I may have used ai for some of the proc gen..
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@@ -32,7 +32,9 @@ player_update :: proc(p : ^Player, w: ^World) {
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handle_player_camera(p)
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if rl.IsKeyPressed(.SPACE) {
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set_tile(w, bricks_tile, vec2_to_vec2i(get_player_grid_position(p)))
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// set_tile(w, bricks_tile, vec2_to_vec2i(get_player_grid_position(p)))
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find_desert(w.seed)
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generate_biome_map(w.seed, 100, 100)
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}
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}
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@@ -91,7 +93,7 @@ handle_player_input :: proc(p:^Player, w:^World) {
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// Movement
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target_pos := get_player_grid_position(p)
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dt := rl.GetFrameTime()
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move_delay : f32 = 0.2
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move_delay : f32 = 0.0
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if p.move_timer > 0 {
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p.move_timer -= dt
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}
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@@ -199,7 +201,7 @@ get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
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}
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draw_player :: proc(player:^Player) {
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draw_tile({25,0}, player.position, {50,0,80,255})
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draw_tile({25,0}, player.position, {30,100,120,255})
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}
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@@ -213,7 +215,7 @@ will_collide :: proc(w:^World, pos:rl.Vector2) -> bool {
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#partial switch tile.type {
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case .SOLID:
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return true
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return false
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}
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return false
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