why are the tiles still 24bytes...
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game/data/worlds/test_world/chunks/0_0.chunk
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game/data/worlds/test_world/chunks/3_0.chunk
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game/data/worlds/test_world/chunks/3_4.chunk
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game/data/worlds/test_world/chunks/4_0.chunk
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game/data/worlds/test_world/chunks/4_1.chunk
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@ -11,30 +11,32 @@ import "core:strings"
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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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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 * 5, CELL_SIZE * 5},
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camera = {
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zoom = 2,
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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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load_nearby_chunks(&world, player.position)
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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 +52,7 @@ 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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@ -59,7 +61,7 @@ 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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player_grid_pos_tile := get_world_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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rl.DrawText(status_string, 5, 25, 20, rl.RED)
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@ -73,11 +75,7 @@ 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 +83,3 @@ 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 +10,43 @@ 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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serialize_vec2i :: proc(v:Vec2i) -> [8]byte {
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data: [8]byte
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x := serialize_int(v.x)
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y := serialize_int(v.y)
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for i in 0..<4 {
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data[i] = x[i]
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}
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for i in 0..<4 {
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data[4 + i] = y[i]
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}
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return data
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}
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deserialize_vec2i :: proc(data:[]byte) -> Vec2i {
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x := deserialize_int(data[0:4])
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y := deserialize_int(data[4:8])
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return Vec2i{x,y}
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}
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serialize_int :: proc(v:int) -> [4]byte {
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data : [4]byte
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data[0] = byte(v)
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data[1] = byte(v >> 8)
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data[2] = byte(v >> 16)
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data[3] = byte(v >> 24)
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return data
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}
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deserialize_int :: proc(data:[]byte) -> int {
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return int(data[0]) | int(data[1]) << 8 | int(data[2]) << 16 | int(data[3]) << 24
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}
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@ -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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@ -14,8 +17,46 @@ 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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}
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load_nearby_chunks :: proc(w:^World, player_pos:rl.Vector2) {
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player_chunk_pos := world_pos_to_chunk_pos(player_pos)
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chunk_radius := 2 // Adjust based on the camera size
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for x := -chunk_radius; x <= chunk_radius; x += 1 {
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for y := -chunk_radius; y <= chunk_radius; y += 1 {
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chunk_pos := Vec2i{player_chunk_pos.x + x, player_chunk_pos.y + y}
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get_chunk(w, chunk_pos) // Ensures chunk is loaded or generated
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}
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}
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}
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unload_far_chunks :: proc(w: ^World, player_pos: Vec2i) {
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for chunk_pos in w.chunks {
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dist_x := abs(chunk_pos.x - player_pos.x)
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dist_y := abs(chunk_pos.y - player_pos.y)
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if dist_x > CHUNK_UNLOAD_DISTANCE || dist_y > CHUNK_UNLOAD_DISTANCE {
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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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@ -31,33 +72,41 @@ handle_player_input :: proc(p : ^Player, w: ^World) {
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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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load_nearby_chunks(w, p.position)
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unload_far_chunks(w, vec2_to_vec2i(p.position))
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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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load_nearby_chunks(w, p.position)
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unload_far_chunks(w, vec2_to_vec2i(p.position))
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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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load_nearby_chunks(w, p.position)
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unload_far_chunks(w, vec2_to_vec2i(p.position))
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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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load_nearby_chunks(w, p.position)
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unload_far_chunks(w, vec2_to_vec2i(p.position))
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}
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}
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}
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@ -74,12 +123,13 @@ 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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139
game/tiles.odin
139
game/tiles.odin
@ -3,21 +3,132 @@ 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: rl.Color,
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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 {
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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 {
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NOTHING,
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TREE,
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}
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InteractionType :: enum {
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NOTHING,
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RESOURCE,
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ENEMY,
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}
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serialize_tile :: proc(t: Tile) -> []byte {
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data: [dynamic]byte
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// Tilemap Pos (16 bytes)
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tilemap_pos_bytes := serialize_vec2i(t.tilemap_pos)
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append(&data, ..tilemap_pos_bytes[:])
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// Color (4 bytes)
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append(&data, byte(t.color.r), byte(t.color.g), byte(t.color.b), byte(t.color.a))
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// TileType (8 bytes)
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tile_type_bytes := serialize_int(int(t.type))
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append(&data, ..tile_type_bytes[:])
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// Interaction Type (8 bytes)
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interaction_bytes := serialize_int(int(t.interaction))
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append(&data, ..interaction_bytes[:])
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// Resource Type (8 bytes)
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resource_bytes := serialize_int(int(t.resource))
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append(&data, ..resource_bytes[:])
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return data[:]
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}
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deserialize_tile :: proc(data: []byte) -> Tile {
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t: Tile
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// Tilemap Pos (16 bytes)
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t.tilemap_pos = deserialize_vec2i(data[0:16])
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// Color (4 bytes)
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t.color.r = u8(data[16])
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t.color.g = u8(data[17])
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t.color.b = u8(data[18])
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t.color.a = u8(data[19])
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// TileType (8 bytes)
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t.type = TileType(deserialize_int(data[20:28]))
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// Interaction Type (8 bytes)
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t.interaction = InteractionType(deserialize_int(data[28:36]))
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// Resource Type (8 bytes)
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t.resource = ResourceType(deserialize_int(data[36:44]))
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return t
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}
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// serialize_tile :: proc(t: Tile) -> []byte {
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// data: [dynamic]byte
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// // TileType
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// tile_type_bytes := serialize_int(int(t.type))
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// append(&data, ..tile_type_bytes[:])
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// // Tilemap Pos
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// tilemap_pos_bytes := serialize_vec2i(t.tilemap_pos)
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// append(&data, ..tilemap_pos_bytes[:])
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// // Color
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// append(&data, byte(t.color.r), byte(t.color.g), byte(t.color.b), byte(t.color.a))
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// // Interaction Type
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// interaction_bytes := serialize_int(int(t.interaction))
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// append(&data, ..interaction_bytes[:])
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// // Resource Type
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// resource_bytes := serialize_int(int(t.resource))
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// append(&data, ..resource_bytes[:])
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// return data[:]
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// }
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// deserialize_tile :: proc(data:[]byte) -> Tile {
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// t: Tile
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// // TileType
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// t.type = TileType(deserialize_int(data[0:4]))
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// // TilemapPos
|
||||
// t.tilemap_pos = deserialize_vec2i(data[4:12])
|
||||
|
||||
// // Color
|
||||
// t.color.r = u8(data[12])
|
||||
// t.color.g = u8(data[13])
|
||||
// t.color.b = u8(data[14])
|
||||
// t.color.a = u8(data[15])
|
||||
|
||||
// // ResourceType
|
||||
// t.resource = ResourceType(deserialize_int(data[16:20]))
|
||||
|
||||
// // InteractionType
|
||||
// t.interaction = InteractionType(deserialize_int(data[20:24]))
|
||||
|
||||
// return t
|
||||
// }
|
||||
|
||||
tree_tile := Tile {
|
||||
type = .WALL,
|
||||
tilemap_pos = {0,1},
|
||||
color = rl.DARKGREEN
|
||||
}
|
||||
|
||||
place_random_trees :: proc(w:^World) {
|
||||
for x in 0..< len(w.grid) {
|
||||
for y in 0..< len(w.grid) {
|
||||
|
||||
chance := rand.int_max(100)
|
||||
|
||||
if chance <= 5 {
|
||||
w.grid[x][y] = tree_tile
|
||||
}
|
||||
}
|
||||
}
|
||||
color = rl.DARKGREEN,
|
||||
resource = .TREE,
|
||||
interaction = .RESOURCE,
|
||||
}
|
||||
|
277
game/world.odin
277
game/world.odin
@ -2,61 +2,266 @@ package game
|
||||
|
||||
import rl "vendor:raylib"
|
||||
import "core:fmt"
|
||||
|
||||
import "core:os"
|
||||
import "core:path/filepath"
|
||||
|
||||
CELL_SIZE :: 16
|
||||
WORLD_SIZE :: 100
|
||||
CHUNK_SIZE :: 32
|
||||
WORLD_DATA_PATH :: "data/worlds"
|
||||
|
||||
World :: struct {
|
||||
grid: [WORLD_SIZE][WORLD_SIZE]Tile
|
||||
data_dir: string,
|
||||
chunks: map[Vec2i]Chunk
|
||||
}
|
||||
|
||||
Tile :: struct {
|
||||
type: TileType,
|
||||
tilemap_pos:rl.Vector2,
|
||||
color:rl.Color,
|
||||
Chunk :: struct #packed {
|
||||
position: Vec2i,
|
||||
tiles: [CHUNK_SIZE][CHUNK_SIZE]Tile,
|
||||
}
|
||||
|
||||
TileType :: enum {
|
||||
NOTHING,
|
||||
WALL,
|
||||
DOOR,
|
||||
FLOOR,
|
||||
}
|
||||
|
||||
set_grid_tile :: proc(w:^World, pos:Vec2i, t:Tile) {
|
||||
w.grid[pos.x][pos.y] = t
|
||||
}
|
||||
|
||||
get_grid_tile :: proc(w: ^World, pos: Vec2i) -> Tile {
|
||||
if pos.x < 0 || pos.x >= len(w.grid) || pos.y < 0 || pos.y >= len(w.grid[0]) {
|
||||
// fmt.printfln("Target [%v] outside of world bounds", pos)
|
||||
return w.grid[0][0] // Default or error tile
|
||||
create_world :: proc(name:string) -> World {
|
||||
data_dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
|
||||
if !os.is_dir(data_dir) {
|
||||
fmt.printfln("Data dir: %v does not exist", data_dir)
|
||||
os.make_directory(data_dir)
|
||||
}
|
||||
|
||||
chunk_dir := fmt.tprintf("%v/%v", data_dir, "chunks")
|
||||
if !os.is_dir(chunk_dir) {
|
||||
os.make_directory(chunk_dir)
|
||||
}
|
||||
|
||||
return World {
|
||||
data_dir = data_dir,
|
||||
chunks = make(map[Vec2i]Chunk),
|
||||
}
|
||||
return w.grid[pos.x][pos.y]
|
||||
}
|
||||
|
||||
fill_world_grid_with_nothing :: proc(w:^World) {
|
||||
for x in 0..< len(w.grid) {
|
||||
for y in 0..<len(w.grid) {
|
||||
w.grid[x][y] = Tile {
|
||||
type = .NOTHING,
|
||||
tilemap_pos = {0,0}
|
||||
load_world :: proc(name:string) -> World {
|
||||
dir := fmt.tprintf("%v/%v", WORLD_DATA_PATH, name)
|
||||
if !os.is_dir(dir) {
|
||||
panic("Couldnt load world")
|
||||
}
|
||||
|
||||
return World {
|
||||
data_dir = dir,
|
||||
chunks = make(map[Vec2i]Chunk),
|
||||
}
|
||||
}
|
||||
|
||||
save_world :: proc(w:^World) {
|
||||
if !os.is_dir(w.data_dir) {
|
||||
panic("World has invalid data_path")
|
||||
}
|
||||
|
||||
fmt.printfln("Saving world %v", w.data_dir)
|
||||
|
||||
for chunk in w.chunks {
|
||||
save_chunk(get_chunk(w, chunk), w)
|
||||
}
|
||||
}
|
||||
|
||||
serialize_chunk :: proc(c:^Chunk) -> []byte {
|
||||
data : [dynamic]byte
|
||||
|
||||
// Position
|
||||
pos_bytes := serialize_vec2i(c.position)
|
||||
append(&data, ..pos_bytes[:])
|
||||
|
||||
// Tiles
|
||||
for y in 0..<CHUNK_SIZE {
|
||||
for x in 0..<CHUNK_SIZE {
|
||||
tile_bytes := serialize_tile(c.tiles[x][y])
|
||||
fmt.printfln("Serialized tile size: %v", len(tile_bytes))
|
||||
append(&data, ..tile_bytes[:])
|
||||
}
|
||||
}
|
||||
|
||||
fmt.printfln("Serialized chunk size: %v", len(data)) // Print final serialized size
|
||||
fmt.printfln("Before serialization, Chunk position: %v", c.position)
|
||||
return data[:]
|
||||
}
|
||||
|
||||
|
||||
deserialize_chunk :: proc(data: []byte) -> Chunk {
|
||||
chunk: Chunk
|
||||
|
||||
// Position
|
||||
chunk.position = deserialize_vec2i(data[0:8])
|
||||
|
||||
// Tiles
|
||||
offset := 8
|
||||
tile_size := size_of(Tile)
|
||||
|
||||
// Check total expected size of data
|
||||
expected_size := offset + (CHUNK_SIZE * CHUNK_SIZE * tile_size)
|
||||
if len(data) != expected_size {
|
||||
fmt.printfln("Error: Data size mismatch. Expected size: %v, Actual size: %v", expected_size, len(data))
|
||||
fmt.printfln("Chunk position: %v", chunk.position)
|
||||
|
||||
return chunk // Return empty or invalid chunk to handle the error.
|
||||
}
|
||||
|
||||
for y in 0..<CHUNK_SIZE {
|
||||
for x in 0..<CHUNK_SIZE {
|
||||
start := offset + (y * CHUNK_SIZE + x) * tile_size
|
||||
end := start + tile_size
|
||||
|
||||
fmt.printfln("Start:%v, End:%v", start, end)
|
||||
|
||||
if end > len(data) {
|
||||
fmt.printfln("Out of bounds access. Start:%v, End:%v | Data Length: %v", start, end, len(data))
|
||||
break
|
||||
}
|
||||
|
||||
chunk.tiles[x][y] = deserialize_tile(data[start:end])
|
||||
}
|
||||
}
|
||||
|
||||
fmt.printfln("Expected chunk size: %v | Serialized chunk data size: %v", size_of(Chunk), len(data))
|
||||
|
||||
return chunk
|
||||
}
|
||||
|
||||
|
||||
save_chunk :: proc(c:^Chunk, w:^World) {
|
||||
chunk_dir := fmt.tprintf("%v/%v", w.data_dir, "chunks")
|
||||
if !os.is_dir(chunk_dir) {
|
||||
os.make_directory(chunk_dir)
|
||||
}
|
||||
|
||||
filename := fmt.tprintf("%v/%v_%v.chunk", chunk_dir, c.position.x, c.position.y)
|
||||
|
||||
data := serialize_chunk(c)
|
||||
|
||||
fmt.printfln("Writing chunk data: %v bytes", len(data))
|
||||
|
||||
|
||||
err := os.write_entire_file_or_err(filename, data)
|
||||
|
||||
if err != nil {
|
||||
fmt.printfln("Failed to save chunk: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
load_chunk :: proc(pos:Vec2i, w:^World) -> Chunk {
|
||||
chunk_dir := fmt.tprintf("%v/%v", w.data_dir, "chunks")
|
||||
if !os.is_dir(chunk_dir) {
|
||||
|
||||
}
|
||||
|
||||
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("Chunk %v file does not exist, creating new chunk", pos)
|
||||
return generate_chunk(pos)
|
||||
}
|
||||
|
||||
return deserialize_chunk(data)
|
||||
}
|
||||
|
||||
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] = Tile {
|
||||
type = .FOLIAGE,
|
||||
tilemap_pos = {0,2},
|
||||
interaction = .NOTHING,
|
||||
resource = .NOTHING,
|
||||
color = rl.GREEN
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
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, tile.color)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 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
|
||||
|
||||
// if tile.type != .NOTHING {
|
||||
// draw_tile(tile.tilemap_pos, {f32(posX), f32(posY)}, tile.color)
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
Loading…
Reference in New Issue
Block a user