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refactor
| Author | SHA1 | Date | |
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| 453983a0d3 |
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@@ -13,16 +13,12 @@ main :: proc() {
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raylib.SetConfigFlags(config_flags)
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raylib.InitWindow(1920, 1080, "Game")
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defer raylib.CloseWindow()
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raylib.SetTargetFPS(60)
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raylib.SetExitKey(nil)
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init_world()
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defer deinit_world()
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player = {
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position = {300, 300},
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position = {0, 0},
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camera = {
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zoom = 4,
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offset = {f32(raylib.GetScreenWidth()) / 2, f32(raylib.GetScreenHeight()) / 2},
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@@ -52,6 +48,8 @@ main :: proc() {
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update(delta)
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}
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raylib.CloseWindow()
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}
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@(private = "file")
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@@ -3,15 +3,12 @@ package main
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import "core:math"
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import "vendor:raylib"
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PLAYER_DEFAULT_SPRINT_SPEED :: 100
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PLAYER_DEFAULT_SPEED :: 60
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PLAYER_SPRINT_SPEED :: 2.5
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PLAYER_SPEED :: 1.5
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PLAYER_WIDTH :: 32
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PLAYER_HEIGHT :: 32
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PLAYER_SPRITE_PATH :: "assets/player/player.png"
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player_speed := PLAYER_DEFAULT_SPEED
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player_sprint_speed := PLAYER_DEFAULT_SPRINT_SPEED
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spritesheet: raylib.Texture2D
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framesX: i32
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framesY: i32
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@@ -51,46 +48,43 @@ handle_player_camera :: proc(p: ^Player, delta: f32) {
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@(private = "file")
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handle_player_input :: proc(p: ^Player, delta: f32) {
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if raylib.IsKeyPressed(.ESCAPE) do return
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dir: raylib.Vector2 = {0, 0}
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if raylib.IsKeyDown(.W) do dir.y -= 1
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if raylib.IsKeyDown(.S) do dir.y += 1
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if raylib.IsKeyDown(.A) do dir.x -= 1
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if raylib.IsKeyDown(.D) do dir.x += 1
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if dir.x != 0 || dir.y != 0 {
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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 := raylib.IsKeyDown(.LEFT_SHIFT)
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dir = raylib.Vector2Normalize(dir)
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speed_val := f32(is_sprinting ? player_sprint_speed : player_speed)
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p.animator.anim.fps = is_sprinting ? i32(player_sprint_speed / 10) : i32(player_speed / 10)
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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_val * delta
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velocity := dir * speed
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foot_y := p.position.y + f32(p.sprite.height)
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box_half_w: f32 = 4.0
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center_offset_x := f32(p.sprite.width) * 0.5
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new_pos_x := p.position
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new_pos_x.x += velocity.x
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next_x := p.position.x + velocity.x
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if !is_wall_at({next_x + center_offset_x - box_half_w, foot_y}) &&
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!is_wall_at({next_x + center_offset_x + box_half_w, foot_y}) {
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p.position.x = next_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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next_y := p.position.y + velocity.y
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if !is_wall_at(
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{p.position.x + center_offset_x - box_half_w, next_y + f32(p.sprite.height)},
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) &&
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!is_wall_at(
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{p.position.x + center_offset_x + box_half_w, next_y + f32(p.sprite.height)},
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) {
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p.position.y = next_y
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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 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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@@ -119,9 +113,6 @@ update_player :: proc(p: ^Player, delta: f32) {
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handle_player_input(p, delta)
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handle_player_camera(p, delta)
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// Remove this in release
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handle_debug_inputs()
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if (p.state == .IDLE) {
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set_sprite_animation(&p.animator, &idle_animation)
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}
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@@ -151,25 +142,8 @@ is_wall_at :: proc(world_pos: raylib.Vector2) -> bool {
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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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if gx < 0 || gx >= ground_layer_grid.width || gy < 0 || gy >= ground_layer_grid.height {
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return true
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}
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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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handle_debug_inputs :: proc() {
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if (raylib.IsKeyPressed(.KP_ADD)) do player_sprint_speed += 10
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if (raylib.IsKeyPressed(.KP_SUBTRACT)) do player_sprint_speed -= 10
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if (raylib.IsKeyDown(.LEFT_CONTROL) && raylib.IsKeyPressed(.EQUAL)) {
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player.camera.zoom += 0.5
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}
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if (raylib.IsKeyDown(.LEFT_CONTROL) && raylib.IsKeyPressed(.MINUS)) {
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player.camera.zoom -= 0.5
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}
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}
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@@ -6,6 +6,7 @@ TILEMAP_TILE_SIZE :: 16
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Tile :: struct {
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frame_index: i32,
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color: raylib.Color,
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type: TileType,
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interaction: InteractionType,
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resource: ResourceType,
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@@ -37,6 +38,7 @@ InteractionType :: enum {
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nothing_tile := Tile {
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type = .NOTHING,
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frame_index = 0,
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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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@@ -45,6 +47,7 @@ nothing_tile := Tile {
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ground_tile := Tile {
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type = .GROUND,
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frame_index = 0,
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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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@@ -52,7 +55,8 @@ ground_tile := Tile {
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test_wall_tile := Tile {
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type = .WALL,
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frame_index = 5,
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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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@@ -61,6 +65,7 @@ test_wall_tile := Tile {
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plant_tile := Tile {
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type = .FLORA,
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frame_index = 0,
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color = raylib.WHITE,
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interaction = .HARVEST,
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resource = .FLORA,
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animator = nil,
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@@ -69,6 +74,7 @@ plant_tile := Tile {
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plant_2_tile := Tile {
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type = .FLORA,
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frame_index = 1,
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color = raylib.WHITE,
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interaction = .HARVEST,
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resource = .FLORA,
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animator = nil,
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@@ -77,6 +83,7 @@ plant_2_tile := Tile {
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plant_3_tile := Tile {
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type = .FLORA,
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frame_index = 2,
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color = raylib.WHITE,
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interaction = .HARVEST,
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resource = .FLORA,
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animator = nil,
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@@ -55,12 +55,7 @@ update_tile_grid :: proc(grid: ^Grid, camera: ^raylib.Camera2D, tile_w, tile_h:
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}
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}
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draw_tile_grid :: proc(
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sheet: ^TilemapSpritesheet,
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grid: ^Grid,
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camera: ^raylib.Camera2D,
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color: raylib.Color,
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) {
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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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@@ -73,7 +68,7 @@ draw_tile_grid :: proc(
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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, color)
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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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@@ -1,11 +1,8 @@
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package main
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import "vendor:raylib"
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WORLD_SIZE_X :: 1000
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WORLD_SIZE_Y :: 1000
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world_base_color := raylib.WHITE
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ground_layer_grid: Grid
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ground_tilemap_sheet: TilemapSpritesheet
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@@ -13,9 +10,6 @@ interactables_layer_grid: Grid
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interactables_tilemap_sheet: TilemapSpritesheet
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init_world :: proc() {
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// world_base_color = {74, 132, 74, 255}
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ground_tilemap_sheet = load_tilemap_sheet(
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"assets/tiles/master_tilemap.png",
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TILEMAP_TILE_SIZE,
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@@ -65,12 +59,7 @@ update_world :: proc(delta: f32) {
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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, world_base_color)
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draw_tile_grid(
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&interactables_tilemap_sheet,
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&interactables_layer_grid,
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&player.camera,
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world_base_color,
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)
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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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