new movement code
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parent
1eeaf80a93
commit
39631fb4ac
5 changed files with 185 additions and 44 deletions
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@ -1,10 +1,13 @@
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use crate::{
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game::{Ghost, ZLayer},
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State
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};
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use comfy::{
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draw_circle, draw_rect_outline, draw_sprite, is_key_down, is_key_pressed,
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draw_circle, draw_rect_outline, draw_sprite, error, is_key_down, is_key_pressed,
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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};
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use log::info;
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use crate::game::{Ghost, ZLayer};
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use std::time::Instant;
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use worldgen::MovementCost;
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pub mod worldgen;
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@ -22,49 +25,143 @@ pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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draw_rect_outline(coords.as_vec2(), Vec2::ONE, 0.1, RED, 10);
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}
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}
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draw_circle(
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state.ghost.overworld_pos.as_vec2(),
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0.5,
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RED,
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ZLayer::Ghost.into()
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);
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draw_circle(state.ghost.overworld_pos, 0.5, RED, ZLayer::Ghost.into());
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}
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pub fn update(state: &mut crate::State, _engine: &mut EngineContext<'_>) {
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fn update_move_player(state: &mut State) {
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let now = Instant::now();
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// Are there any pending position updates? If so, we ignore all user input and execute
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// the pending updates.
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if state.ghost.overworld_movement_pending != Vec2::ZERO {
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state.ghost.update_overworld_pos(now);
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return;
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}
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// Otherwise, we check for user inputs, and update the pending movement accordingly.
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let tile_pos = IVec2 {
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x: state.ghost.overworld_pos.x.round() as _,
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y: state.ghost.overworld_pos.y.round() as _
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};
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let Some(tile) = state.overworld.get_tile(tile_pos).copied() else {
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error!("How can we be standing inside a non-generated tile?");
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return;
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};
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let mut requested_pos = None;
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let mut requested_pos_diff = None;
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let mut requested_cost_curr = None;
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let mut requested_cost_new = None;
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if is_key_down(KeyCode::Up) {
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let diff = IVec2 { x: 0, y: 1 };
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let new_pos = tile_pos + diff;
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let new_tile = state.overworld.get_or_generate_tile(new_pos);
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if new_tile.can_stand_inside() {
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requested_pos = Some(new_pos);
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requested_pos_diff = Some(diff);
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requested_cost_curr = Some(tile.movement_cost_up());
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requested_cost_new = Some(new_tile.movement_cost_down());
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}
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}
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if is_key_down(KeyCode::Down) {
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let diff = IVec2 { x: 0, y: -1 };
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let new_pos = tile_pos + diff;
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let new_tile = state.overworld.get_or_generate_tile(new_pos);
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if new_tile.can_stand_inside() {
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requested_pos = Some(new_pos);
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requested_pos_diff = Some(diff);
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requested_cost_curr = Some(tile.movement_cost_down());
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requested_cost_new = Some(new_tile.movement_cost_up());
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}
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}
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if is_key_down(KeyCode::Left) {
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let diff = IVec2 { x: -1, y: 0 };
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let new_pos = tile_pos + diff;
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let new_tile = state.overworld.get_or_generate_tile(new_pos);
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if new_tile.can_stand_inside() {
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requested_pos = Some(new_pos);
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requested_pos_diff = Some(diff);
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requested_cost_curr = Some(tile.movement_cost_left());
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requested_cost_new = Some(new_tile.movement_cost_right());
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}
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}
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if is_key_down(KeyCode::Right) {
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let diff = IVec2 { x: 1, y: 0 };
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let new_pos = tile_pos + diff;
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let new_tile = state.overworld.get_or_generate_tile(new_pos);
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if new_tile.can_stand_inside() {
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requested_pos = Some(new_pos);
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requested_pos_diff = Some(diff);
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requested_cost_curr = Some(tile.movement_cost_right());
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requested_cost_new = Some(new_tile.movement_cost_left());
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}
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}
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// only continue if some movement was requested
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let Some(_requested_pos) = requested_pos else {
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return;
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};
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let Some(requested_pos_diff) = requested_pos_diff else {
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return;
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};
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let Some(requested_cost_curr) = requested_cost_curr else {
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return;
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};
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let Some(requested_cost_new) = requested_cost_new else {
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return;
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};
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state.ghost.overworld_movement_speed = match (requested_cost_curr, requested_cost_new)
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{
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// movement in this direction not possible
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(MovementCost::Infinite, _) | (_, MovementCost::Infinite) => return,
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// we are walking on a path
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(MovementCost::Path, MovementCost::Path) => 10.0,
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// we are walking across an obstacle
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(MovementCost::Obstacle, _) | (_, MovementCost::Obstacle) => 1.0,
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// we are walking on grass
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_ => 5.0
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};
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state.ghost.overworld_movement_pending = Vec2 {
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x: requested_pos_diff.x as _,
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y: requested_pos_diff.y as _
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};
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state.ghost.overworld_pos_last_update = now;
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}
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pub fn update(state: &mut State, _ctx: &mut EngineContext<'_>) {
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let mut camera = main_camera_mut();
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camera.center = Vec2::ZERO;
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camera.zoom = 30.0;
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let mut ghost_pos = &mut state.ghost.overworld_pos;
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// move player
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if is_key_down(KeyCode::Up) {
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ghost_pos.y += 1;
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}
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if is_key_down(KeyCode::Down) {
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ghost_pos.y -= 1;
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}
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if is_key_down(KeyCode::Left) {
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ghost_pos.x -= 1;
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}
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if is_key_down(KeyCode::Right) {
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ghost_pos.x += 1;
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}
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update_move_player(state);
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// generate more chunks if needed
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{
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let half_viewport = (camera.world_viewport() * 0.5 + 3.0).as_ivec2();
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let rounded_ghost_pos = IVec2 {
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x: state.ghost.overworld_pos.x.round() as _,
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y: state.ghost.overworld_pos.y.round() as _
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};
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state.overworld.get_or_generate_tile(
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*ghost_pos + IVec2::new(half_viewport.x, half_viewport.y)
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rounded_ghost_pos + IVec2::new(half_viewport.x, half_viewport.y)
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);
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state.overworld.get_or_generate_tile(
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*ghost_pos + IVec2::new(half_viewport.x, -half_viewport.y)
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rounded_ghost_pos + IVec2::new(half_viewport.x, -half_viewport.y)
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);
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state.overworld.get_or_generate_tile(
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*ghost_pos + IVec2::new(-half_viewport.x, half_viewport.y)
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rounded_ghost_pos + IVec2::new(-half_viewport.x, half_viewport.y)
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);
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state.overworld.get_or_generate_tile(
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*ghost_pos + IVec2::new(-half_viewport.x, -half_viewport.y)
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rounded_ghost_pos + IVec2::new(-half_viewport.x, -half_viewport.y)
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);
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}
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}
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@ -2,8 +2,7 @@
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#![allow(dead_code)]
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use crate::assets::ASSETS;
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use comfy::{IVec2, TextureHandle, UVec2};
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use log::info;
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use comfy::{info, IVec2, TextureHandle, UVec2};
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use std::collections::HashMap;
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pub enum MovementCost {
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@ -403,7 +402,15 @@ fn world_to_chunk_and_local_coords(world_coords: IVec2) -> (IVec2, UVec2) {
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}
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impl Overworld {
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fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
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/// Return a [`Tile`] at the given world coordinates, or `None` if that tile has not
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/// been generated yet. Uses engine/world cordinates.
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pub fn get_tile(&self, world_coords: IVec2) -> Option<&Tile> {
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let mut coords = world_coords;
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coords.y *= -1;
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self.get_tile_private(coords)
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}
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fn get_tile_private(&self, world_coords: IVec2) -> Option<&Tile> {
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let (chunk_coords, local_chunk_coords) =
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world_to_chunk_and_local_coords(world_coords);
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chunk.get_tile(local_chunk_coords)
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}
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/// Return a [`Tile`] at the given world coordinates, or `None` if that tile has not
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/// been generated yet. use engine/world cordinates.
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/// Return a [`Tile`] at the given world coordinates. Generates tiles if necessary.
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/// Uses engine/world cordinates.
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pub fn get_or_generate_tile(&mut self, world_coords: IVec2) -> &Tile {
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let mut coords = world_coords;
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coords.y *= -1;
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self.get_or_generate_tiles_private(coords)
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self.get_or_generate_tile_private(coords)
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}
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fn get_or_generate_tiles_private(&mut self, world_coords: IVec2) -> &Tile {
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fn get_or_generate_tile_private(&mut self, world_coords: IVec2) -> &Tile {
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let (chunk_coords, local_chunk_coords) =
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world_to_chunk_and_local_coords(world_coords);
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