Dynamically load/unload chunks around player

This commit is contained in:
2025-02-27 19:02:35 -06:00
parent f9ea78d62e
commit 5135ec1868
5 changed files with 76 additions and 65 deletions

View File

@@ -9,7 +9,7 @@ Player :: struct {
position : rl.Vector2,
move_timer: f32,
mode: InteractMode,
camera: rl.Camera2D
camera: rl.Camera2D,
}
InteractMode :: enum {
@@ -32,54 +32,76 @@ player_update :: proc(p : ^Player, w: ^World) {
if rl.IsKeyPressed(.SPACE) {
set_tile(w, tree_tile, vec2_to_vec2i(get_player_grid_position(p)))
}
}
load_nearby_chunks :: proc(w:^World, player_pos:rl.Vector2) {
// player_chunk_pos := world_pos_to_chunk_pos(player_pos)
player_update_chunks :: proc(p: ^Player, w: ^World) {
player_grid_pos := get_player_grid_position(p)
current_player_chunk := get_chunk_from_world_pos(w, player_grid_pos)
// chunk_radius := 2 // Adjust based on the camera size
directions := [8]Vec2i{
Vec2i{ 1, 0 }, Vec2i{ -1, 0 }, // Right, Left
Vec2i{ 0, 1 }, Vec2i{ 0, -1 }, // Down, Up
Vec2i{ 1, 1 }, Vec2i{ -1, -1 }, // Bottom-right, Top-left
Vec2i{ 1, -1 }, Vec2i{ -1, 1 }, // Top-right, Bottom-left
}
// for x := -chunk_radius; x <= chunk_radius; x += 1 {
// for y := -chunk_radius; y <= chunk_radius; y += 1 {
// chunk_pos := Vec2i{player_chunk_pos.x + x, player_chunk_pos.y + y}
// get_chunk(w, chunk_pos) // Ensures chunk is loaded or generated
// }
// }
}
// Always ensure the current chunk is loaded
get_chunk(w, current_player_chunk.position)
unload_far_chunks :: proc(w: ^World, player_pos: Vec2i) {
// for chunk_pos in w.chunks {
// dist_x := abs(chunk_pos.x - player_pos.x)
// dist_y := abs(chunk_pos.y - player_pos.y)
// Load adjacent chunks
for dir in directions {
adjacent_pos := Vec2i{
current_player_chunk.position.x + dir.x,
current_player_chunk.position.y + dir.y
}
// if dist_x > CHUNK_UNLOAD_DISTANCE || dist_y > CHUNK_UNLOAD_DISTANCE {
// unload_chunk(chunk_pos, w)
// }
// }
fmt.printfln("Checking adjacent chunk at: %v", adjacent_pos)
get_chunk(w, adjacent_pos)
}
// Unload non-adjacent chunks
for chunk_pos in w.chunks {
if chunk_pos == current_player_chunk.position {
continue
}
is_adjacent := false
for dir in directions {
check_pos := Vec2i{
current_player_chunk.position.x + dir.x,
current_player_chunk.position.y + dir.y
}
if chunk_pos == check_pos {
is_adjacent = true
break
}
}
if !is_adjacent {
fmt.printfln("Unloading chunk at: %v", chunk_pos)
unload_chunk(chunk_pos, w)
}
}
}
handle_player_input :: proc(p:^Player, w:^World) {
target_pos := get_player_grid_position(p)
dt := rl.GetFrameTime()
move_delay : f32 = 0.15
move_delay : f32 = 0.1
if p.move_timer > 0 {
p.move_timer -= dt
}
// fmt.printfln("MOVING TO: %v : %v", target_pos, get_grid_tile(w, vec2_to_vec2i(target_pos)).type)
if p.move_timer <= 0 {
if rl.IsKeyDown(.D) {
target_pos.x += 1
if !will_collide(w, target_pos) {
player.position.x += CELL_SIZE
p.move_timer = move_delay
load_nearby_chunks(w, p.position)
unload_far_chunks(w, vec2_to_vec2i(p.position))
player_update_chunks(p,w)
}
}
@@ -88,9 +110,8 @@ handle_player_input :: proc(p:^Player, w:^World) {
if !will_collide(w, target_pos) {
player.position.x -= CELL_SIZE
p.move_timer = move_delay
load_nearby_chunks(w, p.position)
unload_far_chunks(w, vec2_to_vec2i(p.position))
}
player_update_chunks(p,w)
}
}
if rl.IsKeyDown(.W) {
@@ -98,9 +119,8 @@ handle_player_input :: proc(p:^Player, w:^World) {
if !will_collide(w, target_pos) {
player.position.y -= CELL_SIZE
p.move_timer = move_delay
load_nearby_chunks(w, p.position)
unload_far_chunks(w, vec2_to_vec2i(p.position))
}
player_update_chunks(p,w)
}
}
if rl.IsKeyDown(.S) {
@@ -108,10 +128,10 @@ handle_player_input :: proc(p:^Player, w:^World) {
if !will_collide(w, target_pos) {
p.move_timer = move_delay
player.position.y += CELL_SIZE
load_nearby_chunks(w, p.position)
unload_far_chunks(w, vec2_to_vec2i(p.position))
}
player_update_chunks(p,w)
}
}
}
}