Static World Gen and Display for the Overworld #5
2 changed files with 15 additions and 5 deletions
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@ -1,23 +1,31 @@
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use comfy::{draw_circle, draw_sprite, vec2, EngineContext, Vec2, GREEN};
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use comfy::{
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draw_circle, draw_rect_outline, draw_sprite, main_camera_mut, texture_id, vec2,
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EngineContext, IVec2, Vec2, GREEN, RED, WHITE
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};
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use crate::game::ZLayer;
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use crate::game::ZLayer;
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pub mod worldgen;
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pub mod worldgen;
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext<'_>) {
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draw_circle(vec2(0.0, 0.0), 0.5, GREEN, 0);
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for (coords, tile) in state.overworld.iter_tiles() {
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for (coords, tile) in state.overworld.iter_tiles() {
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for (i, texture) in tile.textures().iter().rev().enumerate() {
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for (i, texture) in tile.textures().iter().rev().enumerate() {
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let i = i as i32;
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let i = i as i32;
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draw_sprite(
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draw_sprite(
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*texture,
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*texture,
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coords.as_vec2(),
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coords.as_vec2(),
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Default::default(),
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WHITE,
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ZLayer::MapMax - i,
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ZLayer::MapMax - i,
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Vec2::ONE
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Vec2::ONE
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)
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);
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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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}
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}
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}
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}
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pub fn update(_state: &mut crate::State, _engine: &mut EngineContext<'_>) {}
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pub fn update(state: &mut crate::State, _engine: &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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state.overworld.get_or_generate_tile(IVec2::ZERO);
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}
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@ -1,5 +1,6 @@
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use crate::assets::ASSETS;
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use crate::assets::ASSETS;
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use comfy::{IVec2, TextureHandle, UVec2};
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use comfy::{IVec2, TextureHandle, UVec2};
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use log::info;
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use std::collections::HashMap;
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use std::collections::HashMap;
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pub enum MovementCost {
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pub enum MovementCost {
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@ -115,6 +116,7 @@ pub struct Chunk {
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impl Chunk {
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impl Chunk {
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pub fn generate_chunk() -> Self {
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pub fn generate_chunk() -> Self {
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info!("gen chunk");
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// TODO real worldgen
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// TODO real worldgen
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// for the time being we just copy this pre-made house block into the chunk
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// for the time being we just copy this pre-made house block into the chunk
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