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6 changes: 6 additions & 0 deletions .vscode/settings.json
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@@ -0,0 +1,6 @@
{
"files.associations": {
"cube.h": "c"
},
"cmake.configureOnOpen": true
}
11 changes: 11 additions & 0 deletions Backlog
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US001 Task001 - Modify mouse input to move the player's view less. The mouse should be less sensitive. Points 3
US002 Task002 - Sand blocks should fall to the ground if there is no block underneath. Points 5
US002 Task003 - Gravel blocks should fall to the ground if there is no block underneath. Points 5
US003 Task004 - Cloud color should change to a dark grey at night, and stay white during daytime. Points 2
US004 Task005 - Design the layout and structure of the buildings to be spawned. Points 5
US004 Task006 - Create generation function and spawn conditions for buildings. Points 5
US005 Task007 - Create lava block model. Points 3
US005 Task008 - Create generation function and spawn conditions for lava pools. Points 5
US006 Task009 - Create rain drop block model. Points 3
US006 Task010 - Create spawn conditions for rain drop blocks. Points 3
US006 Task011 - Rain drop blocks should have no collision and be effected by gravity. Points 3
2,579 changes: 2,579 additions & 0 deletions Doxyfile

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6 changes: 6 additions & 0 deletions UserStories
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US001 - As a player of Craft, the mouse control should be less sensitive to movement so the game is more user friendly.
US002 - As a player of Craft, certain blocks should be affected by gravity to make the game have a more realistic environment.
US003 - As a player of Craft, the cloud's shading should reflect the time of day in the game to create a more realistic environment.
US004 - As a player of Craft, I want randomly spawning buildings or structures to create a more diverse playing environment.
US005 - As a player of Craft, I want randomly generated lava pools to create a more diverse playing environment.
US006 - As a player of Craft, I want periodic weather (rain) so that the environment is more dynamic and realistic.
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29 changes: 29 additions & 0 deletions deps/glfw/src/glfw3Config.cmake
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# - Config file for the glfw3 package
# It defines the following variables
# GLFW3_INCLUDE_DIR, the path where GLFW headers are located
# GLFW3_LIBRARY_DIR, folder in which the GLFW library is located
# GLFW3_LIBRARY, library to link against to use GLFW

set(GLFW3_VERSION "3.1.2")


####### Expanded from @PACKAGE_INIT@ by configure_package_config_file() #######
####### Any changes to this file will be overwritten by the next CMake run ####
####### The input file was glfw3Config.cmake.in ########

get_filename_component(PACKAGE_PREFIX_DIR "${CMAKE_CURRENT_LIST_DIR}/../../../" ABSOLUTE)

macro(set_and_check _var _file)
set(${_var} "${_file}")
if(NOT EXISTS "${_file}")
message(FATAL_ERROR "File or directory ${_file} referenced by variable ${_var} does not exist !")
endif()
endmacro()

####################################################################################

set_and_check(GLFW3_INCLUDE_DIR "${PACKAGE_PREFIX_DIR}/include")
set_and_check(GLFW3_LIBRARY_DIR "${PACKAGE_PREFIX_DIR}/lib")

find_library(GLFW3_LIBRARY "glfw3" HINTS ${GLFW3_LIBRARY_DIR})

51 changes: 51 additions & 0 deletions deps/glfw/src/glfw3ConfigVersion.cmake
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# This is a basic version file for the Config-mode of find_package().
# It is used by write_basic_package_version_file() as input file for configure_file()
# to create a version-file which can be installed along a config.cmake file.
#
# The created file sets PACKAGE_VERSION_EXACT if the current version string and
# the requested version string are exactly the same and it sets
# PACKAGE_VERSION_COMPATIBLE if the current version is >= requested version,
# but only if the requested major version is the same as the current one.
# The variable CVF_VERSION must be set before calling configure_file().


set(PACKAGE_VERSION "3.1.2")

if(PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION)
set(PACKAGE_VERSION_COMPATIBLE FALSE)
else()

if("3.1.2" MATCHES "^([0-9]+)\\.")
set(CVF_VERSION_MAJOR "${CMAKE_MATCH_1}")
else()
set(CVF_VERSION_MAJOR "3.1.2")
endif()

if(PACKAGE_FIND_VERSION_MAJOR STREQUAL CVF_VERSION_MAJOR)
set(PACKAGE_VERSION_COMPATIBLE TRUE)
else()
set(PACKAGE_VERSION_COMPATIBLE FALSE)
endif()

if(PACKAGE_FIND_VERSION STREQUAL PACKAGE_VERSION)
set(PACKAGE_VERSION_EXACT TRUE)
endif()
endif()


# if the installed project requested no architecture check, don't perform the check
if("FALSE")
return()
endif()

# if the installed or the using project don't have CMAKE_SIZEOF_VOID_P set, ignore it:
if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "" OR "8" STREQUAL "")
return()
endif()

# check that the installed version has the same 32/64bit-ness as the one which is currently searching:
if(NOT CMAKE_SIZEOF_VOID_P STREQUAL "8")
math(EXPR installedBits "8 * 8")
set(PACKAGE_VERSION "${PACKAGE_VERSION} (${installedBits}bit)")
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif()
81 changes: 81 additions & 0 deletions deps/glfw/src/glfw_config.h
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//========================================================================
// GLFW 3.1 - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
// As glfw_config.h.in, this file is used by CMake to produce the
// glfw_config.h configuration header file. If you are adding a feature
// requiring conditional compilation, this is where to add the macro.
//========================================================================
// As glfw_config.h, this file defines compile-time option macros for a
// specific platform and development environment. If you are using the
// GLFW CMake files, modify glfw_config.h.in instead of this file. If you
// are using your own build system, make this file define the appropriate
// macros in whatever way is suitable.
//========================================================================

// Define this to 1 if building GLFW for X11
#define _GLFW_X11
// Define this to 1 if building GLFW for Win32
/* #undef _GLFW_WIN32 */
// Define this to 1 if building GLFW for Cocoa
/* #undef _GLFW_COCOA */
// Define this to 1 if building GLFW for Wayland
/* #undef _GLFW_WAYLAND */
// Define this to 1 if building GLFW for Mir
/* #undef _GLFW_MIR */

// Define this to 1 if building GLFW for EGL
/* #undef _GLFW_EGL */
// Define this to 1 if building GLFW for GLX
#define _GLFW_GLX
// Define this to 1 if building GLFW for WGL
/* #undef _GLFW_WGL */
// Define this to 1 if building GLFW for NSGL
/* #undef _GLFW_NSGL */

// Define this to 1 if building as a shared library / dynamic library / DLL
/* #undef _GLFW_BUILD_DLL */

// Define this to 1 to force use of high-performance GPU on hybrid systems
/* #undef _GLFW_USE_HYBRID_HPG */

// Define this to 1 if the XInput X11 extension is available
#define _GLFW_HAS_XINPUT
// Define this to 1 if the Xxf86vm X11 extension is available
#define _GLFW_HAS_XF86VM

// Define this to 1 if glfwInit should change the current directory
/* #undef _GLFW_USE_CHDIR */
// Define this to 1 if glfwCreateWindow should populate the menu bar
/* #undef _GLFW_USE_MENUBAR */
// Define this to 1 if windows should use full resolution on Retina displays
/* #undef _GLFW_USE_RETINA */

// Define this to 1 if using OpenGL as the client library
#define _GLFW_USE_OPENGL
// Define this to 1 if using OpenGL ES 1.1 as the client library
/* #undef _GLFW_USE_GLESV1 */
// Define this to 1 if using OpenGL ES 2.0 as the client library
/* #undef _GLFW_USE_GLESV2 */

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89 changes: 89 additions & 0 deletions html/annotated.html
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.17"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>My Project: Class List</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
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<div id="titlearea">
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<tr style="height: 56px;">
<td id="projectalign" style="padding-left: 0.5em;">
<div id="projectname">My Project
</div>
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</tbody>
</table>
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<!-- Generated by Doxygen 1.8.17 -->
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<script type="text/javascript">
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<div class="header">
<div class="headertitle">
<div class="title">Class List</div> </div>
</div><!--header-->
<div class="contents">
<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span>]</div><table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><b>builder</b></td><td class="desc"></td></tr>
<tr id="row_0_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classbuilder_1_1Client.html" target="_self">Client</a></td><td class="desc"></td></tr>
<tr id="row_1_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_1_" class="arrow" onclick="toggleFolder('1_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><b>server</b></td><td class="desc"></td></tr>
<tr id="row_1_0_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classserver_1_1Handler.html" target="_self">Handler</a></td><td class="desc"></td></tr>
<tr id="row_1_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classserver_1_1Model.html" target="_self">Model</a></td><td class="desc"></td></tr>
<tr id="row_1_2_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classserver_1_1RateLimiter.html" target="_self">RateLimiter</a></td><td class="desc"></td></tr>
<tr id="row_1_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classserver_1_1Server.html" target="_self">Server</a></td><td class="desc"></td></tr>
<tr id="row_2_"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_2_" class="arrow" onclick="toggleFolder('2_')">&#9660;</span><span class="icona"><span class="icon">N</span></span><b>world</b></td><td class="desc"></td></tr>
<tr id="row_2_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classworld_1_1World.html" target="_self">World</a></td><td class="desc"></td></tr>
</table>
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89 changes: 89 additions & 0 deletions html/classbuilder_1_1Client-members.html
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<meta name="generator" content="Doxygen 1.8.17"/>
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<title>My Project: Member List</title>
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<li class="navelem"><b>builder</b></li><li class="navelem"><a class="el" href="classbuilder_1_1Client.html">Client</a></li> </ul>
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<p>This is the complete list of members for <a class="el" href="classbuilder_1_1Client.html">builder.Client</a>, including all inherited members.</p>
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<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>__init__</b>(self, host, port) (defined in <a class="el" href="classbuilder_1_1Client.html">builder.Client</a>)</td><td class="entry"><a class="el" href="classbuilder_1_1Client.html">builder.Client</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0"><td class="entry"><b>authenticate</b>(self) (defined in <a class="el" href="classbuilder_1_1Client.html">builder.Client</a>)</td><td class="entry"><a class="el" href="classbuilder_1_1Client.html">builder.Client</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>bitmap</b>(self, sx, sy, sz, d1, d2, data, lookup) (defined in <a class="el" href="classbuilder_1_1Client.html">builder.Client</a>)</td><td class="entry"><a class="el" href="classbuilder_1_1Client.html">builder.Client</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0"><td class="entry"><b>conn</b> (defined in <a class="el" href="classbuilder_1_1Client.html">builder.Client</a>)</td><td class="entry"><a class="el" href="classbuilder_1_1Client.html">builder.Client</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0" class="even"><td class="entry"><b>set_block</b>(self, x, y, z, w) (defined in <a class="el" href="classbuilder_1_1Client.html">builder.Client</a>)</td><td class="entry"><a class="el" href="classbuilder_1_1Client.html">builder.Client</a></td><td class="entry"></td></tr>
<tr bgcolor="#f0f0f0"><td class="entry"><b>set_blocks</b>(self, blocks, w) (defined in <a class="el" href="classbuilder_1_1Client.html">builder.Client</a>)</td><td class="entry"><a class="el" href="classbuilder_1_1Client.html">builder.Client</a></td><td class="entry"></td></tr>
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