Fix Shit Code (First Release!)
BIN
bin/main/net/minecraft/client/gui/FontAllowedCharacters.class
Normal file
BIN
epkcompiler/CompilePackage.jar
Executable file
2
epkcompiler/run.bat
Executable file
|
@ -0,0 +1,2 @@
|
|||
@echo off
|
||||
java -jar CompilePackage.jar "../resources" "../js/resources.epk"
|
2
epkcompiler/run_unix.sh
Executable file
|
@ -0,0 +1,2 @@
|
|||
#!/bin/sh
|
||||
java -jar CompilePackage.jar "../resources" "../js/resources.mc"
|
1
js/app.js.map
Normal file
20
js/index.html
Normal file
|
@ -0,0 +1,20 @@
|
|||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<title>Main page</title>
|
||||
<meta http-equiv="Content-Type" content="text/html;charset=utf-8">
|
||||
<script type="text/javascript" charset="utf-8" src="app.js"></script>
|
||||
<script type = text/javascript>
|
||||
if(document.location.href.startsWith("file:")) {
|
||||
alert("Offline Download is not yet supported, please upload all the game files to a HTTP(s) server");
|
||||
} else {
|
||||
window.addEventListener("load", function() {
|
||||
window.classicConfig = ["game_frame","resources.mc"];
|
||||
main();
|
||||
});
|
||||
}
|
||||
</script>
|
||||
</head>
|
||||
<body style="margin:0px;width:100vw;height:100vh;" id="game_frame">
|
||||
</body>
|
||||
</html>
|
BIN
js/resources.mc
Normal file
BIN
resources/2char.png
Normal file
After Width: | Height: | Size: 318 B |
1071
resources/META-INF/MANIFEST.MF
Normal file
BIN
resources/META-INF/MOJANG_C.DSA
Normal file
1073
resources/META-INF/MOJANG_C.SF
Normal file
BIN
resources/armor/chain_1.png
Normal file
After Width: | Height: | Size: 964 B |
BIN
resources/armor/chain_2.png
Normal file
After Width: | Height: | Size: 523 B |
BIN
resources/armor/cloth_1.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
resources/armor/cloth_2.png
Normal file
After Width: | Height: | Size: 710 B |
BIN
resources/armor/diamond_1.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
resources/armor/diamond_2.png
Normal file
After Width: | Height: | Size: 724 B |
BIN
resources/armor/gold_1.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
resources/armor/gold_2.png
Normal file
After Width: | Height: | Size: 708 B |
BIN
resources/armor/iron_1.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
resources/armor/iron_2.png
Normal file
After Width: | Height: | Size: 686 B |
BIN
resources/art/kz.png
Normal file
After Width: | Height: | Size: 48 KiB |
BIN
resources/clouds.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
resources/default.gif
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
resources/default.png
Normal file
After Width: | Height: | Size: 3.6 KiB |
BIN
resources/dirt.png
Normal file
After Width: | Height: | Size: 1011 B |
144
resources/glsl/core.glsl
Normal file
|
@ -0,0 +1,144 @@
|
|||
|
||||
// eaglercraft opengl 1.3 emulation
|
||||
// copyright (c) 2020 calder young
|
||||
// creative commons BY-NC 4.0
|
||||
|
||||
#line 7
|
||||
|
||||
precision highp int;
|
||||
precision highp sampler2D;
|
||||
precision highp float;
|
||||
|
||||
uniform mat4 matrix_m;
|
||||
uniform mat4 matrix_p;
|
||||
uniform mat4 matrix_t;
|
||||
|
||||
#ifdef CC_VERT
|
||||
|
||||
in vec3 a_position;
|
||||
#ifdef CC_a_texture0
|
||||
in vec2 a_texture0;
|
||||
#endif
|
||||
#ifdef CC_a_color
|
||||
in vec4 a_color;
|
||||
#endif
|
||||
#ifdef CC_a_normal
|
||||
in vec4 a_normal;
|
||||
#endif
|
||||
|
||||
#ifdef CC_fog
|
||||
out vec4 v_position;
|
||||
#endif
|
||||
#ifdef CC_a_color
|
||||
out vec4 v_color;
|
||||
#endif
|
||||
#ifdef CC_a_normal
|
||||
out vec4 v_normal;
|
||||
#endif
|
||||
#ifdef CC_a_texture0
|
||||
out vec2 v_texture0;
|
||||
#endif
|
||||
|
||||
void main(){
|
||||
vec4 pos = matrix_m * vec4(a_position, 1.0);
|
||||
#ifdef CC_fog
|
||||
v_position = pos;
|
||||
#endif
|
||||
#ifdef CC_a_color
|
||||
v_color = a_color;
|
||||
#endif
|
||||
#ifdef CC_a_normal
|
||||
v_normal = a_normal;
|
||||
#endif
|
||||
#ifdef CC_a_texture0
|
||||
v_texture0 = a_texture0;
|
||||
#endif
|
||||
gl_Position = matrix_p * pos;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef CC_FRAG
|
||||
|
||||
#ifdef CC_unit0
|
||||
uniform sampler2D tex0;
|
||||
#ifndef CC_a_texture0
|
||||
uniform vec2 texCoordV0;
|
||||
#endif
|
||||
#endif
|
||||
#ifdef CC_lighting
|
||||
uniform vec3 light0Pos;
|
||||
uniform vec3 light1Pos;
|
||||
uniform vec3 normalUniform;
|
||||
#endif
|
||||
#ifdef CC_fog
|
||||
uniform vec4 fogColor;
|
||||
uniform int fogMode;
|
||||
uniform float fogStart;
|
||||
uniform float fogEnd;
|
||||
uniform float fogDensity;
|
||||
uniform float fogPremultiply;
|
||||
#endif
|
||||
uniform vec4 colorUniform;
|
||||
#ifdef CC_alphatest
|
||||
uniform float alphaTestF;
|
||||
#endif
|
||||
|
||||
#ifdef CC_fog
|
||||
in vec4 v_position;
|
||||
#endif
|
||||
#ifdef CC_a_color
|
||||
in vec4 v_color;
|
||||
#endif
|
||||
#ifdef CC_a_normal
|
||||
in vec4 v_normal;
|
||||
#endif
|
||||
#ifdef CC_a_texture0
|
||||
in vec2 v_texture0;
|
||||
#endif
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main(){
|
||||
#ifdef CC_a_color
|
||||
vec4 color = colorUniform * v_color;
|
||||
#else
|
||||
vec4 color = colorUniform;
|
||||
#endif
|
||||
|
||||
#ifdef CC_unit0
|
||||
#ifdef CC_a_texture0
|
||||
color *= texture(tex0, (matrix_t * vec4(v_texture0, 0.0, 1.0)).xy).rgba;
|
||||
#else
|
||||
color *= texture(tex0, (matrix_t * vec4(texCoordV0, 0.0, 1.0)).xy).rgba;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef CC_alphatest
|
||||
if(color.a < alphaTestF){
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CC_lighting
|
||||
#ifdef CC_a_normal
|
||||
vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
|
||||
#else
|
||||
vec3 normal = normalUniform;
|
||||
#endif
|
||||
normal = normalize(mat3(matrix_m) * normal);
|
||||
float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
|
||||
color.rgb *= min((0.4 + ins * 0.6), 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef CC_fog
|
||||
float dist = sqrt(dot(v_position, v_position));
|
||||
float i = (fogMode == 1) ? clamp((dist - fogStart) / (fogEnd - fogStart), 0.0, 1.0) : clamp(1.0 - pow(2.718, -(fogDensity * dist)), 0.0, 1.0);
|
||||
color.rgb = mix(color.rgb, fogColor.xyz, i * fogColor.a);
|
||||
#endif
|
||||
|
||||
fragColor = color;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
255
resources/glsl/fxaa.glsl
Normal file
|
@ -0,0 +1,255 @@
|
|||
#line 0
|
||||
|
||||
precision lowp int;
|
||||
precision lowp sampler2D;
|
||||
precision lowp float;
|
||||
|
||||
in vec2 pos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
#define FXAA_PC 1
|
||||
#define FXAA_GLSL_130 1
|
||||
#define FXAA_FAST_PIXEL_OFFSET 0
|
||||
#define FXAA_GATHER4_ALPHA 0
|
||||
|
||||
#ifndef FXAA_GREEN_AS_LUMA
|
||||
// For those using non-linear color,
|
||||
// and either not able to get luma in alpha, or not wanting to,
|
||||
// this enables FXAA to run using green as a proxy for luma.
|
||||
// So with this enabled, no need to pack luma in alpha.
|
||||
//
|
||||
// This will turn off AA on anything which lacks some amount of green.
|
||||
// Pure red and blue or combination of only R and B, will get no AA.
|
||||
//
|
||||
// Might want to lower the settings for both,
|
||||
// fxaaConsoleEdgeThresholdMin
|
||||
// fxaaQualityEdgeThresholdMin
|
||||
// In order to insure AA does not get turned off on colors
|
||||
// which contain a minor amount of green.
|
||||
//
|
||||
// 1 = On.
|
||||
// 0 = Off.
|
||||
//
|
||||
#define FXAA_GREEN_AS_LUMA 1
|
||||
#endif
|
||||
|
||||
#ifndef FXAA_DISCARD
|
||||
// 1 = Use discard on pixels which don't need AA.
|
||||
// 0 = Return unchanged color on pixels which don't need AA.
|
||||
#define FXAA_DISCARD 0
|
||||
#endif
|
||||
|
||||
/*============================================================================
|
||||
API PORTING
|
||||
============================================================================*/
|
||||
#define FxaaBool bool
|
||||
#define FxaaDiscard discard
|
||||
#define FxaaFloat float
|
||||
#define FxaaFloat2 vec2
|
||||
#define FxaaFloat3 vec3
|
||||
#define FxaaFloat4 vec4
|
||||
#define FxaaHalf float
|
||||
#define FxaaHalf2 vec2
|
||||
#define FxaaHalf3 vec3
|
||||
#define FxaaHalf4 vec4
|
||||
#define FxaaInt2 ivec2
|
||||
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
||||
#define FxaaTex sampler2D
|
||||
/*--------------------------------------------------------------------------*/
|
||||
|
||||
#define FxaaTexTop(t, p) texture(t, p)
|
||||
|
||||
/*============================================================================
|
||||
GREEN AS LUMA OPTION SUPPORT FUNCTION
|
||||
============================================================================*/
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// TODO Luma
|
||||
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz, vec3(0.299, 0.587, 0.114)); }
|
||||
#else
|
||||
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
|
||||
#endif
|
||||
|
||||
/*============================================================================
|
||||
FXAA3 CONSOLE - PC VERSION
|
||||
============================================================================*/
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 FxaaPixelShader(
|
||||
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
||||
//
|
||||
// Use noperspective interpolation here (turn off perspective interpolation).
|
||||
// {xy} = center of pixel
|
||||
FxaaFloat2 pos,
|
||||
//
|
||||
// Used only for FXAA Console, and not used on the 360 version.
|
||||
// Use noperspective interpolation here (turn off perspective interpolation).
|
||||
// {xy__} = upper left of pixel
|
||||
// {__zw} = lower right of pixel
|
||||
FxaaFloat4 fxaaConsolePosPos,
|
||||
//
|
||||
// Input color texture.
|
||||
// {rgb_} = color in linear or perceptual color space
|
||||
// if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// {___a} = luma in perceptual color space (not linear)
|
||||
FxaaTex tex,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This must be from a constant/uniform.
|
||||
// This effects sub-pixel AA quality and inversely sharpness.
|
||||
// Where N ranges between,
|
||||
// N = 0.50 (default)
|
||||
// N = 0.33 (sharper)
|
||||
// {x___} = -N/screenWidthInPixels
|
||||
// {_y__} = -N/screenHeightInPixels
|
||||
// {__z_} = N/screenWidthInPixels
|
||||
// {___w} = N/screenHeightInPixels
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// Not used on 360, but used on PS3 and PC.
|
||||
// This must be from a constant/uniform.
|
||||
// {x___} = -2.0/screenWidthInPixels
|
||||
// {_y__} = -2.0/screenHeightInPixels
|
||||
// {__z_} = 2.0/screenWidthInPixels
|
||||
// {___w} = 2.0/screenHeightInPixels
|
||||
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
|
||||
// It is here now to allow easier tuning.
|
||||
// This does not effect PS3, as this needs to be compiled in.
|
||||
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only three safe values here: 2 and 4 and 8.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
// For all other platforms can be a non-power of two.
|
||||
// 8.0 is sharper (default!!!)
|
||||
// 4.0 is softer
|
||||
// 2.0 is really soft (good only for vector graphics inputs)
|
||||
FxaaFloat fxaaConsoleEdgeSharpness,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
|
||||
// It is here now to allow easier tuning.
|
||||
// This does not effect PS3, as this needs to be compiled in.
|
||||
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
|
||||
// Due to the PS3 being ALU bound,
|
||||
// there are only two safe values here: 1/4 and 1/8.
|
||||
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||
// The console setting has a different mapping than the quality setting.
|
||||
// Other platforms can use other values.
|
||||
// 0.125 leaves less aliasing, but is softer (default!!!)
|
||||
// 0.25 leaves more aliasing, and is sharper
|
||||
FxaaFloat fxaaConsoleEdgeThreshold,
|
||||
//
|
||||
// Only used on FXAA Console.
|
||||
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
|
||||
// It is here now to allow easier tuning.
|
||||
// Trims the algorithm from processing darks.
|
||||
// The console setting has a different mapping than the quality setting.
|
||||
// This does not apply to PS3,
|
||||
// PS3 was simplified to avoid more shader instructions.
|
||||
// 0.06 - faster but more aliasing in darks
|
||||
// 0.05 - default
|
||||
// 0.04 - slower and less aliasing in darks
|
||||
// Special notes when using FXAA_GREEN_AS_LUMA,
|
||||
// Likely want to set this to zero.
|
||||
// As colors that are mostly not-green
|
||||
// will appear very dark in the green channel!
|
||||
// Tune by looking at mostly non-green content,
|
||||
// then start at zero and increase until aliasing is a problem.
|
||||
FxaaFloat fxaaConsoleEdgeThresholdMin
|
||||
) {
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
|
||||
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
|
||||
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
|
||||
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// TODO Luma
|
||||
FxaaFloat lumaM = FxaaLuma(rgbyM);
|
||||
#else
|
||||
FxaaFloat lumaM = rgbyM.y;
|
||||
#endif
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
|
||||
lumaNe += 1.0/384.0;
|
||||
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
|
||||
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
|
||||
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat lumaMinM = min(lumaMin, lumaM);
|
||||
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
|
||||
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
|
||||
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
|
||||
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
|
||||
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
|
||||
if(lumaMaxSubMinM < lumaMaxScaledClamped)
|
||||
{
|
||||
#if (FXAA_DISCARD == 1)
|
||||
FxaaDiscard;
|
||||
#else
|
||||
return rgbyM;
|
||||
#endif
|
||||
}
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir;
|
||||
dir.x = dirSwMinusNe + dirSeMinusNw;
|
||||
dir.y = dirSwMinusNe - dirSeMinusNw;
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir1 = normalize(dir.xy);
|
||||
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
|
||||
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
|
||||
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
|
||||
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
|
||||
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
|
||||
/*--------------------------------------------------------------------------*/
|
||||
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||
// TODO Luma
|
||||
float lumaB = FxaaLuma(rgbyB);
|
||||
#else
|
||||
float lumaB = rgbyB.y;
|
||||
#endif
|
||||
if((lumaB < lumaMin) || (lumaB > lumaMax))
|
||||
rgbyB.xyz = rgbyA.xyz * 0.5;
|
||||
//
|
||||
return rgbyB;
|
||||
}
|
||||
/*==========================================================================*/
|
||||
|
||||
uniform sampler2D f_color;
|
||||
|
||||
uniform vec2 screenSize;
|
||||
|
||||
#define edgeSharpness 7.0
|
||||
#define edgeThreshold 0.1
|
||||
#define edgeThresholdMin 0.005
|
||||
|
||||
void main(){
|
||||
vec4 posPos;
|
||||
posPos.xy = pos - (0.6 / screenSize);
|
||||
posPos.zw = pos + (0.6 / screenSize);
|
||||
vec4 rcpFrameOpt;
|
||||
rcpFrameOpt.xy = vec2(-0.50, -0.50) / screenSize;
|
||||
rcpFrameOpt.zw = vec2( 0.50, 0.50) / screenSize;
|
||||
vec4 rcpFrameOpt2;
|
||||
rcpFrameOpt2.xy = vec2(-2.0, -2.0) / screenSize;
|
||||
rcpFrameOpt2.zw = vec2( 2.0, 2.0) / screenSize;
|
||||
|
||||
fragColor = vec4(FxaaPixelShader(pos, posPos, f_color, rcpFrameOpt, rcpFrameOpt2, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
|
||||
}
|
25
resources/glsl/occl.glsl
Normal file
|
@ -0,0 +1,25 @@
|
|||
#line 2
|
||||
|
||||
precision highp int;
|
||||
precision highp sampler2D;
|
||||
precision highp float;
|
||||
|
||||
#ifdef CC_VERT
|
||||
uniform mat4 matrix_m;
|
||||
uniform mat4 matrix_p;
|
||||
|
||||
in vec3 a_vert;
|
||||
|
||||
void main(){
|
||||
gl_Position = (matrix_p * (matrix_m * vec4(a_vert, 1.0)));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CC_FRAG
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main(){
|
||||
fragColor = vec4(1.0);
|
||||
}
|
||||
#endif
|
13
resources/glsl/pvert.glsl
Normal file
|
@ -0,0 +1,13 @@
|
|||
#line 0
|
||||
|
||||
precision lowp int;
|
||||
precision lowp sampler2D;
|
||||
precision lowp float;
|
||||
|
||||
in vec2 a_pos;
|
||||
|
||||
out vec2 pos;
|
||||
|
||||
void main(){
|
||||
gl_Position = vec4((pos = a_pos) * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
BIN
resources/grass.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
resources/gui/container.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
resources/gui/crafting.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
resources/gui/furnace.png
Normal file
After Width: | Height: | Size: 3.1 KiB |
BIN
resources/gui/gui.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/gui/icons.png
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
resources/gui/inventory.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
resources/gui/items.png
Normal file
After Width: | Height: | Size: 8.1 KiB |
BIN
resources/gui/logo.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
resources/item/arrows.png
Normal file
After Width: | Height: | Size: 322 B |
BIN
resources/item/sign.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
resources/misc/gear.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
resources/misc/gearmiddle.png
Normal file
After Width: | Height: | Size: 228 B |
BIN
resources/mob/creeper.png
Normal file
After Width: | Height: | Size: 2.9 KiB |
BIN
resources/mob/pig.png
Normal file
After Width: | Height: | Size: 3.7 KiB |
BIN
resources/mob/sheep.png
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
resources/mob/sheep_fur.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
BIN
resources/mob/skeleton.png
Normal file
After Width: | Height: | Size: 894 B |
BIN
resources/mob/spider.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
resources/mob/spider_eyes.png
Normal file
After Width: | Height: | Size: 255 B |
BIN
resources/mob/zombie.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
BIN
resources/particles.png
Normal file
After Width: | Height: | Size: 792 B |
BIN
resources/rain.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
resources/rock.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
resources/shadow.png
Normal file
After Width: | Height: | Size: 868 B |
BIN
resources/terrain.png
Normal file
After Width: | Height: | Size: 33 KiB |
BIN
resources/terrain/moon.png
Normal file
After Width: | Height: | Size: 910 B |
BIN
resources/terrain/sun.png
Normal file
After Width: | Height: | Size: 799 B |
BIN
resources/water.png
Normal file
After Width: | Height: | Size: 306 B |
|
@ -13,6 +13,7 @@ import org.teavm.jso.dom.html.HTMLElement;
|
|||
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.Session;
|
||||
import net.minecraft.client.gui.GuiErrorScreen;
|
||||
import net.PeytonPlayz585.storage.LocalStorageManager;
|
||||
|
||||
public class MinecraftMain {
|
||||
|
@ -51,7 +52,13 @@ public class MinecraftMain {
|
|||
//minecraft.minecraftUri = "127.0.0.1:25565";
|
||||
minecraft.session = new Session("PeytonPlayz595", "WebGL-Emulator");
|
||||
Thread thread = new Thread (minecraft, "Minecraft main Thread");
|
||||
thread.run();
|
||||
try {
|
||||
thread.run();
|
||||
} catch(Exception e) {
|
||||
minecraft.displayGuiScreen(new GuiErrorScreen("Client error", "The game broke! [" + e + "]"));
|
||||
e.printStackTrace();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@JSBody(params = { }, script = "return window.classicConfig;")
|
||||
|
|
|
@ -132,122 +132,89 @@ public final class Minecraft implements Runnable {
|
|||
|
||||
public final void run() {
|
||||
this.running = true;
|
||||
|
||||
try {
|
||||
Minecraft var1 = this;
|
||||
this.displayWidth = GL11.getCanvasWidth();
|
||||
this.displayHeight = GL11.getCanvasHeight();
|
||||
|
||||
IntBuffer var24;
|
||||
this.mouseHelper = new MouseHelper();
|
||||
|
||||
GL11.glEnable(GL11.GL_TEXTURE_2D);
|
||||
GL11.glShadeModel(GL11.GL_SMOOTH);
|
||||
GL11.glClearDepth((float)1.0D);
|
||||
GL11.glEnable(GL11.GL_DEPTH_TEST);
|
||||
GL11.glDepthFunc(GL11.GL_LEQUAL);
|
||||
GL11.glEnable(GL11.GL_ALPHA_TEST);
|
||||
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
|
||||
GL11.glCullFace(GL11.GL_BACK);
|
||||
GL11.glMatrixMode(GL11.GL_PROJECTION);
|
||||
GL11.glLoadIdentity();
|
||||
GL11.glMatrixMode(GL11.GL_MODELVIEW);
|
||||
this.glCapabilities = new OpenGlCapsChecker();
|
||||
String var3 = "minecraft";
|
||||
String var26 = System.getProperty("user.home", ".");
|
||||
int[] var10001 = EnumOSMappingHelper.osValues;
|
||||
String var4 = System.getProperty("os.name").toLowerCase();
|
||||
this.options = new GameSettings(this);
|
||||
this.renderEngine = new RenderEngine(this.options);
|
||||
// this.renderEngine.registerTextureFX(this.textureLavaFX);
|
||||
// this.renderEngine.registerTextureFX(this.textureWaterFX);
|
||||
// this.renderEngine.registerTextureFX(new TextureWaterFlowFX());
|
||||
// this.renderEngine.registerTextureFX(new TextureFlamesFX(0));
|
||||
// this.renderEngine.registerTextureFX(new TextureFlamesFX(1));
|
||||
// this.renderEngine.registerTextureFX(new TextureGearsFX(0));
|
||||
// this.renderEngine.registerTextureFX(new TextureGearsFX(1));
|
||||
this.fontRenderer = new FontRenderer(this.options, "/default.png", this.renderEngine);
|
||||
var24 = BufferUtils.createIntBuffer(256);
|
||||
var24.clear().limit(256);
|
||||
this.renderGlobal = new RenderGlobal(this, this.renderEngine);
|
||||
GL11.glViewport(0, 0, this.displayWidth, this.displayHeight);
|
||||
if(this.server != null && this.session != null) {
|
||||
World var31 = new World();
|
||||
var31.generate(8, 8, 8, new byte[512], new byte[512]);
|
||||
this.setLevel(var31);
|
||||
} else if(this.theWorld == null) {
|
||||
this.displayGuiScreen(new GuiMainMenu());
|
||||
}
|
||||
|
||||
this.effectRenderer = new EffectRenderer(this.theWorld, this.renderEngine);
|
||||
this.ingameGUI = new GuiIngame(this);
|
||||
} catch (Exception var22) {
|
||||
var22.printStackTrace();
|
||||
return;
|
||||
this.displayWidth = GL11.getCanvasWidth();
|
||||
this.displayHeight = GL11.getCanvasHeight();
|
||||
IntBuffer var24;
|
||||
this.mouseHelper = new MouseHelper();
|
||||
GL11.glEnable(GL11.GL_TEXTURE_2D);
|
||||
GL11.glShadeModel(GL11.GL_SMOOTH);
|
||||
GL11.glClearDepth((float)1.0D);
|
||||
GL11.glEnable(GL11.GL_DEPTH_TEST);
|
||||
GL11.glDepthFunc(GL11.GL_LEQUAL);
|
||||
GL11.glEnable(GL11.GL_ALPHA_TEST);
|
||||
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
|
||||
GL11.glCullFace(GL11.GL_BACK);
|
||||
GL11.glMatrixMode(GL11.GL_PROJECTION);
|
||||
GL11.glLoadIdentity();
|
||||
GL11.glMatrixMode(GL11.GL_MODELVIEW);
|
||||
this.glCapabilities = new OpenGlCapsChecker();
|
||||
this.options = new GameSettings(this);
|
||||
this.renderEngine = new RenderEngine(this.options);
|
||||
this.fontRenderer = new FontRenderer(this.options, "/default.png", this.renderEngine);
|
||||
var24 = BufferUtils.createIntBuffer(256);
|
||||
var24.clear().limit(256);
|
||||
this.renderGlobal = new RenderGlobal(this, this.renderEngine);
|
||||
GL11.glViewport(0, 0, this.displayWidth, this.displayHeight);
|
||||
if(this.server != null && this.session != null) {
|
||||
World var31 = new World();
|
||||
var31.generate(8, 8, 8, new byte[512], new byte[512]);
|
||||
this.setLevel(var31);
|
||||
} else if(this.theWorld == null) {
|
||||
this.displayGuiScreen(new GuiMainMenu());
|
||||
}
|
||||
|
||||
this.effectRenderer = new EffectRenderer(this.theWorld, this.renderEngine);
|
||||
this.ingameGUI = new GuiIngame(this);
|
||||
|
||||
long var23 = System.currentTimeMillis();
|
||||
int var28 = 0;
|
||||
|
||||
while(this.running) {
|
||||
if(this.theWorld != null) {
|
||||
this.theWorld.updateLighting();
|
||||
}
|
||||
|
||||
try {
|
||||
while(this.running) {
|
||||
if(this.theWorld != null) {
|
||||
this.theWorld.updateLighting();
|
||||
}
|
||||
if(this.isGamePaused) {
|
||||
float var29 = this.timer.renderPartialTicks;
|
||||
this.timer.updateTimer();
|
||||
this.timer.renderPartialTicks = var29;
|
||||
} else {
|
||||
this.timer.updateTimer();
|
||||
}
|
||||
|
||||
for(int var30 = 0; var30 < this.timer.elapsedTicks; ++var30) {
|
||||
++this.ticksRan;
|
||||
this.runTick();
|
||||
}
|
||||
|
||||
GL11.glEnable(GL11.GL_TEXTURE_2D);
|
||||
this.playerController.setPartialTime(this.timer.renderPartialTicks);
|
||||
this.entityRenderer.updateCameraAndRender(this.timer.renderPartialTicks);
|
||||
|
||||
if(GL11.getCanvasWidth() != this.displayWidth || GL11.getCanvasHeight() != this.displayHeight) {
|
||||
this.displayWidth = GL11.getCanvasWidth();
|
||||
this.displayHeight = GL11.getCanvasHeight();
|
||||
this.resize(this.displayWidth, this.displayHeight);
|
||||
}
|
||||
|
||||
if(this.options.limitFramerate) {
|
||||
try {
|
||||
if(this.isGamePaused) {
|
||||
float var29 = this.timer.renderPartialTicks;
|
||||
this.timer.updateTimer();
|
||||
this.timer.renderPartialTicks = var29;
|
||||
} else {
|
||||
this.timer.updateTimer();
|
||||
}
|
||||
|
||||
for(int var30 = 0; var30 < this.timer.elapsedTicks; ++var30) {
|
||||
++this.ticksRan;
|
||||
this.runTick();
|
||||
}
|
||||
|
||||
GL11.glEnable(GL11.GL_TEXTURE_2D);
|
||||
this.playerController.setPartialTime(this.timer.renderPartialTicks);
|
||||
this.entityRenderer.updateCameraAndRender(this.timer.renderPartialTicks);
|
||||
|
||||
if(GL11.getCanvasWidth() != this.displayWidth || GL11.getCanvasHeight() != this.displayHeight) {
|
||||
this.displayWidth = GL11.getCanvasWidth();
|
||||
this.displayHeight = GL11.getCanvasHeight();
|
||||
this.resize(this.displayWidth, this.displayHeight);
|
||||
}
|
||||
|
||||
if(this.options.limitFramerate) {
|
||||
Thread.sleep(5L);
|
||||
}
|
||||
|
||||
++var28;
|
||||
this.isGamePaused = this.currentScreen != null && this.currentScreen.doesGuiPauseGame();
|
||||
} catch (Exception var18) {
|
||||
this.displayGuiScreen(new GuiErrorScreen("Client error", "The game broke! [" + var18 + "]"));
|
||||
var18.printStackTrace();
|
||||
return;
|
||||
}
|
||||
|
||||
while(System.currentTimeMillis() >= var23 + 1000L) {
|
||||
this.debug = var28 + " fps, " + WorldRenderer.chunksUpdated + " chunk updates";
|
||||
WorldRenderer.chunksUpdated = 0;
|
||||
var23 += 1000L;
|
||||
var28 = 0;
|
||||
Thread.sleep(5L);
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
} catch (MinecraftError var19) {
|
||||
return;
|
||||
} catch (Exception var20) {
|
||||
var20.printStackTrace();
|
||||
} finally {
|
||||
this.shutdownMinecraftApplet();
|
||||
}
|
||||
++var28;
|
||||
this.isGamePaused = this.currentScreen != null && this.currentScreen.doesGuiPauseGame();
|
||||
|
||||
while(System.currentTimeMillis() >= var23 + 1000L) {
|
||||
this.debug = var28 + " fps, " + WorldRenderer.chunksUpdated + " chunk updates";
|
||||
WorldRenderer.chunksUpdated = 0;
|
||||
var23 += 1000L;
|
||||
var28 = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public final void setIngameFocus() {
|
||||
|
|
|
@ -79,15 +79,12 @@ public final class RenderGlobal implements IWorldAccess {
|
|||
this.glOcclusionQueryBase.limit(262144);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
this.glSkyList = GL11.glGenLists(1);
|
||||
GL11.glNewList(this.glSkyList, GL11.GL_COMPILE);
|
||||
Random var5 = new Random(10842L);
|
||||
|
||||
for(int var6 = 0; var6 < 500; ++var6) {
|
||||
GL11.glRotatef(var5.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
|
||||
GL11.glRotatef(var5.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
|
||||
GL11.glRotatef(var5.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
|
||||
Tessellator var3 = Tessellator.instance;
|
||||
float var4 = 0.25F + var5.nextFloat() * 0.25F;
|
||||
var3.startDrawingQuads();
|
||||
|
|