Major tilemap/grid refactor, collision detection, interactable detection

This commit is contained in:
2026-02-16 12:07:38 -06:00
parent e6ad65992a
commit 453983a0d3
5 changed files with 136 additions and 80 deletions

View File

@@ -1,6 +1,7 @@
package main package main
import "core:fmt" import "core:fmt"
import "core:strings"
import "vendor:raylib" import "vendor:raylib"
player: Player player: Player
@@ -42,6 +43,7 @@ main :: proc() {
raylib.EndMode2D() raylib.EndMode2D()
raylib.DrawFPS(20, 20) raylib.DrawFPS(20, 20)
draw_player_grid_debug()
raylib.EndDrawing() raylib.EndDrawing()
update(delta) update(delta)
@@ -62,3 +64,16 @@ draw :: proc() {
draw_player(&player) draw_player(&player)
} }
draw_player_grid_debug :: proc() {
gx, gy := player_pos_to_grid_pos()
tile := get_tile(&interactables_layer_grid, gx, gy)
type := tile.type
s := fmt.tprintf("Player Grid Pos: (%d, %d) | Tile: %v", gx, gy, type)
cs := strings.clone_to_cstring(s, context.temp_allocator)
raylib.DrawText(cs, 20, 40, 20, raylib.GREEN)
}

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@@ -1,7 +1,6 @@
package main package main
import "core:fmt" import "core:math"
import "core:strings"
import "vendor:raylib" import "vendor:raylib"
PLAYER_SPRINT_SPEED :: 2.5 PLAYER_SPRINT_SPEED :: 2.5
@@ -58,44 +57,40 @@ handle_player_input :: proc(p: ^Player, delta: f32) {
is_moving := dir.x != 0 || dir.y != 0 is_moving := dir.x != 0 || dir.y != 0
if (is_moving) { if is_moving {
is_sprinting := false is_sprinting := raylib.IsKeyDown(.LEFT_SHIFT)
if raylib.IsKeyDown(.LEFT_SHIFT) {
is_sprinting = true
} else {
is_sprinting = false
}
dir = raylib.Vector2Normalize(dir) dir = raylib.Vector2Normalize(dir)
if is_sprinting { speed: f32 = is_sprinting ? PLAYER_SPRINT_SPEED : PLAYER_SPEED
dir = dir * PLAYER_SPRINT_SPEED p.animator.anim.fps = is_sprinting ? 11 : 6
p.animator.anim.fps = 11
} else { velocity := dir * speed
dir = dir * PLAYER_SPEED
p.animator.anim.fps = 6 new_pos_x := p.position
new_pos_x.x += velocity.x
foot_offset_y := f32(p.sprite.height)
foot_offset_x := f32(p.sprite.width) * 0.5
if !is_wall_at({new_pos_x.x + foot_offset_x, new_pos_x.y + foot_offset_y}) {
p.position.x = new_pos_x.x
} }
p.position = p.position + dir new_pos_y := p.position
new_pos_y.y += velocity.y
if dir.x < 0 { if !is_wall_at({p.position.x + foot_offset_x, new_pos_y.y + foot_offset_y}) {
p.facing_left = true p.position.y = new_pos_y.y
} }
if dir.x > 0 { if dir.x < 0 do p.facing_left = true
p.facing_left = false if dir.x > 0 do p.facing_left = false
}
p.state = .WALKING p.state = .WALKING
} else { } else {
p.state = .IDLE p.state = .IDLE
} }
} }
idle_animation: SpriteAnimation = { idle_animation: SpriteAnimation = {
start_frame = 0, start_frame = 0,
end_frame = 5, end_frame = 5,
@@ -111,10 +106,6 @@ player_walk_anim: SpriteAnimation = {
} }
draw_player :: proc(p: ^Player) { draw_player :: proc(p: ^Player) {
// raylib.DrawRectangle(i32(p.position.x), i32(p.position.y), 32, 32, raylib.BLACK)
// draw_sprite_frame(&p.sprite, {0, 0}, p.position, raylib.WHITE)
draw_sprite_animated(&p.sprite, &p.animator, p.position, p.facing_left, false, raylib.WHITE) draw_sprite_animated(&p.sprite, &p.animator, p.position, p.facing_left, false, raylib.WHITE)
} }
@@ -133,3 +124,26 @@ update_player :: proc(p: ^Player, delta: f32) {
update_animator(&p.animator, delta) update_animator(&p.animator, delta)
} }
player_pos_to_grid_pos :: proc() -> (gx: int, gy: int) {
tile_size := f32(TILEMAP_TILE_SIZE)
foot_x := player.position.x + (f32(player.sprite.width) * 0.5)
foot_y := player.position.y + f32(player.sprite.height)
gx = int(math.floor(foot_x / tile_size))
gy = int(math.floor(foot_y / tile_size))
return
}
is_wall_at :: proc(world_pos: raylib.Vector2) -> bool {
tile_size := f32(TILEMAP_TILE_SIZE)
gx := int(math.floor(world_pos.x / tile_size))
gy := int(math.floor(world_pos.y / tile_size))
tile := get_tile(&ground_layer_grid, gx, gy)
return tile != nil && tile.type == .WALL
}

View File

@@ -53,6 +53,15 @@ ground_tile := Tile {
animator = nil, animator = nil,
} }
test_wall_tile := Tile {
type = .WALL,
frame_index = 1,
color = raylib.WHITE,
interaction = .NONE,
resource = .NONE,
animator = nil,
}
plant_tile := Tile { plant_tile := Tile {
type = .FLORA, type = .FLORA,
frame_index = 0, frame_index = 0,
@@ -116,7 +125,3 @@ update_tile_anim :: proc(tile: ^Tile, delta: f32) {
tile.frame_index = tile.animator.current_frame tile.frame_index = tile.animator.current_frame
} }
set_tile :: proc(grid: [][]Tile, x: int, y: int, tile: Tile) {
grid[y][x] = tile
}

View File

@@ -1,6 +1,5 @@
package main package main
import "core:fmt"
import "vendor:raylib" import "vendor:raylib"
TilemapSpritesheet :: struct { TilemapSpritesheet :: struct {
@@ -16,6 +15,12 @@ VisibleTileRange :: struct {
end_x, end_y: int, end_x, end_y: int,
} }
Grid :: struct {
width: int,
height: int,
tiles: []Tile,
}
load_tilemap_sheet :: proc(path: cstring, tile_width, tile_height: i32) -> TilemapSpritesheet { load_tilemap_sheet :: proc(path: cstring, tile_width, tile_height: i32) -> TilemapSpritesheet {
tex := raylib.LoadTexture(path) tex := raylib.LoadTexture(path)
@@ -28,60 +33,52 @@ load_tilemap_sheet :: proc(path: cstring, tile_width, tile_height: i32) -> Tilem
} }
} }
create_tile_grid :: proc(width, height: i32, fill_tile: Tile) -> [][]Tile { create_tile_grid :: proc(width, height: i32, fill_tile: Tile) -> Grid {
grid: [][]Tile = make([][]Tile, height) w, h := int(width), int(height)
for y := 0; y < int(height); y += 1 { grid_slice := make([]Tile, w * h)
grid[y] = make([]Tile, width)
for x := 0; x < int(width); x += 1 { for i := 0; i < len(grid_slice); i += 1 {
grid[y][x] = fill_tile grid_slice[i] = fill_tile
}
} }
return grid
return Grid{width = w, height = h, tiles = grid_slice}
} }
update_tile_grid :: proc( update_tile_grid :: proc(grid: ^Grid, camera: ^raylib.Camera2D, tile_w, tile_h: f32, delta: f32) {
grid: [][]Tile,
camera: ^raylib.Camera2D,
tile_w, tile_h: f32,
delta: f32,
) {
range := get_visible_tile_range(grid, tile_w, tile_h, camera) range := get_visible_tile_range(grid, tile_w, tile_h, camera)
for y := range.start_y; y <= range.end_y; y += 1 { for y := range.start_y; y <= range.end_y; y += 1 {
row := grid[y]
for x := range.start_x; x <= range.end_x; x += 1 { for x := range.start_x; x <= range.end_x; x += 1 {
update_tile_anim(&row[x], delta) tile := &grid.tiles[y * grid.width + x]
update_tile_anim(tile, delta)
} }
} }
} }
draw_tile_grid :: proc(sheet: ^TilemapSpritesheet, grid: ^Grid, camera: ^raylib.Camera2D) {
draw_tile_grid :: proc(sheet: ^TilemapSpritesheet, grid: [][]Tile, camera: ^raylib.Camera2D) {
tile_w := f32(sheet.tile_width) tile_w := f32(sheet.tile_width)
tile_h := f32(sheet.tile_height) tile_h := f32(sheet.tile_height)
range := get_visible_tile_range(grid, tile_w, tile_h, camera) range := get_visible_tile_range(grid, tile_w, tile_h, camera)
for y := range.start_y; y <= range.end_y; y += 1 { for y := range.start_y; y <= range.end_y; y += 1 {
row := grid[y]
for x := range.start_x; x <= range.end_x; x += 1 { for x := range.start_x; x <= range.end_x; x += 1 {
tile := &row[x] tile := &grid.tiles[y * grid.width + x]
if tile.type == TileType.NOTHING do continue
if tile.type == .NOTHING do continue
pos := raylib.Vector2{f32(x) * tile_w, f32(y) * tile_h} pos := raylib.Vector2{f32(x) * tile_w, f32(y) * tile_h}
draw_tile(sheet, tile, pos, raylib.WHITE) draw_tile(sheet, tile, pos, raylib.WHITE)
} }
} }
} }
get_visible_tile_range :: proc( get_visible_tile_range :: proc(
grid: [][]Tile, grid: ^Grid,
tile_w, tile_h: f32, tile_w, tile_h: f32,
camera: ^raylib.Camera2D, camera: ^raylib.Camera2D,
padding: int = 1, padding: int = 1,
) -> VisibleTileRange { ) -> VisibleTileRange {
screen_w := f32(raylib.GetScreenWidth()) screen_w := f32(raylib.GetScreenWidth())
screen_h := f32(raylib.GetScreenHeight()) screen_h := f32(raylib.GetScreenHeight())
@@ -98,12 +95,27 @@ get_visible_tile_range :: proc(
end_x := int(max_x / tile_w) + padding end_x := int(max_x / tile_w) + padding
end_y := int(max_y / tile_h) + padding end_y := int(max_y / tile_h) + padding
start_x = max(start_x, 0) return VisibleTileRange {
start_y = max(start_y, 0) start_x = clamp(start_x, 0, grid.width - 1),
start_y = clamp(start_y, 0, grid.height - 1),
end_x = min(end_x, len(grid[0]) - 1) end_x = clamp(end_x, 0, grid.width - 1),
end_y = min(end_y, len(grid) - 1) end_y = clamp(end_y, 0, grid.height - 1),
}
return VisibleTileRange{start_x = start_x, start_y = start_y, end_x = end_x, end_y = end_y} }
get_tile :: proc(grid: ^Grid, x, y: int) -> ^Tile {
if x < 0 || x >= grid.width || y < 0 || y >= grid.height do return nil
return &grid.tiles[y * grid.width + x]
}
set_tile :: proc(grid: ^Grid, x: int, y: int, tile: Tile) {
if x < 0 || x >= grid.width || y < 0 || y >= grid.height do return
grid.tiles[y * grid.width + x] = tile
}
delete_tile_grid :: proc(grid: ^Grid) {
delete(grid.tiles)
grid.width = 0
grid.height = 0
} }

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@@ -3,10 +3,10 @@ package main
WORLD_SIZE_X :: 1000 WORLD_SIZE_X :: 1000
WORLD_SIZE_Y :: 1000 WORLD_SIZE_Y :: 1000
ground_layer_grid: [][]Tile ground_layer_grid: Grid
ground_tilemap_sheet: TilemapSpritesheet ground_tilemap_sheet: TilemapSpritesheet
interactables_layer_grid: [][]Tile interactables_layer_grid: Grid
interactables_tilemap_sheet: TilemapSpritesheet interactables_tilemap_sheet: TilemapSpritesheet
init_world :: proc() { init_world :: proc() {
@@ -25,31 +25,41 @@ init_world :: proc() {
ground_layer_grid = create_tile_grid(WORLD_SIZE_X, WORLD_SIZE_Y, ground_tile) ground_layer_grid = create_tile_grid(WORLD_SIZE_X, WORLD_SIZE_Y, ground_tile)
interactables_layer_grid = create_tile_grid(WORLD_SIZE_X, WORLD_SIZE_Y, nothing_tile) interactables_layer_grid = create_tile_grid(WORLD_SIZE_X, WORLD_SIZE_Y, nothing_tile)
set_tile(interactables_layer_grid, 2, 2, plant_tile) set_tile(&interactables_layer_grid, 2, 2, plant_tile)
set_tile(interactables_layer_grid, 4, 2, plant_2_tile) set_tile(&interactables_layer_grid, 4, 2, plant_2_tile)
set_tile(interactables_layer_grid, 6, 2, plant_3_tile) set_tile(&interactables_layer_grid, 6, 2, plant_3_tile)
set_tile(&ground_layer_grid, 5, 5, test_wall_tile)
set_tile(&ground_layer_grid, 6, 5, test_wall_tile)
set_tile(&ground_layer_grid, 7, 5, test_wall_tile)
set_tile(&ground_layer_grid, 8, 5, test_wall_tile)
}
deinit_world :: proc() {
delete_tile_grid(&ground_layer_grid)
delete_tile_grid(&interactables_layer_grid)
} }
update_world :: proc(delta: f32) { update_world :: proc(delta: f32) {
update_tile_grid( update_tile_grid(
ground_layer_grid, &ground_layer_grid,
&player.camera, &player.camera,
f32(ground_tilemap_sheet.tile_width), f32(TILEMAP_TILE_SIZE),
f32(ground_tilemap_sheet.tile_height), f32(TILEMAP_TILE_SIZE),
delta, delta,
) )
update_tile_grid( update_tile_grid(
interactables_layer_grid, &interactables_layer_grid,
&player.camera, &player.camera,
f32(interactables_tilemap_sheet.tile_width), f32(TILEMAP_TILE_SIZE),
f32(interactables_tilemap_sheet.tile_height), f32(TILEMAP_TILE_SIZE),
delta, delta,
) )
} }
draw_world :: proc() { draw_world :: proc() {
draw_tile_grid(&ground_tilemap_sheet, ground_layer_grid, &player.camera) draw_tile_grid(&ground_tilemap_sheet, &ground_layer_grid, &player.camera)
draw_tile_grid(&interactables_tilemap_sheet, interactables_layer_grid, &player.camera) draw_tile_grid(&interactables_tilemap_sheet, &interactables_layer_grid, &player.camera)
} }