camera, memory stuff, and random trees

This commit is contained in:
Chris Bell 2025-02-24 22:53:51 -06:00
parent 6bd1c44fc8
commit 88a795264c
4 changed files with 52 additions and 24 deletions

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game/game

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@ -2,11 +2,16 @@ package game
import "core:fmt"
import rl "vendor:raylib"
import rand "core:math/rand"
import "core:strconv"
import "core:mem"
import "core:strings"
player : Player
world : World
camera : rl.Camera2D
main :: proc() {
@ -15,55 +20,78 @@ main :: proc() {
player.position.x = CELL_SIZE * 5
player.position.y = CELL_SIZE * 5
camera.target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)}
camera.zoom = 2
camera.offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2}
load_tilemap()
defer unload_tilemap()
fill_world_grid_with_nothing(&world)
t := Tile {
type = .WALL,
color = rl.WHITE,
tilemap_pos = {0,1},
}
t2 := Tile {
type = .WALL,
color = rl.WHITE,
tilemap_pos = {0,1},
}
t3 := Tile {
type = .WALL,
color = rl.WHITE,
tilemap_pos = {0,1},
}
set_grid_tile(&world, {3,3}, t)
set_grid_tile(&world, {3,4}, t2)
set_grid_tile(&world, {3,5}, t3)
fmt.println(world.grid[3][3])
random_trees(&world)
game_loop()
}
game_loop :: proc() {
pos_string : string
pos_cstring : cstring
for !rl.WindowShouldClose() {
update()
rl.BeginDrawing()
rl.ClearBackground(rl.BLACK)
rl.BeginMode2D(camera)
draw()
rl.EndMode2D()
rl.DrawFPS(5,5)
pos_string = fmt.aprint("Player POS:", get_player_grid_position(&player))
pos_cstring = strings.clone_to_cstring(pos_string)
rl.DrawText(pos_cstring, 5, 25, 20, rl.RED)
rl.EndDrawing()
}
delete(pos_string)
delete(pos_cstring)
}
update :: proc() {
camera.target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)}
handle_player_input(&player)
}
draw :: proc() {
draw_player(&player)
draw_world(&world)
draw_player(&player)
}
random_trees :: proc(world:^World) {
for x in 0..<len(world.grid) {
rand_y := rand.int_max(len(world.grid))
for y in 0..<len(world.grid) {
rand_x := rand.int_max(len(world.grid))
tree := Tile {
type = .WALL,
tilemap_pos = {0,1},
color = rl.RAYWHITE
}
set_grid_tile(world, {u32(rand_x),u32(rand_y), }, tree)
}
}
}

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@ -35,5 +35,5 @@ get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
}
draw_player :: proc(player:^Player) {
draw_tile({27,0}, player.position, rl.WHITE)
draw_tile({27,0}, player.position, rl.DARKBLUE)
}

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@ -5,7 +5,7 @@ import "core:fmt"
CELL_SIZE :: 16
WORLD_SIZE :: 10
WORLD_SIZE :: 50
World :: struct {
grid: [WORLD_SIZE][WORLD_SIZE]Tile