blocks: randomize rotation

isolation_bkp/dynres
Dominik Madarász 2021-08-11 01:12:28 +02:00
parent a1c6255b7d
commit 57c3be0773
1 changed files with 9 additions and 1 deletions

View File

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