odin-raylib-game/game/player.odin

164 lines
4.1 KiB
Odin

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
}