blocks: randomize rotation
parent
a1c6255b7d
commit
57c3be0773
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@ -95,11 +95,19 @@ void blocks_build_chunk_tex(uint64_t id, uint8_t *chunk_blocks, size_t blocks_le
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ClearBackground(WHITE);
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ClearBackground(WHITE);
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for (int y = 0; y < view->chunk_size; y += 1) {
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for (int y = 0; y < view->chunk_size; y += 1) {
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for (int x = 0; x < view->chunk_size; x += 1) {
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for (int x = 0; x < view->chunk_size; x += 1) {
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#if 1
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#if 0
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Texture2D blk = blocks[chunk_blocks[(y*view->chunk_size)+x]].img;
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Texture2D blk = blocks[chunk_blocks[(y*view->chunk_size)+x]].img;
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Rectangle src = {0, 0, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
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Rectangle src = {0, 0, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
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Rectangle dst = {x*WORLD_BLOCK_SIZE, y*WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
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Rectangle dst = {x*WORLD_BLOCK_SIZE, y*WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
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DrawTexturePro(blk, src, dst, (Vector2){0.0f,0.0f}, 0.0f, WHITE);
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DrawTexturePro(blk, src, dst, (Vector2){0.0f,0.0f}, 0.0f, WHITE);
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#else
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static float rots[] = { 0.0f, 90.0f, 180.f, 270.0f };
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float rot = rots[rand() % 4];
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float half_block = WORLD_BLOCK_SIZE / 2.0f;
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Texture2D blk = blocks[chunk_blocks[(y*view->chunk_size)+x]].img;
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Rectangle src = {0, 0, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
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Rectangle dst = {x*WORLD_BLOCK_SIZE + half_block, y*WORLD_BLOCK_SIZE + half_block, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
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DrawTexturePro(blk, src, dst, (Vector2){half_block, half_block}, rot, WHITE);
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#endif
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#endif
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}
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}
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}
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}
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