Seperate world and add interactable grid layer

This commit is contained in:
2026-02-15 23:05:38 -06:00
parent 53d717dee4
commit 7e5960ef02
4 changed files with 89 additions and 22 deletions

View File

@@ -4,8 +4,6 @@ import "core:fmt"
import "vendor:raylib"
player: Player
grid: [][]Tile
tilemap_sheet: TilemapSpritesheet
main :: proc() {
fmt.println("Brackey's Game Jam 2026 :) ")
@@ -16,15 +14,10 @@ main :: proc() {
raylib.InitWindow(1920, 1080, "Game")
raylib.SetTargetFPS(60)
tilemap_sheet = load_tilemap_sheet(
"assets/tiles/master_tilemap.png",
TILEMAP_TILE_SIZE,
TILEMAP_TILE_SIZE,
)
grid = create_tile_grid(5000, 5000)
init_world()
player = {
position = {1500, 500},
position = {0, 0},
camera = {
zoom = 4,
offset = {f32(raylib.GetScreenWidth()) / 2, f32(raylib.GetScreenHeight()) / 2},
@@ -33,7 +26,6 @@ main :: proc() {
sprite = load_sprite(PLAYER_SPRITE_PATH, PLAYER_WIDTH, PLAYER_HEIGHT),
}
set_tile(grid, 10, 10, nothing_tile)
for (!raylib.WindowShouldClose()) {
@@ -60,19 +52,13 @@ main :: proc() {
@(private = "file")
update :: proc(delta: f32) {
update_world(delta)
update_player(&player, delta)
update_tile_grid(
grid,
&player.camera,
f32(tilemap_sheet.tile_width),
f32(tilemap_sheet.tile_height),
delta,
)
}
@(private = "file")
draw :: proc() {
draw_tile_grid(&tilemap_sheet, grid, &player.camera)
draw_world()
draw_player(&player)
}

View File

@@ -53,6 +53,34 @@ ground_tile := Tile {
animator = nil,
}
plant_tile := Tile {
type = .FLORA,
frame_index = 0,
color = raylib.WHITE,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
}
plant_2_tile := Tile {
type = .FLORA,
frame_index = 1,
color = raylib.WHITE,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
}
plant_3_tile := Tile {
type = .FLORA,
frame_index = 2,
color = raylib.WHITE,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
}
draw_tile :: proc(
tilemap_sheet: ^TilemapSpritesheet,
tile: ^Tile,
@@ -89,6 +117,6 @@ update_tile_anim :: proc(tile: ^Tile, delta: f32) {
}
set_tile :: proc(grid: [][]Tile, x: int, y: int, tile: Tile) {
grid[x][y] = tile
grid[y][x] = tile
}

View File

@@ -28,12 +28,12 @@ load_tilemap_sheet :: proc(path: cstring, tile_width, tile_height: i32) -> Tilem
}
}
create_tile_grid :: proc(width, height: i32) -> [][]Tile {
create_tile_grid :: proc(width, height: i32, fill_tile: Tile) -> [][]Tile {
grid: [][]Tile = make([][]Tile, height)
for y := 0; y < int(height); y += 1 {
grid[y] = make([]Tile, width)
for x := 0; x < int(width); x += 1 {
grid[y][x] = ground_tile
grid[y][x] = fill_tile
}
}
return grid
@@ -70,7 +70,7 @@ draw_tile_grid :: proc(sheet: ^TilemapSpritesheet, grid: [][]Tile, camera: ^rayl
pos := raylib.Vector2{f32(x) * tile_w, f32(y) * tile_h}
draw_tile(sheet, tile, pos, raylib.Color{0, 136, 200, 255})
draw_tile(sheet, tile, pos, raylib.WHITE)
}
}
}

View File

@@ -1,2 +1,55 @@
package main
WORLD_SIZE_X :: 1000
WORLD_SIZE_Y :: 1000
ground_layer_grid: [][]Tile
ground_tilemap_sheet: TilemapSpritesheet
interactables_layer_grid: [][]Tile
interactables_tilemap_sheet: TilemapSpritesheet
init_world :: proc() {
ground_tilemap_sheet = load_tilemap_sheet(
"assets/tiles/master_tilemap.png",
TILEMAP_TILE_SIZE,
TILEMAP_TILE_SIZE,
)
interactables_tilemap_sheet = load_tilemap_sheet(
"assets/interactables/interactables_spritesheet.png",
TILEMAP_TILE_SIZE,
TILEMAP_TILE_SIZE,
)
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)
set_tile(interactables_layer_grid, 2, 2, plant_tile)
set_tile(interactables_layer_grid, 4, 2, plant_2_tile)
set_tile(interactables_layer_grid, 6, 2, plant_3_tile)
}
update_world :: proc(delta: f32) {
update_tile_grid(
ground_layer_grid,
&player.camera,
f32(ground_tilemap_sheet.tile_width),
f32(ground_tilemap_sheet.tile_height),
delta,
)
update_tile_grid(
interactables_layer_grid,
&player.camera,
f32(interactables_tilemap_sheet.tile_width),
f32(interactables_tilemap_sheet.tile_height),
delta,
)
}
draw_world :: proc() {
draw_tile_grid(&ground_tilemap_sheet, ground_layer_grid, &player.camera)
draw_tile_grid(&interactables_tilemap_sheet, interactables_layer_grid, &player.camera)
}