package game import "core:fmt" import rl "vendor:raylib" import rand "core:math/rand" import "core:strconv" import "core:mem" import "core:strings" player : Player world : World main :: proc() { rl.InitWindow(1280, 720, "Odin game") flags : rl.ConfigFlags = {.VSYNC_HINT} rl.SetConfigFlags(flags) rl.SetTargetFPS(60) player = { position = {CELL_SIZE * 5, CELL_SIZE * 5}, camera = { zoom = 2, target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)}, offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2}, }, mode = .INTERACT, } load_tilemap() defer unload_tilemap() world = create_world("test_world") load_nearby_chunks(&world, player.position) save_world(&world) game_loop() } game_loop :: proc() { pos_string : string pos_cstring : cstring for !rl.WindowShouldClose() { update() rl.BeginDrawing() rl.ClearBackground(rl.BLACK) rl.BeginMode2D(player.camera) draw() rl.EndMode2D() rl.DrawFPS(5,5) player_grid_pos := get_player_grid_position(&player) player_grid_pos_tile := get_world_tile(&world, vec2_to_vec2i(player_grid_pos)) status_string := rl.TextFormat("POS: %v : %v | MODE: %v", player_grid_pos, player_grid_pos_tile.type, player.mode) rl.DrawText(status_string, 5, 25, 20, rl.RED) rl.EndDrawing() } delete(pos_string) delete(pos_cstring) } update :: proc() { player_update(&player, &world) } draw :: proc() { draw_world(&world) draw_player(&player) }