Tweaked terrain values for bigger biomes and more tile variation

Still need to figure out how to get more dead bushes tho.....
This commit is contained in:
2025-03-02 13:52:01 -06:00
parent bd2130dfa0
commit 2d79747a82
3 changed files with 14 additions and 92 deletions

View File

@@ -79,7 +79,7 @@ handle_player_input :: proc(p:^Player, w:^World) {
// Movement
dt := rl.GetFrameTime()
move_delay : f32 = 0.2
move_delay : f32 = 0.0
if p.move_timer > 0 {
p.move_timer -= dt
}
@@ -208,23 +208,9 @@ draw_player :: proc(player:^Player) {
will_collide :: proc(direction:InteractDirection, p:^Player, w:^World) -> bool {
tile, pos := get_tile_in_direction(direction, p, w)
if tile.type == .SOLID { return true }
// if tile.type == .SOLID { return true }
return false
}
// will_collide :: proc(w:^World, pos:rl.Vector2) -> bool {
// world_grid_pos := vec2_to_vec2i(pos)
// chunk_pos := world_pos_to_chunk_pos(pos)
// local_pos := get_local_chunk_pos(world_grid_pos)
// chunk := get_chunk(w, chunk_pos)
// tile := get_chunk_tile(chunk, local_pos)
// #partial switch tile.type {
// case .SOLID:
// return true
// }
// return false
// }