Cleanup
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cddba06c25
commit
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File diff suppressed because one or more lines are too long
@ -20,8 +20,9 @@ main :: proc() {
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rl.SetTargetFPS(60)
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rl.SetTargetFPS(60)
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player = {
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player = {
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position = {CELL_SIZE * 5, CELL_SIZE * 5},
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position = {CELL_SIZE * 500, CELL_SIZE * 500},
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camera = {
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camera = {
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zoom = 2,
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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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target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)},
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@ -35,6 +36,9 @@ main :: proc() {
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world = create_world("test_world")
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world = create_world("test_world")
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load_nearby_chunks(&world, player.position)
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load_nearby_chunks(&world, player.position)
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set_tile(&world, tree_tile, {400,400})
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save_world(&world)
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save_world(&world)
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@ -7,7 +7,7 @@ import "core:path/filepath"
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import "core:mem"
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import "core:mem"
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CELL_SIZE :: 16
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CELL_SIZE :: 16
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CHUNK_SIZE :: 5
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CHUNK_SIZE :: 32
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WORLD_DATA_PATH :: "data/worlds"
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WORLD_DATA_PATH :: "data/worlds"
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World :: struct {
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World :: struct {
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@ -111,22 +111,6 @@ load_chunk :: proc(pos:Vec2i, w:^World) -> Chunk {
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mem.copy(transmute([^]u8)&chunk.position.y, &data[offset], size_of(int))
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mem.copy(transmute([^]u8)&chunk.position.y, &data[offset], size_of(int))
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offset += size_of(int)
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offset += size_of(int)
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// // Load Tiles
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// for row in &chunk.tiles {
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// for &tile in row {
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// mem.copy(transmute([^]u8)tile.tilemap_pos.x, &data[offset], size_of(int))
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// offset += size_of(int)
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// mem.copy(transmute([^]u8)tile.tilemap_pos.y, &data[offset], size_of(int))
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// offset += size_of(int)
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// //Color
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// tile.color = {}
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//
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// }
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// }
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// Load tiles
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// Load tiles
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for row_index := 0; row_index < len(chunk.tiles); row_index += 1 {
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for row_index := 0; row_index < len(chunk.tiles); row_index += 1 {
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for tile_index := 0; tile_index < len(chunk.tiles[row_index]); tile_index += 1 {
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for tile_index := 0; tile_index < len(chunk.tiles[row_index]); tile_index += 1 {
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@ -169,11 +153,11 @@ generate_chunk :: proc(pos:Vec2i) -> Chunk {
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for x in 0..<CHUNK_SIZE {
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for x in 0..<CHUNK_SIZE {
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for y in 0..<CHUNK_SIZE {
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for y in 0..<CHUNK_SIZE {
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chunk.tiles[x][y] = Tile {
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chunk.tiles[x][y] = Tile {
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type = .FOLIAGE,
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type = .NOTHING,
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tilemap_pos = {0,2},
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tilemap_pos = {0,0},
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interaction = .NOTHING,
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interaction = .NOTHING,
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resource = .NOTHING,
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resource = .NOTHING,
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color = {0,255,0,255}
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color = {0,0,0,255}
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}
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}
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}
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}
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}
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}
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