Fixed a lot of bad math causing issues in negative chunks
This commit is contained in:
138
game/player.odin
138
game/player.odin
@@ -2,6 +2,7 @@ package game
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import rl "vendor:raylib"
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import "core:fmt"
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import "core:math"
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CHUNK_UNLOAD_DISTANCE :: 3
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@@ -31,57 +32,42 @@ player_update :: proc(p : ^Player, w: ^World) {
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handle_player_input(p,w)
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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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find_desert(w.seed)
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generate_biome_map(w.seed, 100, 100)
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}
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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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// 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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@(private="file")
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player_update_chunks :: proc(p: ^Player, w: ^World) {
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// Configurable view distance (in chunks)
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VIEW_DISTANCE :: 2
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player_grid_pos := get_player_grid_position(p)
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current_player_chunk := get_chunk_from_world_pos(w, player_grid_pos)
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directions := [8]Vec2i{
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Vec2i{ 1, 0 }, Vec2i{ -1, 0 }, // Right, Left
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Vec2i{ 0, 1 }, Vec2i{ 0, -1 }, // Down, Up
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Vec2i{ 1, 1 }, Vec2i{ -1, -1 }, // Bottom-right, Top-left
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Vec2i{ 1, -1 }, Vec2i{ -1, 1 }, // Top-right, Bottom-left
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}
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// Always ensure the current chunk is loaded
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get_chunk(w, current_player_chunk.position)
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// Load adjacent chunks
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for dir in directions {
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adjacent_pos := Vec2i{
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current_player_chunk.position.x + dir.x,
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current_player_chunk.position.y + dir.y
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// Track which chunks should be loaded
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chunks_to_keep := make(map[Vec2i]bool)
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defer delete(chunks_to_keep)
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// Load chunks in a square around the player's current chunk
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for y := -VIEW_DISTANCE; y <= VIEW_DISTANCE; y += 1 {
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for x := -VIEW_DISTANCE; x <= VIEW_DISTANCE; x += 1 {
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chunk_pos := Vec2i{
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current_player_chunk.position.x + x,
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current_player_chunk.position.y + y,
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}
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// Load the chunk and mark it to keep
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get_chunk(w, chunk_pos)
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chunks_to_keep[chunk_pos] = true
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}
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get_chunk(w, adjacent_pos)
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}
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// Unload non-adjacent chunks
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// Unload chunks outside the view distance
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for chunk_pos in w.chunks {
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if chunk_pos == current_player_chunk.position {
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continue
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}
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is_adjacent := false
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for dir in directions {
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check_pos := Vec2i{
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current_player_chunk.position.x + dir.x,
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current_player_chunk.position.y + dir.y
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}
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if chunk_pos == check_pos {
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is_adjacent = true
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break
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}
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}
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if !is_adjacent {
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if !chunks_to_keep[chunk_pos] {
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unload_chunk(chunk_pos, w)
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}
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}
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@@ -91,7 +77,7 @@ player_update_chunks :: proc(p: ^Player, w: ^World) {
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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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if p.move_timer > 0 {
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@@ -99,9 +85,10 @@ handle_player_input :: proc(p:^Player, w:^World) {
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}
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if p.move_timer <= 0 {
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current_pos := get_player_grid_position(p)
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if rl.IsKeyDown(.D) {
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target_pos.x += 1
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if !will_collide(w, target_pos) {
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target_pos := rl.Vector2{current_pos.x + 1, current_pos.y}
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if !will_collide(.RIGHT, p, w) {
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player.position.x += CELL_SIZE
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p.move_timer = move_delay
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player_update_chunks(p,w)
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@@ -109,8 +96,8 @@ handle_player_input :: proc(p:^Player, w:^World) {
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}
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if rl.IsKeyDown(.A) {
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target_pos.x -= 1
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if !will_collide(w, target_pos) {
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target_pos := rl.Vector2{current_pos.x - 1, current_pos.y}
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if !will_collide(.LEFT, p, w) {
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player.position.x -= CELL_SIZE
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p.move_timer = move_delay
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player_update_chunks(p,w)
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@@ -118,8 +105,8 @@ handle_player_input :: proc(p:^Player, w:^World) {
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}
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if rl.IsKeyDown(.W) {
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target_pos.y -= 1
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if !will_collide(w, target_pos) {
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target_pos := rl.Vector2{current_pos.x, current_pos.y - 1}
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if !will_collide(.UP, p, w) {
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player.position.y -= CELL_SIZE
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p.move_timer = move_delay
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player_update_chunks(p,w)
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@@ -127,8 +114,8 @@ handle_player_input :: proc(p:^Player, w:^World) {
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}
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if rl.IsKeyDown(.S) {
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target_pos.y += 1
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if !will_collide(w, target_pos) {
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target_pos := rl.Vector2{current_pos.x, current_pos.y + 1}
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if !will_collide(.DOWN, p, w) {
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p.move_timer = move_delay
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player.position.y += CELL_SIZE
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player_update_chunks(p,w)
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@@ -194,29 +181,50 @@ get_tile_in_direction :: proc(direction:InteractDirection, p:^Player, w:^World)
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}
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get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
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grid_pos_x := player.position.x / CELL_SIZE
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grid_pos_y := player.position.y / CELL_SIZE
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grid_pos_x := math.floor(player.position.x / CELL_SIZE)
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grid_pos_y := math.floor(player.position.y / CELL_SIZE)
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return {grid_pos_x, grid_pos_y}
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}
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draw_player :: proc(player:^Player) {
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draw_tile({25,0}, player.position, {30,100,120,255})
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// Debug: Draw player's grid cell
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// player_grid_pos := get_player_grid_position(player)
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// world_pos_x := player_grid_pos.x * CELL_SIZE
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// world_pos_y := player_grid_pos.y * CELL_SIZE
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// rl.DrawRectangleLines(
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// i32(world_pos_x),
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// i32(world_pos_y),
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// i32(CELL_SIZE),
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// i32(CELL_SIZE),
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// rl.RED
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// )
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}
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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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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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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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