package game import rl "vendor:raylib" import "core:fmt" CHUNK_UNLOAD_DISTANCE :: 3 Player :: struct { position : rl.Vector2, move_timer: f32, mode: InteractMode, camera: rl.Camera2D, } InteractMode :: enum { INTERACT, ATTACK, } handle_player_camera :: proc(p:^Player) { p.camera.target = {p.position.x + (CELL_SIZE / 2), p.position.y + (CELL_SIZE / 2)} if rl.IsWindowResized() { p.camera.offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2} } } player_update :: proc(p : ^Player, w: ^World) { handle_player_input(p,w) handle_player_camera(p) if rl.IsKeyPressed(.SPACE) { set_tile(w, tree_tile, vec2_to_vec2i(get_player_grid_position(p))) } } player_update_chunks :: proc(p: ^Player, w: ^World) { 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 } fmt.printfln("Checking adjacent chunk at: %v", adjacent_pos) get_chunk(w, adjacent_pos) } // Unload non-adjacent chunks 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 { fmt.printfln("Unloading chunk at: %v", chunk_pos) unload_chunk(chunk_pos, w) } } } handle_player_input :: proc(p:^Player, w:^World) { target_pos := get_player_grid_position(p) dt := rl.GetFrameTime() move_delay : f32 = 0.1 if p.move_timer > 0 { p.move_timer -= dt } if p.move_timer <= 0 { if rl.IsKeyDown(.D) { target_pos.x += 1 if !will_collide(w, target_pos) { player.position.x += CELL_SIZE p.move_timer = move_delay player_update_chunks(p,w) } } if rl.IsKeyDown(.A) { target_pos.x -= 1 if !will_collide(w, target_pos) { player.position.x -= CELL_SIZE p.move_timer = move_delay player_update_chunks(p,w) } } if rl.IsKeyDown(.W) { target_pos.y -= 1 if !will_collide(w, target_pos) { player.position.y -= CELL_SIZE p.move_timer = move_delay player_update_chunks(p,w) } } if rl.IsKeyDown(.S) { target_pos.y += 1 if !will_collide(w, target_pos) { p.move_timer = move_delay player.position.y += CELL_SIZE player_update_chunks(p,w) } } } } 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 return {grid_pos_x, grid_pos_y} } draw_player :: proc(player:^Player) { draw_tile({27,0}, player.position, rl.DARKBLUE) } 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 .WALL: return true } return false }