pre-work for chunk stitching
parent
ffbb2c1333
commit
903bcc3afa
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@ -5,7 +5,7 @@ Image texgen_build_block(uint32_t biome, uint32_t kind) {
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// TODO(zaklaus):
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(void)biome;
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(void)kind;
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return GenImageColor(WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE, RAYWHITE);
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return GenImageWhiteNoise(WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE, 0.8f);
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}
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Texture2D texgen_build_sprite(asset_id id) {
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@ -27,7 +27,6 @@ uint64_t player_spawn(char *name) {
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ecs_set(world_ecs(), e, Input, {0});
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ecs_add(world_ecs(), e, Player);
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Position *pos = ecs_get_mut(world_ecs(), e, Position, NULL);
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uint16_t half_world_dim = world_dim() / 2;
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pos->x=rand() % world_dim();
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pos->y=rand() % world_dim();
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@ -144,6 +144,13 @@ int32_t world_init(int32_t seed, uint16_t chunk_size, uint16_t chunk_amount) {
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librg_entity_track(world.tracker, e);
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librg_entity_chunk_set(world.tracker, e, i);
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librg_chunk_to_chunkpos(world.tracker, i, &chunk->x, &chunk->y, NULL);
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chunk->blocks = NULL;
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// TODO(zaklaus): populate chunks from worldgen
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for (int j = 0; j < world.chunk_size * world.chunk_size; j += 1) {
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uint8_t *c = ecs_vector_add(&chunk->blocks, uint8_t);
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*c = 0;
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}
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}
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zpl_printf("[INFO] Created a new server world\n");
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@ -6,7 +6,7 @@
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ECS_STRUCT(Vector2D, {
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float x;
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float y;
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});
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});
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ECS_STRUCT(Chunk, {
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int16_t x;
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@ -18,7 +18,7 @@ void MoveWalk(ecs_iter_t *it) {
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void HandleCollisions(ecs_iter_t *it) {
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Position *p = ecs_column(it, Position, 1);
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Velocity *v = ecs_column(it, Velocity, 2);
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//Velocity *v = ecs_column(it, Velocity, 2);
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for (int i = 0; i < it->count; i++) {
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// NOTE(zaklaus): world bounds
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