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MadCraft

Minecraft clone on JS

Third Party

Run and play

Compile the texture pack. It's required for the first run of the game, because the textures are not included in the repo. Optionally, copy the music. The music is not required to run the game, and can be copied later. For example you can download this texture pack from https://polyflore.net/projects/depixel. Sometimes during compilation you may encounter problems on Windows systems. You will need to install Microsoft Visual C++ 2015 Redistributable x64 or x86. You can get the download here: https://aka.ms/vs/17/release/vc_redist.x64.exe and https://aka.ms/vs/17/release/vc_redist.x86.exe.

1. extract the resource pack to directory ../resource-packs/depixel (one level up from project root directory)
1. clone second resource pack https://github.com/sciner/webcraft-texturepack to directory ../resource-packs/1 (one level up from project root directory)
2. (optional step) create directory ../music (on the same level as ../resource-packs), and fill it like described in ./doc/music.md
3. cd ./node_server
4. npm install
5. npm run compile-assets

Start server:

// Run NodeJS v19.7.0 server!
npm i
npm run watch:www // run this command in separate terminal window
cd ./node_server
npm run install
npm run start

# compile all include local server if need
npm run install-all

# compile ff-worker and auto start
cd ./ff-worker
npm i
cd ../node_server
npm run start-rollup

Only check types for client and server

npm run build:www
npm run types:server

Debug from IDE

current npm run start commands runs node with our own esm-loader

node --loader ./ts-loader.js index.ts

to run/debug from IDE you have to specify the same --loader param in the IDE run conguration

Commands

// Teleport current user to random location 
Qubatch.player.teleport('random', null);

// Toggle rain
Qubatch.render.setWeather('rain'); // rain|snow|clear

// Set block at current player coordinates
let pp = Qubatch.player.getBlockPos();
Qubatch.world.chunkManager.setBlock(pp.x, pp.y, pp.z, {id: 10}, true);

// Emulate user keyboard control
// .walk(direction, duration_milliseconds)
Qubatch.player.walk('forward', 2000); // forward|back|left|right

// Get player rotate
let rotate = Qubatch.player.rotate;

// Set player rotate
Qubatch.player.setRotate({x: 0, y: 0, z: 0});

// Send message to chat
Qubatch.player.chat.sendMessage('Hello, World!');

// Get all supported blocks
let blocks = Qubatch.world.block_manager.getAll();

// Change game mode
Qubatch.world.server.GameModeSet('creative'); // survival|creative|adventure|spectator

// Open inventory window
Qubatch.player.inventory.open();

// Spawn mob
Qubatch.player.chat.sendMessage('/spawnmob 3880 71 2527 horse creamy');
Qubatch.player.chat.sendMessage('/spawnmob 3880 71 2527 bee base');

// Play sounds
Qubatch.sounds.play('madcraft:block.chicken', 'idle');
Qubatch.sounds.play('madcraft:block.chicken', 'step');
Qubatch.sounds.play('madcraft:block.chicken', 'death');
Qubatch.sounds.play('madcraft:block.player', 'hit');

// Admins
// 1. admin list managed only by chat commands
// 2. only owner or another admin can add new admin
// 3. owner cannot be removed from admins
/admin list
/admin add username
/admin remove username

Server packets

Send particle animation from server to player:

const packets = [{
    name: ServerClient.CMD_PARTICLE_BLOCK_DESTROY,
    data: {
        pos: {x: 100, y: 100, z: 100},
        item: {id: 2}
    }
}];
chunk.sendAll(packets, []);

Manage server by chat commands

  • /gamerule doDaylightCycle false|true

    You can stop the day and night shift with the command /gamerule doDaylightCycle false To disable the day and night shift, you need to assign false to the rule At this moment, the current position of the sun and moon will be "fixed". Time will go on, but the change of day and night will freeze until you set the rule to true

    Note!
    The command works only in worlds where the player has admin rights or he is its creator.
    If you need to stop the daylight time, and it's dark now, then before disabling the day and night shift, you first need to set the daylight time with the command /time set day

  • /time set day|midnight|night|noon

    You can change current world time by following commands

    • /time set day equal to 07:00
    • /time set midnight equal to 00
    • /time set night equal to 19:00
    • /time set noon equal to 12:00

    You can set specific daytime /time set 16500 it equal to 16:30.
    You can increase time by /add argument /time add 1000, this add one hour to current time.

    Note!
    The command works only in worlds where the player has admin rights or he is its creator.

  • /vdist 2-16

    You can change view distance by this command

    • /vdist 2 means 2 chunks showed around player
    • /vdist 16 means 16 chunks render around player

    Note!
    View distance can take number from 2 to 16

Portals

You can made 3 type of portals:

  • Portal to bottom caves

    • You must build a frame from OBSIDIAN (minimum size 4x5) and must activate the portal by applying FLINT_AND_STEEL to the inside of the frame;
    • You cannot activate the portal if the bottom border is below -500 blocks.
  • Portal to flying islands (aether)

    • You must build a frame from GLOWSTONE (minimum size 4x5) and must activate the portal by applying FLINT_AND_STEEL to the inside of the frame;
    • You cannot activate the portal if the bottom border is above 500 blocks.
  • Portal to routine world (main level)

    • You must build a frame from PRISMARINE (minimum size 4x5) and must activate the portal by applying FLINT_AND_STEEL to the inside of the frame;
    • You cannot activate the portal if the bottom border is between 0 - 500 blocks.

Generate particles from server

const actions = new WorldAction();
// Where type can be one from [campfire_flame|explosion|music_note|torch_flame|...]
actions.addParticles([{type: 'explosion', pos: vec_center}]);
  1. It is necessary to create an emitter, for example, as an explosion, it is disposable. The emitters are located in the mesh/effect/emitter folder

  2. Next, the emitter must be registered in mesh/effect/manager.js after line 32

  3. While the emitter method canDelete() returns true, it will exist and on each frame it will call the emit() method, which should return an array of generated particles, the answer may be an empty array, it will not affect anything, just this time no particles will be generated and the next frame will be called again the emit() method

  4. The emitter has a static variable textures, there you need to register an array of texture addresses from the file ./www/resource_packs/extend/textures/effects.png

  5. For an example of creating a new emitter, see the addExplosionParticles() method in ./www/js/render.js

Important:

The explosion emitter is an example of a one-time emitter, it counts how many times the emit() method was called, and does not allow it to be done more than once, and its canDelete() method returns true if emit() was called at least once

Assignment of classes related to particles:

  1. Mesh_Effect_Particle - the basic particle of the effect with the implementation of physics
  2. Mesh_Effect - a mesh that consists of particles generated by emitters
  3. Mesh_Effect_Manager - Creates and destroys emitters, places particles generated by emitters in a mesh

Debug

  1. F3 + G - toggle chunk borders OR by chat command /chunkborders [true|false]
  2. F3 + B - toggle mobs borders OR by chat command /mobborders [true|false]

Performance

To best performance use Chrome and turn on this flag chrome://flags/#enable-webgl-draft-extensions (this enable multidraw for chunks)

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