Fixed a lot of bad math causing issues in negative chunks

This commit is contained in:
Chris Bell 2025-03-02 13:33:43 -06:00
parent cc339b9389
commit bd2130dfa0
5 changed files with 110 additions and 82 deletions

BIN
game/game

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@ -25,7 +25,7 @@ main :: proc() {
rl.SetTargetFPS(60)
player = {
position = {CELL_SIZE * 10000, CELL_SIZE * 10000},
position = {CELL_SIZE * 10, CELL_SIZE * 10},
camera = {
zoom = 4,
target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)},
@ -37,7 +37,7 @@ main :: proc() {
load_tilemap()
defer unload_tilemap()
world = create_world("test_world", 23456725245)
world = create_world("test_world", 10172020)
save_world(&world)
game_loop()
@ -45,8 +45,6 @@ main :: proc() {
game_loop :: proc() {
pos_string : string
pos_cstring : cstring
for !rl.WindowShouldClose() {
@ -66,13 +64,21 @@ game_loop :: proc() {
player_grid_pos_tile := get_world_tile(&world, vec2_to_vec2i(player_grid_pos))
current_chunk := get_chunk_from_world_pos(&world, player_grid_pos)
status_string := rl.TextFormat("POS: [%i,%i] : %v | Chunk: [%i,%i] : %v | MODE: %v", int(player_grid_pos.x), int(player_grid_pos.y), player_grid_pos_tile.type, current_chunk.position.x, current_chunk.position.y, get_biome_from_id(current_chunk.biome_id).name, player.mode)
pos_string := rl.TextFormat("Actual pos: %v", player.position)
rl.DrawText(status_string, 5, 25, 20, rl.RED)
// Debug: Draw collision check position
target_pos := player_grid_pos
chunk_pos := world_pos_to_chunk_pos(player_grid_pos)
local_pos := get_local_chunk_pos(vec2_to_vec2i(player_grid_pos))
format_string := rl.TextFormat("Grid: (%.0f,%.0f) Chunk: (%d,%d) Local: (%d,%d)",
player_grid_pos.x, player_grid_pos.y,
chunk_pos.x, chunk_pos.y,
local_pos.x, local_pos.y)
rl.DrawText(format_string, 10, 45, 20, rl.YELLOW)
rl.EndDrawing()
}
delete(pos_string)
delete(pos_cstring)
}
update :: proc() {

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@ -12,7 +12,7 @@ vec2i_to_vec2 :: proc(v2i:Vec2i) -> [2]f32 {
}
vec2_to_vec2i :: proc(v2:[2]f32) -> Vec2i {
return {int(v2.x), int(v2.y)}
return {int(math.floor(v2.x)), int(math.floor(v2.y))}
}
hash_noise :: proc(x, y: int, seed: i64) -> f32 {

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@ -2,6 +2,7 @@ package game
import rl "vendor:raylib"
import "core:fmt"
import "core:math"
CHUNK_UNLOAD_DISTANCE :: 3
@ -31,57 +32,42 @@ player_update :: proc(p : ^Player, w: ^World) {
handle_player_input(p,w)
handle_player_camera(p)
if rl.IsKeyPressed(.SPACE) {
// set_tile(w, bricks_tile, vec2_to_vec2i(get_player_grid_position(p)))
find_desert(w.seed)
generate_biome_map(w.seed, 100, 100)
}
// if rl.IsKeyPressed(.SPACE) {
// // set_tile(w, bricks_tile, vec2_to_vec2i(get_player_grid_position(p)))
// find_desert(w.seed)
// generate_biome_map(w.seed, 100, 100)
// }
}
@(private="file")
player_update_chunks :: proc(p: ^Player, w: ^World) {
// Configurable view distance (in chunks)
VIEW_DISTANCE :: 2
player_grid_pos := get_player_grid_position(p)
current_player_chunk := get_chunk_from_world_pos(w, player_grid_pos)
directions := [8]Vec2i{
Vec2i{ 1, 0 }, Vec2i{ -1, 0 }, // Right, Left
Vec2i{ 0, 1 }, Vec2i{ 0, -1 }, // Down, Up
Vec2i{ 1, 1 }, Vec2i{ -1, -1 }, // Bottom-right, Top-left
Vec2i{ 1, -1 }, Vec2i{ -1, 1 }, // Top-right, Bottom-left
}
// Always ensure the current chunk is loaded
get_chunk(w, current_player_chunk.position)
// Load adjacent chunks
for dir in directions {
adjacent_pos := Vec2i{
current_player_chunk.position.x + dir.x,
current_player_chunk.position.y + dir.y
// Track which chunks should be loaded
chunks_to_keep := make(map[Vec2i]bool)
defer delete(chunks_to_keep)
// Load chunks in a square around the player's current chunk
for y := -VIEW_DISTANCE; y <= VIEW_DISTANCE; y += 1 {
for x := -VIEW_DISTANCE; x <= VIEW_DISTANCE; x += 1 {
chunk_pos := Vec2i{
current_player_chunk.position.x + x,
current_player_chunk.position.y + y,
}
// Load the chunk and mark it to keep
get_chunk(w, chunk_pos)
chunks_to_keep[chunk_pos] = true
}
get_chunk(w, adjacent_pos)
}
// Unload non-adjacent chunks
// Unload chunks outside the view distance
for chunk_pos in w.chunks {
if chunk_pos == current_player_chunk.position {
continue
}
is_adjacent := false
for dir in directions {
check_pos := Vec2i{
current_player_chunk.position.x + dir.x,
current_player_chunk.position.y + dir.y
}
if chunk_pos == check_pos {
is_adjacent = true
break
}
}
if !is_adjacent {
if !chunks_to_keep[chunk_pos] {
unload_chunk(chunk_pos, w)
}
}
@ -91,7 +77,7 @@ player_update_chunks :: proc(p: ^Player, w: ^World) {
handle_player_input :: proc(p:^Player, w:^World) {
// Movement
target_pos := get_player_grid_position(p)
dt := rl.GetFrameTime()
move_delay : f32 = 0.2
if p.move_timer > 0 {
@ -99,9 +85,10 @@ handle_player_input :: proc(p:^Player, w:^World) {
}
if p.move_timer <= 0 {
current_pos := get_player_grid_position(p)
if rl.IsKeyDown(.D) {
target_pos.x += 1
if !will_collide(w, target_pos) {
target_pos := rl.Vector2{current_pos.x + 1, current_pos.y}
if !will_collide(.RIGHT, p, w) {
player.position.x += CELL_SIZE
p.move_timer = move_delay
player_update_chunks(p,w)
@ -109,8 +96,8 @@ handle_player_input :: proc(p:^Player, w:^World) {
}
if rl.IsKeyDown(.A) {
target_pos.x -= 1
if !will_collide(w, target_pos) {
target_pos := rl.Vector2{current_pos.x - 1, current_pos.y}
if !will_collide(.LEFT, p, w) {
player.position.x -= CELL_SIZE
p.move_timer = move_delay
player_update_chunks(p,w)
@ -118,8 +105,8 @@ handle_player_input :: proc(p:^Player, w:^World) {
}
if rl.IsKeyDown(.W) {
target_pos.y -= 1
if !will_collide(w, target_pos) {
target_pos := rl.Vector2{current_pos.x, current_pos.y - 1}
if !will_collide(.UP, p, w) {
player.position.y -= CELL_SIZE
p.move_timer = move_delay
player_update_chunks(p,w)
@ -127,8 +114,8 @@ handle_player_input :: proc(p:^Player, w:^World) {
}
if rl.IsKeyDown(.S) {
target_pos.y += 1
if !will_collide(w, target_pos) {
target_pos := rl.Vector2{current_pos.x, current_pos.y + 1}
if !will_collide(.DOWN, p, w) {
p.move_timer = move_delay
player.position.y += CELL_SIZE
player_update_chunks(p,w)
@ -194,29 +181,50 @@ get_tile_in_direction :: proc(direction:InteractDirection, p:^Player, w:^World)
}
get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
grid_pos_x := player.position.x / CELL_SIZE
grid_pos_y := player.position.y / CELL_SIZE
grid_pos_x := math.floor(player.position.x / CELL_SIZE)
grid_pos_y := math.floor(player.position.y / CELL_SIZE)
return {grid_pos_x, grid_pos_y}
}
draw_player :: proc(player:^Player) {
draw_tile({25,0}, player.position, {30,100,120,255})
// Debug: Draw player's grid cell
// player_grid_pos := get_player_grid_position(player)
// world_pos_x := player_grid_pos.x * CELL_SIZE
// world_pos_y := player_grid_pos.y * CELL_SIZE
// rl.DrawRectangleLines(
// i32(world_pos_x),
// i32(world_pos_y),
// i32(CELL_SIZE),
// i32(CELL_SIZE),
// rl.RED
// )
}
will_collide :: proc(direction:InteractDirection, p:^Player, w:^World) -> bool {
tile, pos := get_tile_in_direction(direction, p, w)
will_collide :: proc(w:^World, pos:rl.Vector2) -> bool {
world_grid_pos := vec2_to_vec2i(pos)
chunk_pos := world_pos_to_chunk_pos(pos)
local_pos := get_local_chunk_pos(world_grid_pos)
chunk := get_chunk(w, chunk_pos)
tile := get_chunk_tile(chunk, local_pos)
#partial switch tile.type {
case .SOLID:
return true
}
if tile.type == .SOLID { return true }
return false
}
// will_collide :: proc(w:^World, pos:rl.Vector2) -> bool {
// world_grid_pos := vec2_to_vec2i(pos)
// chunk_pos := world_pos_to_chunk_pos(pos)
// local_pos := get_local_chunk_pos(world_grid_pos)
// chunk := get_chunk(w, chunk_pos)
// tile := get_chunk_tile(chunk, local_pos)
// #partial switch tile.type {
// case .SOLID:
// return true
// }
// return false
// }

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@ -5,6 +5,7 @@ import "core:fmt"
import "core:os"
import "core:path/filepath"
import "core:mem"
import "core:math"
CELL_SIZE :: 16
CHUNK_SIZE :: 32
@ -173,24 +174,37 @@ get_chunk_from_world_pos :: proc(w:^World, pos:rl.Vector2) -> ^Chunk {
}
world_pos_to_chunk_pos :: proc(pos:rl.Vector2) -> Vec2i {
chunk_pos := vec2_to_vec2i({pos.x / CHUNK_SIZE, pos.y / CHUNK_SIZE})
return chunk_pos
x := int(math.floor(pos.x / CHUNK_SIZE))
y := int(math.floor(pos.y / CHUNK_SIZE))
return Vec2i{x,y}
}
get_local_chunk_pos :: proc(pos:Vec2i) -> Vec2i {
return Vec2i {
(pos.x % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE,
(pos.y % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE,
}
x := (pos.x % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE
y := (pos.y % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE
return Vec2i{x,y}
}
get_world_tile :: proc(w:^World, pos:Vec2i) -> ^Tile {
chunk_pos := world_pos_to_chunk_pos(vec2i_to_vec2(pos))
local_pos := get_local_chunk_pos(pos)
chunk_x := int(math.floor(f32(pos.x) / f32(CHUNK_SIZE)))
chunk_y := int(math.floor(f32(pos.y) / f32(CHUNK_SIZE)))
chunk_pos := Vec2i{chunk_x, chunk_y}
local_x := (pos.x % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE
local_y := (pos.y % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE
local_pos := Vec2i{local_x, local_y}
chunk := get_chunk(w, chunk_pos)
return get_chunk_tile(chunk, local_pos)
// chunk_pos := world_pos_to_chunk_pos(vec2i_to_vec2(pos))
// local_pos := get_local_chunk_pos(pos)
//
// chunk := get_chunk(w, chunk_pos)
// return get_chunk_tile(chunk, local_pos)
}
get_chunk_tile :: proc(c:^Chunk, pos:Vec2i) -> ^Tile {