why are the tiles still 24bytes...

This commit is contained in:
2025-02-26 18:06:51 -06:00
parent 22f9af5417
commit f7a409f565
31 changed files with 484 additions and 95 deletions

View File

@@ -11,30 +11,32 @@ import "core:strings"
player : Player
world : World
camera : rl.Camera2D
main :: proc() {
rl.InitWindow(1280, 720, "Odin game")
flags : rl.ConfigFlags = {.VSYNC_HINT}
rl.SetConfigFlags(flags)
rl.SetTargetFPS(60)
player.position.x = CELL_SIZE * 5
player.position.y = CELL_SIZE * 5
player.mode = .INTERACT
camera.target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)}
camera.zoom = 2
camera.offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2}
player = {
position = {CELL_SIZE * 5, CELL_SIZE * 5},
camera = {
zoom = 2,
target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)},
offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2},
},
mode = .INTERACT,
}
load_tilemap()
defer unload_tilemap()
fill_world_grid_with_nothing(&world)
world = create_world("test_world")
load_nearby_chunks(&world, player.position)
save_world(&world)
place_random_trees(&world)
game_loop()
}
@@ -50,7 +52,7 @@ game_loop :: proc() {
rl.BeginDrawing()
rl.ClearBackground(rl.BLACK)
rl.BeginMode2D(camera)
rl.BeginMode2D(player.camera)
draw()
@@ -59,7 +61,7 @@ game_loop :: proc() {
rl.DrawFPS(5,5)
player_grid_pos := get_player_grid_position(&player)
player_grid_pos_tile := get_grid_tile(&world, vec2_to_vec2i(player_grid_pos))
player_grid_pos_tile := get_world_tile(&world, vec2_to_vec2i(player_grid_pos))
status_string := rl.TextFormat("POS: %v : %v | MODE: %v", player_grid_pos, player_grid_pos_tile.type, player.mode)
rl.DrawText(status_string, 5, 25, 20, rl.RED)
@@ -73,11 +75,7 @@ game_loop :: proc() {
}
update :: proc() {
handle_player_input(&player, &world)
handle_window_resize()
camera.target = {player.position.x + (CELL_SIZE / 2), player.position.y + (CELL_SIZE / 2)}
player_update(&player, &world)
}
draw :: proc() {
@@ -85,16 +83,3 @@ draw :: proc() {
draw_player(&player)
}
handle_window_resize :: proc() {
if rl.IsWindowResized() {
camera.offset = {f32(rl.GetScreenWidth()) / 2, f32(rl.GetScreenHeight()) / 2}
}
}
print_grid :: proc() {
for x in 0..< len(world.grid) {
for y in 0..< len(world.grid) {
fmt.printfln("[%d, %d] %v", x, y, world.grid[x][y].type)
}
}
}