odin-raylib-game/game/game.odin
2025-03-02 15:32:42 -06:00

94 lines
2.4 KiB
Odin

package game
import "core:fmt"
import rl "vendor:raylib"
import "core:os"
player : Player
world : World
main :: proc() {
if !os.is_dir("data") {
os.make_directory("data")
}
if !os.is_dir("data/worlds") {
os.make_directory("data/worlds")
}
rl.InitWindow(1280, 720, "Odin game")
flags : rl.ConfigFlags = {.VSYNC_HINT}
rl.SetConfigFlags(flags)
rl.SetTargetFPS(60)
player = {
position = {CELL_SIZE * 0, CELL_SIZE * 0},
camera = {
zoom = 4,
target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)},
offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2},
},
mode = .INTERACT,
speed = 1,
}
load_tilemap()
defer unload_tilemap()
world = create_world("test_world", 10172020)
save_world(&world)
game_loop()
}
game_loop :: proc() {
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))
current_chunk := get_chunk_from_world_pos(&world, player_grid_pos)
status_string := rl.TextFormat("POS: [%i,%i] : %v | Chunk: [%i,%i] : %v | MODE: %v", int(player_grid_pos.x), int(player_grid_pos.y), player_grid_pos_tile.type, current_chunk.position.x, current_chunk.position.y, get_biome_from_id(current_chunk.biome_id).name, player.mode)
pos_string := rl.TextFormat("Actual pos: %v", player.position)
rl.DrawText(status_string, 5, 25, 20, rl.RED)
// Debug: Draw collision check position
target_pos := player_grid_pos
chunk_pos := world_pos_to_chunk_pos(player_grid_pos)
local_pos := get_local_chunk_pos(vec2_to_vec2i(player_grid_pos))
format_string := rl.TextFormat("Grid: (%.0f,%.0f) Chunk: (%d,%d) Local: (%d,%d)",
player_grid_pos.x, player_grid_pos.y,
chunk_pos.x, chunk_pos.y,
local_pos.x, local_pos.y)
rl.DrawText(format_string, 10, 45, 20, rl.YELLOW)
rl.EndDrawing()
}
}
update :: proc() {
player_update(&player, &world)
}
draw :: proc() {
draw_world(&world)
draw_player(&player)
}