {int playerX (int) cameraX;int playerY (int) cameraY;int playerZ (int) cameraZ;// 激活玩家周围的红石组件for (int dx -3; dx 3; dx) {for (int dy -3; dy 3; dy) {for (int dz -3; dz 3; dz) {int x playerX dx;int y playerY dy;int z playerZ dz;if (x 0 x WORLD_SIZE y 0 y WORLD_HEIGHT z 0 z WORLD_SIZE) {if (world[x][y][z] REDSTONE_TORCH) {// 切换红石火把状态redstonePower[x][y][z] !redstonePower[x][y][z];updateRedstoneCircuit();} else if (world[x][y][z] REDSTONE_BLOCK) {// 激活红石块redstonePower[x][y][z] true;updateRedstoneCircuit();}}}}}} private void updateRedstoneCircuit() {long currentTime System.currentTimeMillis();if (currentTime - lastRedstoneUpdate REDSTONE_UPDATE_INTERVAL) {return;}lastRedstoneUpdate currentTime;// 更新红石信号传播propagateRedstoneSignals();// 更新红石组件状态updateRedstoneComponents();// 更新活塞状态updatePistons();} private void propagateRedstoneSignals() {// 简单的红石信号传播算法boolean[][][] newPower new boolean[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];int[][][] newStrength new int[WORLD_SIZE][WORLD_HEIGHT][WORLD_SIZE];// 复制当前状态for (int x 0; x WORLD_SIZE; x) {for (int y 0; y WORLD_HEIGHT; y) {for (int z 0; z WORLD_SIZE; z) {newPower[x][y][z] redstonePower[x][y][z];newStrength[x][y][z] redstoneSignalStrength[x][y][z];}}}// 传播信号for (int x 0; x WORLD_SIZE; x) {for (int y 0; y WORLD_HEIGHT; y) {for (int z 0; z WORLD_SIZE; z) {if (world[x][y][z] REDSTONE_DUST redstonePower[x][y][z]) {// 向六个方向传播信号propagateToNeighbor(x, y, z, x1, y, z, newPower, newStrength);propagateToNeighbor(x, y, z, x-1, y, z, newPower, newStrength);propagateToNeighbor(x, y, z, x, y1, z, newPower, newStrength);propagateToNeighbor(x, y, z, x, y-1, z, newPower, newStrength);propagateToNeighbor(x, y, z, x, y, z1, newPower, newStrength);propagateToNeighbor(x, y, z, x, y, z-1, newPower, newStrength);}}}}// 更新状态redstonePower newPower;redstoneSignalStrength newStrength;} private void propagateToNeighbor(int sourceX, int sourceY, int sourceZ, int targetX, int targetY, int targetZ,boolean[][][] newPower, int[][][] newStrength) {if (targetX 0 || targetX WORLD_SIZE || targetY 0 || targetY WORLD_HEIGHT || targetZ 0 || targetZ WORLD_SIZE) {return;}int currentStrength redstoneSignalStrength[sourceX][sourceY][sourceZ];if (currentStrength 1) return;int targetBlock world[targetX][targetY][targetZ];if (targetBlock REDSTONE_DUST || targetBlock REDSTONE_LAMP || targetBlock STICKY_PISTON || targetBlock PISTON) {if (currentStrength - 1 newStrength[targetX][targetY][targetZ]) {newStrength[targetX][targetY][targetZ] currentStrength - 1;newPower[targetX][targetY][targetZ] true;}}} private void updateRedstoneComponents() {for (int x 0; x WORLD_SIZE; x) {for (int y 0; y WORLD_HEIGHT; y) {for (int z 0; z WORLD_SIZE; z) {int blockType world[x][y][z];if (blockType REDSTONE_LAMP) {// 检查周围是否有红石信号boolean powered false;for (int dx -1; dx 1; dx) {for (int dy -1; dy 1; dy) {for (int dz -1; dz 1; dz) {if (x dx 0 x dx WORLD_SIZE y dy 0 y dy WORLD_HEIGHT z dz 0 z dz WORLD_SIZE) {if (redstonePower[x dx][y dy][z dz]) {powered true;break;}}}}}redstonePower[x][y][z] powered;}}}}} private void updatePistons() {long currentTime System.currentTimeMillis();for (PistonState piston : pistonStates.values()) {// 检查活塞是否应该激活boolean shouldExtend checkPistonShouldExtend(piston.x, piston.y, piston.z);if (shouldExtend ! piston.extended) {if (currentTime - piston.lastUpdate 500) { // 活塞冷却时间piston.extended shouldExtend;piston.lastUpdate currentTime;// 这里可以添加活塞推动方块的逻辑}}}} private boolean checkPistonShouldExtend(int x, int y, int z) {// 检查活塞周围是否有红石信号for (int dx -1; dx 1; dx) {for (int dy -1; dy 1; dy) {for (int dz -1; dz 1; dz) {if (x dx 0 x dx WORLD_SIZE y dy 0 y dy WORLD_HEIGHT z dz 0 z dz WORLD_SIZE) {if (redstonePower[x dx][y dy][z dz]) {return true;}}}}}return false;} private void updateRedstoneAround(int x, int y, int z) {// 当方块被破坏时更新周围的红石电路for (int dx -1; dx 1; dx) {for (int dy -1; dy 1; dy) {for (int dz -1; dz 1; dz) {if (x dx 0 x dx WORLD_SIZE y dy 0 y dy WORLD_HEIGHT z dz 0 z dz WORLD_SIZE) {redstonePower[x dx][y dy][z dz] false;redstoneSignalStrength[x dx][y dy][z dz] 0;}}}}updateRedstoneCircuit();} private float noise(float x, float z, Random random) {return (float) Math.sin(x * 0.1) * (float) Math.cos(z * 0.1) random.nextFloat() * 0.2f;} private void loop() {glfwSetCursorPos(window, WIDTH / 2.0, HEIGHT / 2.0);glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);while (!glfwWindowShouldClose(window)) {processInput();updateRedstoneCircuit();glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glMatrixMode(GL_PROJECTION);glLoadIdentity();float aspect (float) WIDTH / HEIGHT;gluPerspective(60.0f, aspect, 0.1f, 300.0f);glMatrixMode(GL_MODELVIEW);glLoadIdentity();float yawRad (float) Math.toRadians(cameraYaw);float pitchRad (float) Math.toRadians(cameraPitch);float lookX (float) (Math.cos(yawRad) * Math.cos(pitchRad));float lookY (float) Math.sin(pitchRad);float lookZ (float) (Math.sin(yawRad) * Math.cos(pitchRad));gluLookAt(cameraX, cameraY, cameraZ,cameraX lookX, cameraY lookY, cameraZ lookZ,0.0f, 1.0f, 0.0f);renderWorld();renderUI();glfwSwapBuffers(window);glfwPollEvents();}} private void processInput() {float cameraSpeed currentGameMode GameMode.CREATIVE ? 0.3f : 0.2f;if (glfwGetKey(window, GLFW_KEY_W) GLFW_PRESS) {cameraX Math.sin(Math.toRadians(cameraYaw)) * cameraSpeed;cameraZ - Math.cos(Math.toRadians(cameraYaw)) * cameraSpeed;}if (glfwGetKey(window, GLFW_KEY_S) GLFW_PRESS) {cameraX - Math.sin(Math.toRadians(cameraYaw)) * cameraSpeed;cameraZ Math.cos(Math.toRadians(cameraYaw)) * cameraSpeed;}if (glfwGetKey(window, GLFW_KEY_A) GLFW_PRESS) {cameraX - Math.cos(Math.toRadians(cameraYaw)) * cameraSpeed;cameraZ - Math.sin(Math.toRadians(cameraYaw)) * cameraSpeed;}if (glfwGetKey(window, GLFW_KEY_D) GLFW_PRESS) {cameraX Math.cos(Math.toRadians(cameraYaw)) * cameraSpeed;cameraZ Math.sin(Math.toRadians(cameraYaw)) * cameraSpeed;}if (glfwGetKey(window, GLFW_KEY_SPACE) GLFW_PRESS) {cameraY cameraSpeed;}if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) GLFW_PRESS) {cameraY - cameraSpeed;}} private void renderWorld() {int renderDistance 12;int playerChunkX (int) cameraX / CHUNK_SIZE;int playerChunkZ (int) cameraZ / CHUNK_SIZE;for (int cx playerChunkX - renderDistance; cx playerChunkX renderDistance; cx) {for (int cz playerChunkZ - renderDistance; cz playerChunkZ renderDistance; cz) {if (cx 0 || cz 0 || cx WORLD_SIZE / CHUNK_SIZE || cz WORLD_SIZE / CHUNK_SIZE) {continue;}for (int x cx * CHUNK_SIZE; x (cx 1) * CHUNK_SIZE; x) {for (int z cz * CHUNK_SIZE; z (cz 1) * CHUNK_SIZE; z) {for (int y 0; y WORLD_HEIGHT; y) {int block world[x][y][z];if (block ! AIR) {renderBlock(x, y, z, block);// 如果是激活的红石组件渲染发光效果if (isRedstoneComponent(block) redstonePower[x][y][z]) {renderRedstoneGlow(x, y, z, block);}}}}}}}} private void renderBlock(int x, int y, int z, int blockType) {float[] color blockColors.get(blockType);if (color null) return;if (blockType WATER || blockType GLASS) {glColor4f(color[0], color[1], color[2], color[3]);} else {glColor3f(color[0], color[1], color[2]);}glPushMatrix();glTranslatef(x, y, z);glBegin(GL_QUADS);// 顶面if (blockType ! WATER blockType ! GLASS) {glColor3f(color[0] * 1.2f, color[1] * 1.2f, color[2] * 1.2f);}glVertex3f(0, 1, 0);glVertex3f(1, 1, 0);glVertex3f(1, 1, 1);glVertex3f(0, 1, 1);if (blockType ! WATER blockType ! GLASS) {glColor3f(color[0], color[1], color[2]);}// 其他面...// [省略其他面的渲染代码以节省空间]glEnd();glPopMatrix();} private void renderRedstoneGlow(int x, int y, int z, int blockType) {glPushMatrix();glTranslatef(x 0.5f, y 0.5f, z 0.5f);float[] glowColor;switch (blockType) {case REDSTONE_DUST:case REDSTONE_TORCH:case REDSTONE_BLOCK:glowColor new float[]{1.0f, 0.2f, 0.2f, 0.3f};break;case REDSTONE_LAMP:glowColor new float[]{1.0f, 0.8f, 0.2f, 0.5f};break;default:glowColor new float[]{1.0f, 1.0f, 1.0f, 0.3f};}glColor4f(glowColor[0], glowColor[1], glowColor[2], glowColor[3]);glutSolidSphere(0.6f, 16, 16);glPopMatrix();} private void renderUI() {glMatrixMode(GL_PROJECTION);glPushMatrix();glLoadIdentity();glOrtho(0, WIDTH, HEIGHT, 0, -1, 1);glMatrixMode(GL_MODELVIEW);glPushMatrix();glLoadIdentity();glDisable(GL_DEPTH_TEST);// 绘制游戏模式信息glColor4f(0.1f, 0.1f, 0.1f, 0.7f);glBegin(GL_QUADS);glVertex2f(10, 10);glVertex2f(250, 10);glVertex2f(250, 100);glVertex2f(10, 100);glEnd();glColor3f(1.0f, 1.0f, 1.0f);drawString(20, 30, Minecraft Simulator - Enhanced);drawString(20, 50, Game Mode: currentGameMode);drawString(20, 70, Selected Block: getBlockName(selectedBlock));drawString(20, 90, Controls: WASD-Move, Space/Shift-Up/Down);// 绘制创造模式物品栏if (currentGameMode GameMode.CREATIVE) {renderCreativeInventory();}glEnable(GL_DEPTH_TEST);glMatrixMode(GL_PROJECTION);glPopMatrix();glMatrixMode(GL_MODELVIEW);glPopMatrix();} private void renderCreativeInventory() {int startX WIDTH - 200;int startY 20;int slotSize 30;glColor4f(0.1f, 0.1f, 0.1f, 0.7f);glBegin(GL_QUADS);glVertex2f(startX, startY);glVertex2f(startX 180, startY);glVertex2f(startX 180, startY creativeInventory.size() * slotSize 20);glVertex2f(startX, startY creativeInventory.size() * slotSize 20);glEnd();glColor3f(1.0f, 1.0f, 1.0f);drawString(startX 10, startY 15, Creative Inventory:);for (int i 0; i creativeInventory.size(); i) {int block creativeInventory.get(i);int yPos startY 30 i * slotSize;// 高亮当前选择的方块if (i inventoryIndex) {glColor4f(0.3f, 0.3f, 0.8f, 0.5f);glBegin(GL_QUADS);glVertex2f(startX 5, yPos - 5);glVertex2f(startX 175, yPos - 5);glVertex2f(startX 175, yPos 20);glVertex2f(startX 5, yPos 20);glEnd();}glColor3f(1.0f, 1.0f, 1.0f);drawString(startX 10, yPos 15, getBlockName(block));}} private String getBlockName(int blockType) {switch (blockType) {case GRASS: return Grass;case DIRT: return Dirt;case STONE: return Stone;case WOOD: return Wood;case LEAVES: return Leaves;case PLANKS: return Planks;case COBBLESTONE: return Cobblestone;case GLASS: return Glass;case REDSTONE_DUST: return Redstone Dust;case REDSTONE_TORCH: return Redstone Torch;case REDSTONE_BLOCK: return Redstone Block;case REDSTONE_REPEATER: return Repeater;case REDSTONE_LAMP: return Redstone Lamp;case STICKY_PISTON: return Sticky Piston;case PISTON: return Piston;case DIAMOND_BLOCK: return Diamond Block;case GOLD_BLOCK: return Gold Block;case IRON_BLOCK: return Iron Block;default: return Unknown;}} private void drawString(int x, int y, String text) {// 简化文本渲染glWindowPos2i(x, y);for (char c : text.toCharArray()) {glutBitmapCharacter(GLUT_BITMAP_9_BY_15, c);}}private void glutSolidSphere(float radius, int slices, int stacks) {// 简化球体渲染glBegin(GL_QUADS);glVertex3f(-radius, -radius, -radius);glVertex3f(radius, -radius, -radius);glVertex3f(radius, radius, -radius);glVertex3f(-radius, radius, -radius);glVertex3f(-radius, -radius, radius);glVertex3f(radius, -radius, radius);glVertex3f(radius, radius, radius);glVertex3f(-radius, radius, radius);glVertex3f(-radius, -radius, -radius);glVertex3f(-radius, radius, -radius);glVertex3f(-radius, radius, radius);glVertex3f(-radius, -radius, radius);glVertex3f(radius, -radius, -radius);glVertex3f(radius, radius, -radius);glVertex3f(radius, radius, radius);glVertex3f(radius, -radius, radius);glVertex3f(-radius, -radius, -radius);glVertex3f(radius, -radius, -radius);glVertex3f(radius, -radius, radius);glVertex3f(-radius, -radius, radius);glVertex3f(-radius, radius, -radius);glVertex3f(radius, radius, -radius);glVertex3f(radius, radius, radius);glVertex3f(-radius, radius, radius);glEnd();}private void glutBitmapCharacter(int font, char c) {// 简化字符渲染glPointSize(2);glBegin(GL_POINTS);for (int i 0; i 10; i) {glVertex2i(i, 0);}glEnd();}
}以上就是代码文章过长我就不多赘述了