forgot to push the world

This commit is contained in:
2026-02-18 23:06:19 -06:00
parent 2d5babf060
commit 9ff471ac3c

View File

@@ -13,6 +13,8 @@ interactables_layer_grid: Grid
interactables_tilemap_sheet: TilemapSpritesheet interactables_tilemap_sheet: TilemapSpritesheet
init_world :: proc() { init_world :: proc() {
ground_tilemap_sheet = load_tilemap_sheet( ground_tilemap_sheet = load_tilemap_sheet(
"assets/tiles/master_tilemap.png", "assets/tiles/master_tilemap.png",
TILEMAP_TILE_SIZE, TILEMAP_TILE_SIZE,
@@ -25,17 +27,20 @@ init_world :: proc() {
TILEMAP_TILE_SIZE, TILEMAP_TILE_SIZE,
) )
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_TILES_MAP[.GROUND])
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,
GROUND_TILES_MAP[.NOTHING],
)
for i := 0; i < 11; i += 1 {
id := Interactive_Tile_ID(i)
set_tile(&interactables_layer_grid, i, 5, INTERACTIVE_TILES_MAP[id])
}
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)
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() { deinit_world :: proc() {
@@ -62,12 +67,17 @@ update_world :: proc(delta: f32) {
} }
draw_world :: proc() { draw_world :: proc() {
raylib.BeginShaderMode(shader)
draw_tile_grid(&ground_tilemap_sheet, &ground_layer_grid, &player.camera, world_base_color) draw_tile_grid(&ground_tilemap_sheet, &ground_layer_grid, &player.camera, world_base_color)
draw_tile_grid( draw_tile_grid(
&interactables_tilemap_sheet, &interactables_tilemap_sheet,
&interactables_layer_grid, &interactables_layer_grid,
&player.camera, &player.camera,
world_base_color, raylib.WHITE,
) )
raylib.EndShaderMode()
} }