I may have used ai for some of the proc gen..
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@@ -24,9 +24,8 @@ main :: proc() {
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rl.SetTargetFPS(60)
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player = {
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position = {CELL_SIZE * 10000, CELL_SIZE * 10000},
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position = {CELL_SIZE * 10, CELL_SIZE * 10},
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camera = {
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zoom = 4,
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target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)},
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@@ -38,13 +37,9 @@ main :: proc() {
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load_tilemap()
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defer unload_tilemap()
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world = create_world("test_world", 5761)
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set_tile(&world, tree_tile, {400,400})
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world = create_world("test_world", 23462547245)
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save_world(&world)
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game_loop()
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}
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@@ -58,7 +53,7 @@ game_loop :: proc() {
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update()
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rl.BeginDrawing()
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rl.ClearBackground({10,80,10,255})
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rl.ClearBackground(rl.BLACK)
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rl.BeginMode2D(player.camera)
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draw()
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@@ -69,11 +64,10 @@ game_loop :: proc() {
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player_grid_pos := get_player_grid_position(&player)
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player_grid_pos_tile := get_world_tile(&world, vec2_to_vec2i(player_grid_pos))
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status_string := rl.TextFormat("POS: [%i,%i] : %v | MODE: %v", int(player_grid_pos.x), int(player_grid_pos.y), player_grid_pos_tile.type, player.mode)
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current_chunk := get_chunk_from_world_pos(&world, player_grid_pos)
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status_string := rl.TextFormat("POS: [%i,%i] : %v | Chunk: %v : %v | MODE: %v", int(player_grid_pos.x), int(player_grid_pos.y), player_grid_pos_tile.type, current_chunk.position, get_biome_from_id(current_chunk.biome_id).name, player.mode)
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rl.DrawText(status_string, 5, 25, 20, rl.RED)
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rl.EndDrawing()
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}
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