Tilemap and grid
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@@ -1,34 +1,56 @@
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package main
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import rl "vendor:raylib"
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import "vendor:raylib"
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TILE_SIZE :: 16
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TILE_IMAGE_PATH :: "assets/tiles.png"
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tilemap_image: rl.Texture2D
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tilesX: i32
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tilesY: i32
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load_tilemap :: proc() {
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tilemap_image = rl.LoadTexture(TILE_IMAGE_PATH)
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tilesX = tilemap_image.width / TILE_SIZE
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tilesY = tilemap_image.height / TILE_SIZE
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TilemapSpritesheet :: struct {
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texture: raylib.Texture2D,
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tile_width: i32,
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tile_height: i32,
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tiles_x: i32,
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tiles_y: i32,
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}
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unload_tilemap :: proc() {
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rl.UnloadTexture(tilemap_image)
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}
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draw_tile :: proc(tilemap_pos: rl.Vector2, draw_pos: rl.Vector2, color: rl.Color) {
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source_rect := rl.Rectangle {
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x = tilemap_pos.x * TILE_SIZE,
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y = tilemap_pos.y * TILE_SIZE,
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width = TILE_SIZE,
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height = TILE_SIZE,
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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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return TilemapSpritesheet {
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texture = tex,
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tile_width = tile_width,
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tile_height = tile_height,
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tiles_x = tex.width / tile_width,
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tiles_y = tex.height / tile_height,
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}
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}
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create_tile_grid :: proc(width, height: i32) -> [][]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] = ground_tile
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}
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}
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return grid
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}
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update_tile_grid :: proc(grid: [][]Tile, delta: f32) {
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for y := 0; y < len(grid); y += 1 {
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row := grid[y]
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for x := 0; x < len(row); x += 1 {
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update_tile_anim(&row[x], 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) {
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for y := 0; y < len(grid); y += 1 {
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row := grid[y]
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for x := 0; x < len(row); x += 1 {
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tile := &row[x]
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pos := raylib.Vector2{f32(x * int(sheet.tile_width)), f32(y * int(sheet.tile_height))}
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draw_tile(sheet, tile, pos, raylib.Color{255, 136, 0, 255})
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}
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}
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rl.DrawTextureRec(tilemap_image, source_rect, draw_pos, color)
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}
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