Major tilemap/grid refactor, collision detection, interactable detection
This commit is contained in:
@@ -1,6 +1,7 @@
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package main
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import "core:fmt"
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import "core:strings"
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import "vendor:raylib"
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player: Player
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@@ -42,6 +43,7 @@ main :: proc() {
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raylib.EndMode2D()
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raylib.DrawFPS(20, 20)
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draw_player_grid_debug()
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raylib.EndDrawing()
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update(delta)
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@@ -62,3 +64,16 @@ draw :: proc() {
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draw_player(&player)
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}
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draw_player_grid_debug :: proc() {
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gx, gy := player_pos_to_grid_pos()
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tile := get_tile(&interactables_layer_grid, gx, gy)
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type := tile.type
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s := fmt.tprintf("Player Grid Pos: (%d, %d) | Tile: %v", gx, gy, type)
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cs := strings.clone_to_cstring(s, context.temp_allocator)
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raylib.DrawText(cs, 20, 40, 20, raylib.GREEN)
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}
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@@ -1,7 +1,6 @@
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package main
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import "core:fmt"
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import "core:strings"
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import "core:math"
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import "vendor:raylib"
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PLAYER_SPRINT_SPEED :: 2.5
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@@ -58,44 +57,40 @@ handle_player_input :: proc(p: ^Player, delta: f32) {
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is_moving := dir.x != 0 || dir.y != 0
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if (is_moving) {
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is_sprinting := false
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if raylib.IsKeyDown(.LEFT_SHIFT) {
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is_sprinting = true
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} else {
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is_sprinting = false
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}
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if is_moving {
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is_sprinting := raylib.IsKeyDown(.LEFT_SHIFT)
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dir = raylib.Vector2Normalize(dir)
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if is_sprinting {
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dir = dir * PLAYER_SPRINT_SPEED
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p.animator.anim.fps = 11
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} else {
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dir = dir * PLAYER_SPEED
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p.animator.anim.fps = 6
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speed: f32 = is_sprinting ? PLAYER_SPRINT_SPEED : PLAYER_SPEED
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p.animator.anim.fps = is_sprinting ? 11 : 6
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velocity := dir * speed
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new_pos_x := p.position
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new_pos_x.x += velocity.x
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foot_offset_y := f32(p.sprite.height)
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foot_offset_x := f32(p.sprite.width) * 0.5
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if !is_wall_at({new_pos_x.x + foot_offset_x, new_pos_x.y + foot_offset_y}) {
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p.position.x = new_pos_x.x
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}
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p.position = p.position + dir
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if dir.x < 0 {
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p.facing_left = true
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new_pos_y := p.position
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new_pos_y.y += velocity.y
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if !is_wall_at({p.position.x + foot_offset_x, new_pos_y.y + foot_offset_y}) {
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p.position.y = new_pos_y.y
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}
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if dir.x > 0 {
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p.facing_left = false
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}
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if dir.x < 0 do p.facing_left = true
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if dir.x > 0 do p.facing_left = false
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p.state = .WALKING
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} else {
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p.state = .IDLE
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}
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}
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idle_animation: SpriteAnimation = {
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start_frame = 0,
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end_frame = 5,
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@@ -111,10 +106,6 @@ player_walk_anim: SpriteAnimation = {
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}
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draw_player :: proc(p: ^Player) {
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// raylib.DrawRectangle(i32(p.position.x), i32(p.position.y), 32, 32, raylib.BLACK)
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// draw_sprite_frame(&p.sprite, {0, 0}, p.position, raylib.WHITE)
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draw_sprite_animated(&p.sprite, &p.animator, p.position, p.facing_left, false, raylib.WHITE)
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}
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@@ -133,3 +124,26 @@ update_player :: proc(p: ^Player, delta: f32) {
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update_animator(&p.animator, delta)
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}
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player_pos_to_grid_pos :: proc() -> (gx: int, gy: int) {
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tile_size := f32(TILEMAP_TILE_SIZE)
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foot_x := player.position.x + (f32(player.sprite.width) * 0.5)
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foot_y := player.position.y + f32(player.sprite.height)
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gx = int(math.floor(foot_x / tile_size))
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gy = int(math.floor(foot_y / tile_size))
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return
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}
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is_wall_at :: proc(world_pos: raylib.Vector2) -> bool {
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tile_size := f32(TILEMAP_TILE_SIZE)
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gx := int(math.floor(world_pos.x / tile_size))
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gy := int(math.floor(world_pos.y / tile_size))
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tile := get_tile(&ground_layer_grid, gx, gy)
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return tile != nil && tile.type == .WALL
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}
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@@ -53,6 +53,15 @@ ground_tile := Tile {
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animator = nil,
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}
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test_wall_tile := Tile {
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type = .WALL,
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frame_index = 1,
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color = raylib.WHITE,
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interaction = .NONE,
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resource = .NONE,
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animator = nil,
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}
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plant_tile := Tile {
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type = .FLORA,
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frame_index = 0,
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@@ -116,7 +125,3 @@ update_tile_anim :: proc(tile: ^Tile, delta: f32) {
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tile.frame_index = tile.animator.current_frame
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}
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set_tile :: proc(grid: [][]Tile, x: int, y: int, tile: Tile) {
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grid[y][x] = tile
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}
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@@ -1,6 +1,5 @@
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package main
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import "core:fmt"
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import "vendor:raylib"
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TilemapSpritesheet :: struct {
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@@ -16,6 +15,12 @@ VisibleTileRange :: struct {
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end_x, end_y: int,
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}
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Grid :: struct {
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width: int,
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height: int,
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tiles: []Tile,
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}
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load_tilemap_sheet :: proc(path: cstring, tile_width, tile_height: i32) -> TilemapSpritesheet {
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tex := raylib.LoadTexture(path)
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@@ -28,60 +33,52 @@ load_tilemap_sheet :: proc(path: cstring, tile_width, tile_height: i32) -> Tilem
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}
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}
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create_tile_grid :: proc(width, height: i32, fill_tile: Tile) -> [][]Tile {
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grid: [][]Tile = make([][]Tile, height)
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for y := 0; y < int(height); y += 1 {
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grid[y] = make([]Tile, width)
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for x := 0; x < int(width); x += 1 {
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grid[y][x] = fill_tile
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create_tile_grid :: proc(width, height: i32, fill_tile: Tile) -> Grid {
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w, h := int(width), int(height)
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grid_slice := make([]Tile, w * h)
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for i := 0; i < len(grid_slice); i += 1 {
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grid_slice[i] = fill_tile
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}
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}
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return grid
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return Grid{width = w, height = h, tiles = grid_slice}
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}
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update_tile_grid :: proc(
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grid: [][]Tile,
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camera: ^raylib.Camera2D,
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tile_w, tile_h: f32,
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delta: f32,
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) {
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update_tile_grid :: proc(grid: ^Grid, camera: ^raylib.Camera2D, tile_w, tile_h: f32, delta: f32) {
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range := get_visible_tile_range(grid, tile_w, tile_h, camera)
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for y := range.start_y; y <= range.end_y; y += 1 {
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row := grid[y]
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for x := range.start_x; x <= range.end_x; x += 1 {
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update_tile_anim(&row[x], delta)
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tile := &grid.tiles[y * grid.width + x]
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update_tile_anim(tile, delta)
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}
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}
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}
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draw_tile_grid :: proc(sheet: ^TilemapSpritesheet, grid: [][]Tile, camera: ^raylib.Camera2D) {
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draw_tile_grid :: proc(sheet: ^TilemapSpritesheet, grid: ^Grid, camera: ^raylib.Camera2D) {
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tile_w := f32(sheet.tile_width)
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tile_h := f32(sheet.tile_height)
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range := get_visible_tile_range(grid, tile_w, tile_h, camera)
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for y := range.start_y; y <= range.end_y; y += 1 {
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row := grid[y]
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for x := range.start_x; x <= range.end_x; x += 1 {
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tile := &row[x]
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if tile.type == TileType.NOTHING do continue
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tile := &grid.tiles[y * grid.width + x]
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if tile.type == .NOTHING do continue
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pos := raylib.Vector2{f32(x) * tile_w, f32(y) * tile_h}
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draw_tile(sheet, tile, pos, raylib.WHITE)
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}
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}
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}
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get_visible_tile_range :: proc(
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grid: [][]Tile,
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grid: ^Grid,
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tile_w, tile_h: f32,
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camera: ^raylib.Camera2D,
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padding: int = 1,
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) -> VisibleTileRange {
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screen_w := f32(raylib.GetScreenWidth())
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screen_h := f32(raylib.GetScreenHeight())
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@@ -98,12 +95,27 @@ get_visible_tile_range :: proc(
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end_x := int(max_x / tile_w) + padding
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end_y := int(max_y / tile_h) + padding
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start_x = max(start_x, 0)
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start_y = max(start_y, 0)
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end_x = min(end_x, len(grid[0]) - 1)
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end_y = min(end_y, len(grid) - 1)
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return VisibleTileRange{start_x = start_x, start_y = start_y, end_x = end_x, end_y = end_y}
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return VisibleTileRange {
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start_x = clamp(start_x, 0, grid.width - 1),
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start_y = clamp(start_y, 0, grid.height - 1),
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end_x = clamp(end_x, 0, grid.width - 1),
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end_y = clamp(end_y, 0, grid.height - 1),
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}
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}
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get_tile :: proc(grid: ^Grid, x, y: int) -> ^Tile {
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if x < 0 || x >= grid.width || y < 0 || y >= grid.height do return nil
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return &grid.tiles[y * grid.width + x]
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}
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set_tile :: proc(grid: ^Grid, x: int, y: int, tile: Tile) {
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if x < 0 || x >= grid.width || y < 0 || y >= grid.height do return
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grid.tiles[y * grid.width + x] = tile
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}
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delete_tile_grid :: proc(grid: ^Grid) {
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delete(grid.tiles)
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grid.width = 0
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grid.height = 0
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}
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@@ -3,10 +3,10 @@ package main
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WORLD_SIZE_X :: 1000
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WORLD_SIZE_Y :: 1000
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ground_layer_grid: [][]Tile
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ground_layer_grid: Grid
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ground_tilemap_sheet: TilemapSpritesheet
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interactables_layer_grid: [][]Tile
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interactables_layer_grid: Grid
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interactables_tilemap_sheet: TilemapSpritesheet
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init_world :: proc() {
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@@ -25,31 +25,41 @@ init_world :: proc() {
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ground_layer_grid = create_tile_grid(WORLD_SIZE_X, WORLD_SIZE_Y, ground_tile)
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interactables_layer_grid = create_tile_grid(WORLD_SIZE_X, WORLD_SIZE_Y, nothing_tile)
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set_tile(interactables_layer_grid, 2, 2, plant_tile)
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set_tile(interactables_layer_grid, 4, 2, plant_2_tile)
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set_tile(interactables_layer_grid, 6, 2, plant_3_tile)
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set_tile(&interactables_layer_grid, 2, 2, plant_tile)
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set_tile(&interactables_layer_grid, 4, 2, plant_2_tile)
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set_tile(&interactables_layer_grid, 6, 2, plant_3_tile)
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set_tile(&ground_layer_grid, 5, 5, test_wall_tile)
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set_tile(&ground_layer_grid, 6, 5, test_wall_tile)
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set_tile(&ground_layer_grid, 7, 5, test_wall_tile)
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set_tile(&ground_layer_grid, 8, 5, test_wall_tile)
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}
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deinit_world :: proc() {
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delete_tile_grid(&ground_layer_grid)
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delete_tile_grid(&interactables_layer_grid)
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}
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update_world :: proc(delta: f32) {
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update_tile_grid(
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ground_layer_grid,
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&ground_layer_grid,
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&player.camera,
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f32(ground_tilemap_sheet.tile_width),
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f32(ground_tilemap_sheet.tile_height),
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f32(TILEMAP_TILE_SIZE),
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f32(TILEMAP_TILE_SIZE),
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delta,
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)
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update_tile_grid(
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interactables_layer_grid,
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&interactables_layer_grid,
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&player.camera,
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f32(interactables_tilemap_sheet.tile_width),
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f32(interactables_tilemap_sheet.tile_height),
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f32(TILEMAP_TILE_SIZE),
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f32(TILEMAP_TILE_SIZE),
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delta,
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)
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}
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draw_world :: proc() {
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draw_tile_grid(&ground_tilemap_sheet, ground_layer_grid, &player.camera)
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draw_tile_grid(&interactables_tilemap_sheet, interactables_layer_grid, &player.camera)
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draw_tile_grid(&ground_tilemap_sheet, &ground_layer_grid, &player.camera)
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draw_tile_grid(&interactables_tilemap_sheet, &interactables_layer_grid, &player.camera)
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}
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