Merge pull request 'Chunking system, save/load chunks' (#1) from chunking into master
Reviewed-on: https://git.bellsworne.tech/chrisbell/odin-raylib-game/pulls/1
This commit is contained in:
commit
f29fad7168
2
.gitignore
vendored
Normal file
2
.gitignore
vendored
Normal file
@ -0,0 +1,2 @@
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bin/
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game/data
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@ -2,39 +2,49 @@ package game
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import "core:fmt"
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import rl "vendor:raylib"
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import rand "core:math/rand"
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import "core:strconv"
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import "core:mem"
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import "core:strings"
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import "core:os"
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player : Player
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world : World
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camera : rl.Camera2D
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main :: proc() {
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if !os.is_dir("data") {
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os.make_directory("data")
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}
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if !os.is_dir("data/worlds") {
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os.make_directory("data/worlds")
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}
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rl.InitWindow(1280, 720, "Odin game")
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flags : rl.ConfigFlags = {.VSYNC_HINT}
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rl.SetConfigFlags(flags)
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rl.SetTargetFPS(60)
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player.position.x = CELL_SIZE * 5
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player.position.y = CELL_SIZE * 5
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player.mode = .INTERACT
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camera.target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)}
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camera.zoom = 2
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camera.offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2}
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player = {
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position = {CELL_SIZE * 10, CELL_SIZE * 10},
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camera = {
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zoom = 3,
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target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)},
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offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2},
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},
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mode = .INTERACT,
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}
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load_tilemap()
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defer unload_tilemap()
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fill_world_grid_with_nothing(&world)
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world = create_world("test_world")
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set_tile(&world, tree_tile, {400,400})
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save_world(&world)
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place_random_trees(&world)
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game_loop()
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}
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@ -50,7 +60,7 @@ game_loop :: proc() {
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rl.BeginDrawing()
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rl.ClearBackground(rl.BLACK)
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rl.BeginMode2D(camera)
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rl.BeginMode2D(player.camera)
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draw()
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@ -59,8 +69,8 @@ game_loop :: proc() {
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rl.DrawFPS(5,5)
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player_grid_pos := get_player_grid_position(&player)
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player_grid_pos_tile := get_grid_tile(&world, vec2_to_vec2i(player_grid_pos))
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status_string := rl.TextFormat("POS: %v : %v | MODE: %v", player_grid_pos, player_grid_pos_tile.type, player.mode)
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player_grid_pos_tile := get_world_tile(&world, vec2_to_vec2i(player_grid_pos))
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status_string := rl.TextFormat("POS: [%i,%i] : %v | MODE: %v", int(player_grid_pos.x), int(player_grid_pos.y), player_grid_pos_tile.type, player.mode)
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rl.DrawText(status_string, 5, 25, 20, rl.RED)
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@ -73,11 +83,7 @@ game_loop :: proc() {
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}
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update :: proc() {
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handle_player_input(&player, &world)
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handle_window_resize()
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camera.target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)}
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player_update(&player, &world)
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}
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draw :: proc() {
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@ -85,16 +91,3 @@ draw :: proc() {
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draw_player(&player)
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}
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handle_window_resize :: proc() {
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if rl.IsWindowResized() {
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camera.offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2}
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}
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}
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print_grid :: proc() {
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for x in 0..< len(world.grid) {
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for y in 0..< len(world.grid) {
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fmt.printfln("[%d, %d] %v", x, y, world.grid[x][y].type)
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}
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}
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}
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@ -1,8 +1,8 @@
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package game
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Vec2i :: struct {
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x: u32,
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y:u32,
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x: int,
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y: int,
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}
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vec2i_to_vec2 :: proc(v2i:Vec2i) -> [2]f32 {
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@ -10,5 +10,17 @@ vec2i_to_vec2 :: proc(v2i:Vec2i) -> [2]f32 {
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}
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vec2_to_vec2i :: proc(v2:[2]f32) -> Vec2i {
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return {u32(v2.x), u32(v2.y)}
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return {int(v2.x), int(v2.y)}
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}
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to_bytes :: proc(v: $T) -> [size_of(T)]u8 {
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val := v
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encoded_bytes := (^[size_of(T)]u8)(&val)
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return encoded_bytes^
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}
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from_bytes :: proc($T:typeid, data: [size_of(T)]u8) -> T {
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bytes := data
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decoded_value := (^T)(&bytes)^
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return decoded_value
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}
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106
game/player.odin
106
game/player.odin
@ -3,10 +3,13 @@ package game
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import rl "vendor:raylib"
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import "core:fmt"
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CHUNK_UNLOAD_DISTANCE :: 3
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Player :: struct {
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position : rl.Vector2,
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move_timer: f32,
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mode: InteractMode
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mode: InteractMode,
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camera: rl.Camera2D,
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}
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InteractMode :: enum {
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@ -14,52 +17,118 @@ InteractMode :: enum {
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ATTACK,
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}
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handle_player_input :: proc(p : ^Player, w: ^World) {
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handle_player_camera :: proc(p:^Player) {
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p.camera.target = {p.position.x + (CELL_SIZE / 2), p.position.y + (CELL_SIZE / 2)}
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if rl.IsWindowResized() {
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p.camera.offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2}
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}
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}
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player_update :: proc(p : ^Player, w: ^World) {
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handle_player_input(p,w)
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handle_player_camera(p)
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if rl.IsKeyPressed(.SPACE) {
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set_tile(w, tree_tile, vec2_to_vec2i(get_player_grid_position(p)))
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}
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}
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player_update_chunks :: proc(p: ^Player, w: ^World) {
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player_grid_pos := get_player_grid_position(p)
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current_player_chunk := get_chunk_from_world_pos(w, player_grid_pos)
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directions := [8]Vec2i{
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Vec2i{ 1, 0 }, Vec2i{ -1, 0 }, // Right, Left
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Vec2i{ 0, 1 }, Vec2i{ 0, -1 }, // Down, Up
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Vec2i{ 1, 1 }, Vec2i{ -1, -1 }, // Bottom-right, Top-left
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Vec2i{ 1, -1 }, Vec2i{ -1, 1 }, // Top-right, Bottom-left
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}
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// Always ensure the current chunk is loaded
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get_chunk(w, current_player_chunk.position)
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// Load adjacent chunks
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for dir in directions {
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adjacent_pos := Vec2i{
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current_player_chunk.position.x + dir.x,
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current_player_chunk.position.y + dir.y
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}
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get_chunk(w, adjacent_pos)
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}
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// Unload non-adjacent chunks
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for chunk_pos in w.chunks {
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if chunk_pos == current_player_chunk.position {
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continue
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}
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is_adjacent := false
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for dir in directions {
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check_pos := Vec2i{
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current_player_chunk.position.x + dir.x,
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current_player_chunk.position.y + dir.y
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}
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if chunk_pos == check_pos {
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is_adjacent = true
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break
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}
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}
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if !is_adjacent {
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unload_chunk(chunk_pos, w)
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}
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}
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}
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handle_player_input :: proc(p:^Player, w:^World) {
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target_pos := get_player_grid_position(p)
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dt := rl.GetFrameTime()
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move_delay : f32 = 0.15
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move_delay : f32 = 0.2
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if p.move_timer > 0 {
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p.move_timer -= dt
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}
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// fmt.printfln("MOVING TO: %v : %v", target_pos, get_grid_tile(w, vec2_to_vec2i(target_pos)).type)
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if p.move_timer <= 0 {
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if rl.IsKeyDown(.D) {
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target_pos.x += 1
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if !will_collide(target_pos, w) {
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if !will_collide(w, target_pos) {
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player.position.x += CELL_SIZE
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p.move_timer = move_delay
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player_update_chunks(p,w)
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}
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}
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if rl.IsKeyDown(.A) {
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target_pos.x -= 1
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if !will_collide(target_pos, w) {
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if !will_collide(w, target_pos) {
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player.position.x -= CELL_SIZE
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p.move_timer = move_delay
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}
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player_update_chunks(p,w)
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}
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}
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if rl.IsKeyDown(.W) {
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target_pos.y -= 1
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if !will_collide(target_pos, w) {
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if !will_collide(w, target_pos) {
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player.position.y -= CELL_SIZE
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p.move_timer = move_delay
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}
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player_update_chunks(p,w)
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}
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}
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if rl.IsKeyDown(.S) {
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target_pos.y += 1
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if !will_collide(target_pos, w) {
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if !will_collide(w, target_pos) {
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p.move_timer = move_delay
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player.position.y += CELL_SIZE
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}
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player_update_chunks(p,w)
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}
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}
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}
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}
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@ -74,12 +143,13 @@ draw_player :: proc(player:^Player) {
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draw_tile({27,0}, player.position, rl.DARKBLUE)
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}
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will_collide :: proc(pos:rl.Vector2, w:^World) -> bool {
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if pos.y > WORLD_SIZE * CELL_SIZE || pos.x > WORLD_SIZE * CELL_SIZE {
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return false
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}
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will_collide :: proc(w:^World, pos:rl.Vector2) -> bool {
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world_grid_pos := vec2_to_vec2i(pos)
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chunk_pos := world_pos_to_chunk_pos(pos)
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local_pos := get_local_chunk_pos(world_grid_pos)
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tile := get_grid_tile(w, vec2_to_vec2i(pos))
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chunk := get_chunk(w, chunk_pos)
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tile := get_chunk_tile(chunk, local_pos)
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#partial switch tile.type {
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case .WALL:
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@ -3,21 +3,43 @@ package game
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import rl "vendor:raylib"
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import "core:math/rand"
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Tile :: struct #packed {
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tilemap_pos: Vec2i,
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color: [4]u8,
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type: TileType,
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interaction: InteractionType,
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resource: ResourceType,
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}
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TileType :: enum u8 {
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NOTHING,
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WALL,
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FOLIAGE,
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}
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ResourceType :: enum u8 {
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NOTHING,
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TREE,
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}
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InteractionType :: enum u8 {
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NOTHING,
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RESOURCE,
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ENEMY,
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}
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nothing_tile := Tile {
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type = .FOLIAGE,
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tilemap_pos = {1,2},
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color = {30,30,0,255},
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interaction = .NOTHING,
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resource = .NOTHING
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}
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tree_tile := Tile {
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type = .WALL,
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tilemap_pos = {0,1},
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color = rl.DARKGREEN
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}
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place_random_trees :: proc(w:^World) {
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for x in 0..< len(w.grid) {
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for y in 0..< len(w.grid) {
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chance := rand.int_max(100)
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if chance <= 5 {
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w.grid[x][y] = tree_tile
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}
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}
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}
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color = {17,87,30,255},
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resource = .TREE,
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interaction = .RESOURCE,
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}
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242
game/world.odin
242
game/world.odin
@ -2,60 +2,228 @@ package game
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import rl "vendor:raylib"
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import "core:fmt"
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import "core:os"
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import "core:path/filepath"
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import "core:mem"
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CELL_SIZE :: 16
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WORLD_SIZE :: 100
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CHUNK_SIZE :: 32
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WORLD_DATA_PATH :: "data/worlds"
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World :: struct {
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grid: [WORLD_SIZE][WORLD_SIZE]Tile
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data_dir: string,
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chunks: map[Vec2i]Chunk
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}
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Tile :: struct {
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type: TileType,
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tilemap_pos:rl.Vector2,
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color:rl.Color,
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Chunk :: struct #packed {
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position: Vec2i,
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tiles: [CHUNK_SIZE][CHUNK_SIZE]Tile,
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}
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TileType :: enum {
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NOTHING,
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WALL,
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DOOR,
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FLOOR,
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}
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set_grid_tile :: proc(w:^World, pos:Vec2i, t:Tile) {
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w.grid[pos.x][pos.y] = t
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}
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get_grid_tile :: proc(w: ^World, pos: Vec2i) -> Tile {
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if pos.x < 0 || pos.x >= len(w.grid) || pos.y < 0 || pos.y >= len(w.grid[0]) {
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// fmt.printfln("Target [%v] outside of world bounds", pos)
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return w.grid[0][0] // Default or error tile
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create_world :: proc(name:string) -> World {
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data_dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
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if !os.is_dir(data_dir) {
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fmt.printfln("Data dir: %v does not exist", data_dir)
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os.make_directory(data_dir)
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}
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chunk_dir := fmt.tprintf("%v/%v", data_dir, "chunks")
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if !os.is_dir(chunk_dir) {
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os.make_directory(chunk_dir)
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}
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|
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return World {
|
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data_dir = data_dir,
|
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chunks = make(map[Vec2i]Chunk),
|
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}
|
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return w.grid[pos.x][pos.y]
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}
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|
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fill_world_grid_with_nothing :: proc(w:^World) {
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for x in 0..< len(w.grid) {
|
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for y in 0..<len(w.grid) {
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w.grid[x][y] = Tile {
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type = .NOTHING,
|
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tilemap_pos = {0,0}
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}
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load_world :: proc(name:string) -> World {
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dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
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if !os.is_dir(dir) {
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panic("Couldnt load world")
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}
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|
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return World {
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data_dir = dir,
|
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chunks = make(map[Vec2i]Chunk),
|
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}
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}
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|
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save_world :: proc(w:^World) {
|
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if !os.is_dir(w.data_dir) {
|
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panic("World has invalid data_path")
|
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}
|
||||
|
||||
// fmt.printfln("Saving world %v", w.data_dir)
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|
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for chunk in w.chunks {
|
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save_chunk(get_chunk(w, chunk), w)
|
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}
|
||||
}
|
||||
|
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save_chunk :: proc(c:^Chunk, w:^World) {
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chunk_dir := fmt.tprintf("%v/%v", w.data_dir, "chunks")
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filename := fmt.tprintf("%v/%v_%v.chunk", chunk_dir, c.position.x, c.position.y)
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||||
|
||||
// fmt.printfln("Saving chunk: %v", filename)
|
||||
|
||||
data := make([dynamic]u8)
|
||||
|
||||
// Append Position
|
||||
for byte in transmute([size_of(int)]u8)c.position.x {append(&data, byte)}
|
||||
for byte in transmute([size_of(int)]u8)c.position.y {append(&data, byte)}
|
||||
|
||||
// Append Tiles
|
||||
for row in &c.tiles {
|
||||
for tile in row {
|
||||
for byte in transmute([size_of(int)]u8)tile.tilemap_pos.x {append(&data, byte)}
|
||||
for byte in transmute([size_of(int)]u8)tile.tilemap_pos.y {append(&data, byte)}
|
||||
for byte in transmute([4]u8)tile.color {append(&data, byte)}
|
||||
for byte in transmute([size_of(TileType)]u8)tile.type {append(&data, byte)}
|
||||
for byte in transmute([size_of(InteractionType)]u8)tile.interaction {append(&data, byte)}
|
||||
for byte in transmute([size_of(ResourceType)]u8)tile.resource {append(&data, byte)}
|
||||
}
|
||||
}
|
||||
|
||||
err := os.write_entire_file_or_err(filename, data[:])
|
||||
|
||||
}
|
||||
|
||||
load_chunk :: proc(pos:Vec2i, w:^World) -> Chunk {
|
||||
chunk_dir := fmt.tprintf("%v/%v", w.data_dir, "chunks")
|
||||
filename := fmt.tprintf("%v/%v_%v.chunk", chunk_dir, pos.x, pos.y)
|
||||
|
||||
data, err := os.read_entire_file_from_filename_or_err(filename)
|
||||
if err != nil {
|
||||
// fmt.printfln("No chunk %v found, generating new chunk", pos)
|
||||
chunk := generate_chunk(pos)
|
||||
save_chunk(&chunk, w)
|
||||
return chunk
|
||||
}
|
||||
|
||||
chunk: Chunk
|
||||
offset := 0
|
||||
|
||||
// Load Position
|
||||
mem.copy(transmute([^]u8)&chunk.position.x, &data[offset], size_of(int))
|
||||
offset += size_of(int)
|
||||
mem.copy(transmute([^]u8)&chunk.position.y, &data[offset], size_of(int))
|
||||
offset += size_of(int)
|
||||
|
||||
// Load tiles
|
||||
for row_index := 0; row_index < len(chunk.tiles); row_index += 1 {
|
||||
for tile_index := 0; tile_index < len(chunk.tiles[row_index]); tile_index += 1 {
|
||||
tile := &chunk.tiles[row_index][tile_index] // Get address of tile
|
||||
mem.copy(&tile.tilemap_pos.x, &data[offset], size_of(int))
|
||||
offset += size_of(int)
|
||||
mem.copy(&tile.tilemap_pos.y, &data[offset], size_of(int))
|
||||
offset += size_of(int)
|
||||
|
||||
// Load color
|
||||
color_temp: [4]u8
|
||||
mem.copy(&color_temp, &data[offset], 4)
|
||||
tile.color = color_temp
|
||||
offset += 4
|
||||
|
||||
mem.copy(&tile.type, &data[offset], size_of(TileType))
|
||||
offset += size_of(TileType)
|
||||
mem.copy(&tile.interaction, &data[offset], size_of(InteractionType))
|
||||
offset += size_of(InteractionType)
|
||||
mem.copy(&tile.resource, &data[offset], size_of(ResourceType))
|
||||
offset += size_of(ResourceType)
|
||||
}
|
||||
}
|
||||
|
||||
return chunk
|
||||
|
||||
}
|
||||
|
||||
unload_chunk :: proc(pos:Vec2i, w:^World) {
|
||||
_, exists := w.chunks[pos]
|
||||
if exists {
|
||||
save_chunk(get_chunk(w, pos), w)
|
||||
delete_key(&w.chunks, pos)
|
||||
}
|
||||
}
|
||||
|
||||
generate_chunk :: proc(pos:Vec2i) -> Chunk {
|
||||
chunk := Chunk {position = pos}
|
||||
|
||||
for x in 0..<CHUNK_SIZE {
|
||||
for y in 0..<CHUNK_SIZE {
|
||||
chunk.tiles[x][y] = nothing_tile
|
||||
}
|
||||
}
|
||||
|
||||
center_pos := Vec2i{CHUNK_SIZE/2, CHUNK_SIZE/2}
|
||||
set_chunk_tile(&chunk, tree_tile, center_pos)
|
||||
|
||||
return chunk
|
||||
}
|
||||
|
||||
get_chunk :: proc(w:^World, chunk_pos:Vec2i) -> ^Chunk {
|
||||
chunk, exists := w.chunks[chunk_pos]
|
||||
if !exists {
|
||||
w.chunks[chunk_pos] = load_chunk(chunk_pos, w)
|
||||
}
|
||||
return &w.chunks[chunk_pos]
|
||||
}
|
||||
|
||||
get_chunk_from_world_pos :: proc(w:^World, pos:rl.Vector2) -> ^Chunk {
|
||||
chunk_pos := world_pos_to_chunk_pos(pos)
|
||||
return get_chunk(w, chunk_pos)
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
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 := get_chunk(w, chunk_pos)
|
||||
|
||||
return get_chunk_tile(chunk, local_pos)
|
||||
}
|
||||
|
||||
get_chunk_tile :: proc(c:^Chunk, pos:Vec2i) -> ^Tile {
|
||||
return &c.tiles[pos.x][pos.y]
|
||||
}
|
||||
|
||||
set_chunk_tile :: proc(c:^Chunk, t:Tile, pos:Vec2i) {
|
||||
c.tiles[pos.x][pos.y] = t
|
||||
}
|
||||
|
||||
set_tile :: proc(w:^World, t:Tile, p:Vec2i) {
|
||||
chunk := get_chunk_from_world_pos(w, vec2i_to_vec2(p))
|
||||
|
||||
set_chunk_tile(chunk, t, get_local_chunk_pos(p))
|
||||
|
||||
save_chunk(chunk, w)
|
||||
}
|
||||
|
||||
draw_world :: proc(w:^World) {
|
||||
for x in 0..< len(w.grid) {
|
||||
for y in 0..< len(w.grid) {
|
||||
tile := w.grid[x][y]
|
||||
posX := x * TILE_SIZE
|
||||
posY := y * TILE_SIZE
|
||||
for chunk_pos, chunk in w.chunks {
|
||||
for x in 0..<CHUNK_SIZE {
|
||||
for y in 0..<CHUNK_SIZE {
|
||||
tile := chunk.tiles[x][y]
|
||||
world_x := chunk_pos.x * CHUNK_SIZE + x
|
||||
world_y := chunk_pos.y * CHUNK_SIZE + y
|
||||
pos := rl.Vector2{f32(world_x * CELL_SIZE), f32(world_y * CELL_SIZE)}
|
||||
|
||||
if tile.type != .NOTHING {
|
||||
draw_tile(tile.tilemap_pos, {f32(posX), f32(posY)}, tile.color)
|
||||
if tile.type != .NOTHING {
|
||||
draw_tile(vec2i_to_vec2(tile.tilemap_pos), pos, rl.Color(tile.color))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user