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

228 lines
6.3 KiB
Odin

package game
import rl "vendor:raylib"
import "core:fmt"
import "core:math"
CHUNK_UNLOAD_DISTANCE :: 3
Player :: struct {
position : rl.Vector2,
move_timer: f32,
mode: InteractMode,
camera: rl.Camera2D,
speed:f32
}
InteractMode :: enum {
INTERACT,
ATTACK,
STEAL,
}
@(private="file")
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, bricks_tile, vec2_to_vec2i(get_player_grid_position(p)))
// find_desert(w.seed)
// generate_biome_map(w.seed, 100, 100)
// }
}
@(private="file")
player_update_chunks :: proc(p: ^Player, w: ^World) {
// Configurable view distance (in chunks)
VIEW_DISTANCE :: 2
player_grid_pos := get_player_grid_position(p)
current_player_chunk := get_chunk_from_world_pos(w, player_grid_pos)
// Track which chunks should be loaded
chunks_to_keep := make(map[Vec2i]bool)
defer delete(chunks_to_keep)
// Load chunks in a square around the player's current chunk
for y := -VIEW_DISTANCE; y <= VIEW_DISTANCE; y += 1 {
for x := -VIEW_DISTANCE; x <= VIEW_DISTANCE; x += 1 {
chunk_pos := Vec2i{
current_player_chunk.position.x + x,
current_player_chunk.position.y + y,
}
// Load the chunk and mark it to keep
get_chunk(w, chunk_pos)
chunks_to_keep[chunk_pos] = true
}
}
// Unload chunks outside the view distance
for chunk_pos in w.chunks {
if !chunks_to_keep[chunk_pos] {
unload_chunk(chunk_pos, w)
}
}
}
@(private="file")
handle_player_input :: proc(p:^Player, w:^World) {
current_tile := get_world_tile(w, vec2_to_vec2i(get_player_grid_position(p)))
// Movement
dt := rl.GetFrameTime()
move_delay : f32 = 0.2 / p.speed
if p.move_timer > 0 {
p.move_timer -= dt
}
if current_tile.type == .WATER {
p.speed = 0.3
}
else {
p.speed = 1
}
if p.move_timer <= 0 {
current_pos := get_player_grid_position(p)
if rl.IsKeyDown(.D) {
target_pos := rl.Vector2{current_pos.x + 1, current_pos.y}
if !will_collide(.RIGHT, p, w) {
player.position.x += CELL_SIZE
p.move_timer = move_delay
player_update_chunks(p,w)
}
}
if rl.IsKeyDown(.A) {
target_pos := rl.Vector2{current_pos.x - 1, current_pos.y}
if !will_collide(.LEFT, p, w) {
player.position.x -= CELL_SIZE
p.move_timer = move_delay
player_update_chunks(p,w)
}
}
if rl.IsKeyDown(.W) {
target_pos := rl.Vector2{current_pos.x, current_pos.y - 1}
if !will_collide(.UP, p, w) {
player.position.y -= CELL_SIZE
p.move_timer = move_delay
player_update_chunks(p,w)
}
}
if rl.IsKeyDown(.S) {
target_pos := rl.Vector2{current_pos.x, current_pos.y + 1}
if !will_collide(.DOWN, p, w) {
p.move_timer = move_delay
player.position.y += CELL_SIZE
player_update_chunks(p,w)
}
}
// Interactions
if rl.IsKeyPressed(.UP) {
if p.mode == .INTERACT { handle_interact(.UP, p, w) }
if p.mode == .ATTACK { handle_attack(.UP, p, w) }
}
if rl.IsKeyPressed(.DOWN) {
if p.mode == .INTERACT { handle_interact(.DOWN, p, w) }
if p.mode == .ATTACK { handle_attack(.DOWN, p, w) }
}
if rl.IsKeyPressed(.LEFT) {
if p.mode == .INTERACT { handle_interact(.LEFT, p, w) }
if p.mode == .ATTACK { handle_attack(.LEFT, p, w) }
}
if rl.IsKeyPressed(.RIGHT) {
if p.mode == .INTERACT { handle_interact(.RIGHT, p, w) }
if p.mode == .ATTACK { handle_attack(.RIGHT, p, w) }
}
if rl.IsKeyPressed(.ONE) { p.mode = .INTERACT }
if rl.IsKeyPressed(.TWO) { p.mode = .ATTACK }
if rl.IsKeyPressed(.THREE) { p.mode = .STEAL }
}
}
@(private="file")
InteractDirection :: enum {
UP, DOWN, LEFT, RIGHT
}
@(private="file")
handle_interact :: proc(direction:InteractDirection, p:^Player, w:^World) {
tile, pos := get_tile_in_direction(direction, p, w)
if tile.interaction == .RESOURCE && tile.resource != .NOTHING {
if tile.resource == .TREE { handle_tree_interaction(w, p, pos) }
}
}
@(private="file")
handle_attack :: proc(direction:InteractDirection, p:^Player, w:^World) {
tile, pos := get_tile_in_direction(direction, p, w)
}
@(private="file")
get_tile_in_direction :: proc(direction:InteractDirection, p:^Player, w:^World) -> (^Tile, Vec2i) {
grid_pos := get_player_grid_position(p)
if direction == .UP { grid_pos.y -= 1 }
if direction == .DOWN { grid_pos.y += 1 }
if direction == .LEFT { grid_pos.x -= 1 }
if direction == .RIGHT { grid_pos.x += 1 }
return get_world_tile(w, vec2_to_vec2i(grid_pos)), vec2_to_vec2i(grid_pos)
}
get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
grid_pos_x := math.floor(player.position.x / CELL_SIZE)
grid_pos_y := math.floor(player.position.y / CELL_SIZE)
return {grid_pos_x, grid_pos_y}
}
draw_player :: proc(player:^Player) {
draw_tile({25,0}, player.position, {30,100,120,255})
// Debug: Draw player's grid cell
// player_grid_pos := get_player_grid_position(player)
// world_pos_x := player_grid_pos.x * CELL_SIZE
// world_pos_y := player_grid_pos.y * CELL_SIZE
// rl.DrawRectangleLines(
// i32(world_pos_x),
// i32(world_pos_y),
// i32(CELL_SIZE),
// i32(CELL_SIZE),
// rl.RED
// )
}
will_collide :: proc(direction:InteractDirection, p:^Player, w:^World) -> bool {
tile, pos := get_tile_in_direction(direction, p, w)
if tile.type == .SOLID { return true }
return false
}