Tweaked terrain values for bigger biomes and more tile variation
Still need to figure out how to get more dead bushes tho.....
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@@ -79,7 +79,7 @@ handle_player_input :: proc(p:^Player, w:^World) {
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// Movement
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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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@@ -208,23 +208,9 @@ draw_player :: proc(player:^Player) {
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will_collide :: proc(direction:InteractDirection, p:^Player, w:^World) -> bool {
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tile, pos := get_tile_in_direction(direction, p, w)
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if tile.type == .SOLID { return true }
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// if tile.type == .SOLID { return true }
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return false
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}
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// will_collide :: proc(w:^World, pos:rl.Vector2) -> bool {
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// world_grid_pos := vec2_to_vec2i(pos)
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// chunk_pos := world_pos_to_chunk_pos(pos)
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// local_pos := get_local_chunk_pos(world_grid_pos)
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// chunk := get_chunk(w, chunk_pos)
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// tile := get_chunk_tile(chunk, local_pos)
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// #partial switch tile.type {
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// case .SOLID:
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// return true
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// }
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// return false
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// }
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