refactor: move terrain generation and drawing to own file
This commit is contained in:
parent
af5ee99682
commit
fe42371c8c
4
Makefile
4
Makefile
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@ -1,3 +1,3 @@
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tuxtown: main.c
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gcc -ggdb -Wall -Wextra -lraylib -lm -o tuxtown main.c
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tuxtown: main.c assets.h world.c world.h
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gcc -ggdb -Wall -Wextra -lraylib -lm -o tuxtown main.c world.c
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4
assets.h
4
assets.h
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@ -45,12 +45,16 @@ enum Asset {
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ASSET_LEN
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};
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#ifdef ASSET_IMPLEMENTATION
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Model assets[ASSET_LEN];
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#define AS_ARRAY(name) assets[name] = LoadModel(ASSET_PATH #name ".obj");
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void LoadModels() {
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ASSETS(AS_ARRAY)
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}
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#else
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extern Model assets[];
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#endif
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#endif /* ASSETS_H */
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159
main.c
159
main.c
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@ -25,63 +25,9 @@
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#include <rcamera.h>
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#include <stddef.h>
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#define ASSET_IMPLEMENTATION
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#include "assets.h"
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#define MIN(a,b) (((a)<(b))?(a):(b))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CLAMP2(val, min, max) MIN(max, MAX(min, val))
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#define CLAMP(val, min, max) ((val) < (min) ? (min) : ((val) > (max) ? (max) : (val)))
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#define LROT(v,n) ((v << n) | (v >> (sizeof(v)*8 - n)))
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#define RROT(v,n) ((v >> n) | (v << (sizeof(v)*8 - n)))
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#define MAP_SIZE 64
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struct ModelDirection {
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enum Asset asset;
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unsigned char pattern;
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};
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void generate_river(Color *map_data, int previous) {
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int x = previous % MAP_SIZE, y = previous / MAP_SIZE;
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if (x == 0 || x == MAP_SIZE -1 || y == 0 || y == MAP_SIZE -1) return;
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int local_minimum_map_i = previous;
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int local_minimum_val = 255;
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int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
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for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
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int dx = CLAMP(x + gradients[gradient_i][0], 0, MAP_SIZE - 1);
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int dy = CLAMP(y + gradients[gradient_i][1], 0, MAP_SIZE - 1);
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int i = dy * MAP_SIZE + dx;
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if (i == previous || map_data[i].r == 1) continue;
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if (map_data[i].b < local_minimum_val) {
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local_minimum_map_i = i;
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local_minimum_val = map_data[i].b;
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}
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}
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if (local_minimum_val == 255) return;
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map_data[local_minimum_map_i].r = 1;
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generate_river(map_data, local_minimum_map_i);
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}
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void select_river_tile(Color *map_data, struct ModelDirection *rivers, int x, int y, size_t *river_i, size_t *direction) {
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int surrounding[8][2] = {{-1,-1},{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0}};
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unsigned char river_tile = 0;
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for (int surrounding_i = 0; surrounding_i < 8; surrounding_i++) {
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int dx = CLAMP(x + surrounding[surrounding_i][0], 0, MAP_SIZE - 1);
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int dy = CLAMP(y + surrounding[surrounding_i][1], 0, MAP_SIZE - 1);
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if (map_data[dy * MAP_SIZE + dx].r)
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river_tile |= 1 << (7 - surrounding_i);
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}
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for (*river_i = 0; *river_i < 11; (*river_i)++) {
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for (*direction = 0; *direction < 4; (*direction)++) {
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if ((rivers[*river_i].pattern & RROT(river_tile, 2 * *direction)) == rivers[*river_i].pattern) {
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return;
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}
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}
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}
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}
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#include "world.h"
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int main(void) {
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const int screenWidth = 800;
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@ -99,66 +45,25 @@ int main(void) {
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Vector3 player_pos = (Vector3) {0.f, 0.f, 0.f};
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struct ModelDirection rivers[] = {
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/* 0b12345678
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* 1 | 2 | 3
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* 8 | | 4
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* 7 | 6 | 5
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*/
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{ .pattern = 0b11111111, .asset = ground_riverOpen },
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// edge
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{ .pattern = 0b11011111, .asset = ground_riverCornerSmall },
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{ .pattern = 0b01011111, .asset = ground_riverSideOpen },
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{ .pattern = 0b11110001, .asset = ground_riverSide },
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{ .pattern = 0b01010101, .asset = ground_riverCross },
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{ .pattern = 0b01010001, .asset = ground_riverSplit },
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// STRAIGHT
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{ .pattern = 0b01000100, .asset = ground_riverStraight },
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// corner
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{ .pattern = 0b11000001, .asset = ground_riverCorner },
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// L SHAPE
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{ .pattern = 0b01000001, .asset = ground_riverBend },
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// closed
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{ .pattern = 0b01000000, .asset = ground_riverEndClosed },
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{ .pattern = 0b00000000, .asset = ground_riverTile },
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};
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enum Asset ground = ground_grass;
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enum Asset cliff = cliff_top_rock;
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enum Asset tree = tree_oak;
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enum Asset house = tent_detailedOpen;
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Vector3 position = {0};
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Image map = GenImagePerlinNoise(MAP_SIZE, MAP_SIZE, 0, 0, 1.f);
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Texture2D map_texture = LoadTextureFromImage(map);
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Color *map_data = LoadImageColors(map);
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size_t global_minimum_map_i;
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size_t global_minimum_val = 255;
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for (size_t i = 0; i < MAP_SIZE * MAP_SIZE; i++) {
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int x = i % MAP_SIZE, y = i / MAP_SIZE;
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Color c = map_data[i];
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if (c.r < global_minimum_val) {
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global_minimum_map_i = i;
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global_minimum_val = map_data[i].b;
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}
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map_data[i] = (Color) {
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.r = 0,
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.g = MAX(0, c.g - 64) / 32,
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.b = c.b,
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.a = 255
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};
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}
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map_data[global_minimum_map_i].r = 1;
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generate_river(map_data, global_minimum_map_i);
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generate_river(map_data, global_minimum_map_i);
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LoadModels();
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#define NUM_TREES MAP_SIZE * MAP_SIZE / 100
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int *trees_x = LoadRandomSequence(NUM_TREES, -MAP_SIZE / 2, MAP_SIZE / 2);
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int *trees_y = LoadRandomSequence(NUM_TREES, - MAP_SIZE / 2, MAP_SIZE / 2);
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struct World world_terrain = {
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.floor = assets[ground_grass],
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.wall = assets[cliff_top_rock],
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.size = 32
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};
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gen_terrain(&world_terrain);
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// #define NUM_TREES MAP_SIZE * MAP_SIZE / 100
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// int *trees_x = LoadRandomSequence(NUM_TREES, -MAP_SIZE / 2, MAP_SIZE / 2);
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// int *trees_y = LoadRandomSequence(NUM_TREES, - MAP_SIZE / 2, MAP_SIZE / 2);
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// SetTargetFPS(60);
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DisableCursor();
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@ -183,38 +88,10 @@ int main(void) {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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for (int i = 0; i < MAP_SIZE * MAP_SIZE; i++) {
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int x = i % MAP_SIZE, y = i / MAP_SIZE;
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int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
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for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
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int dx = CLAMP(x + gradients[gradient_i][0], 0, MAP_SIZE - 1);
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int dy = CLAMP(y + gradients[gradient_i][1], 0, MAP_SIZE - 1);
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for (int height = map_data[i].g; height < map_data[dy * MAP_SIZE + dx].g; height++) {
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DrawModelEx(assets[cliff],
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(Vector3){
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.x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f),
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.y = height,
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.z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f)
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},
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(Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE);
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}
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}
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size_t river_i, direction;
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if (map_data[i].r) {
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select_river_tile(map_data, rivers, x, y, &river_i, &direction);
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}
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DrawModelEx(assets[map_data[i].r ? rivers[river_i].asset : ground],
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(Vector3){
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.x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f),
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.y = map_data[i].g, //- (map_gradient_magnitude_data[i].g < 2),
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.z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f)
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} , (Vector3) {0,1,0}, map_data[i].r ? direction * 90.f: 0,
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(Vector3) {1,1,1},
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WHITE);
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}
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for (int tree_i = 0; tree_i < NUM_TREES; tree_i++) {
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DrawModel(assets[tree], (Vector3) {trees_x[tree_i], 0, trees_y[tree_i]}, 1.f, WHITE);
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}
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draw_world(&world_terrain);
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// for (int tree_i = 0; tree_i < NUM_TREES; tree_i++) {
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// DrawModel(assets[tree], (Vector3) {trees_x[tree_i], 0, trees_y[tree_i]}, 1.f, WHITE);
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// }
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DrawModel(assets[house], (Vector3) {-1, 0, 0}, 1.f, WHITE);
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DrawGrid(20, 10.0f);
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Vector3 capsule_top = player_pos;
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DrawCapsule(Vector3Add(player_pos, (Vector3){0,.1f,0}), capsule_top, .1f, 8, 8, BLUE);
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EndMode3D();
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DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
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DrawTexture(map_texture, 0, 0, WHITE);
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DrawTexture(world_terrain.map_texture, 0, 0, WHITE);
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EndDrawing();
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}
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181
world.c
Normal file
181
world.c
Normal file
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/*
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* Tux-Town is a chill life-simulation game.
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* Copyright (C) 2025 orangerot <me@orangerot.dev>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <raylib.h>
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#include <stddef.h>
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#include "assets.h"
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#include "world.h"
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#define MIN(a,b) (((a)<(b))?(a):(b))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CLAMP2(val, min, max) MIN(max, MAX(min, val))
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#define CLAMP(val, min, max) ((val) < (min) ? (min) : ((val) > (max) ? (max) : (val)))
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#define LROT(v,n) ((v << n) | (v >> (sizeof(v)*8 - n)))
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#define RROT(v,n) ((v >> n) | (v << (sizeof(v)*8 - n)))
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#define MAP_SIZE 64
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struct ModelDirection {
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enum Asset asset;
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unsigned char pattern;
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};
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struct ModelDirection rivers[] = {
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/* 0b12345678
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* 1 | 2 | 3
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* 8 | | 4
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* 7 | 6 | 5
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*/
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{ .pattern = 0b11111111, .asset = ground_riverOpen },
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// edge
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{ .pattern = 0b11011111, .asset = ground_riverCornerSmall },
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{ .pattern = 0b01011111, .asset = ground_riverSideOpen },
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{ .pattern = 0b11110001, .asset = ground_riverSide },
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{ .pattern = 0b01010101, .asset = ground_riverCross },
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{ .pattern = 0b01010001, .asset = ground_riverSplit },
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// STRAIGHT
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{ .pattern = 0b01000100, .asset = ground_riverStraight },
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// corner
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{ .pattern = 0b11000001, .asset = ground_riverCorner },
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// L SHAPE
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{ .pattern = 0b01000001, .asset = ground_riverBend },
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// closed
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{ .pattern = 0b01000000, .asset = ground_riverEndClosed },
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{ .pattern = 0b00000000, .asset = ground_riverTile },
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};
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void generate_river(struct World *world, int previous) {
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Color *map_data = world->map_data;
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int map_size = world->size;
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int x = previous % map_size, y = previous / map_size;
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if (x == 0 || x == map_size -1 || y == 0 || y == map_size -1) return;
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int local_minimum_map_i = previous;
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int local_minimum_val = 255;
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int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
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for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
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int dx = CLAMP(x + gradients[gradient_i][0], 0, map_size - 1);
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int dy = CLAMP(y + gradients[gradient_i][1], 0, map_size - 1);
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int i = dy * map_size + dx;
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if (i == previous || map_data[i].r == 1) continue;
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if (map_data[i].b < local_minimum_val) {
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local_minimum_map_i = i;
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local_minimum_val = map_data[i].b;
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}
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}
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if (local_minimum_val == 255) return;
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map_data[local_minimum_map_i].r = 1;
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generate_river(world, local_minimum_map_i);
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}
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void select_river_tile(struct World *world, int x, int y, size_t *river_i, size_t *direction) {
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Color *map_data = world->map_data;
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int map_size = world->size;
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int surrounding[8][2] = {{-1,-1},{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0}};
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unsigned char river_tile = 0;
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for (int surrounding_i = 0; surrounding_i < 8; surrounding_i++) {
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int dx = CLAMP(x + surrounding[surrounding_i][0], 0, map_size - 1);
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int dy = CLAMP(y + surrounding[surrounding_i][1], 0, map_size - 1);
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if (map_data[dy * map_size + dx].r)
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river_tile |= 1 << (7 - surrounding_i);
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}
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for (*river_i = 0; *river_i < 11; (*river_i)++) {
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for (*direction = 0; *direction < 4; (*direction)++) {
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if ((rivers[*river_i].pattern & RROT(river_tile, 2 * *direction)) == rivers[*river_i].pattern) {
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return;
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}
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}
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}
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}
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void gen_terrain(struct World *world) {
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int map_size = world->size;
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size_t global_minimum_map_i;
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size_t global_minimum_val = 255;
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world->map = GenImagePerlinNoise(map_size, map_size, 0, 0, 1.f);
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world->map_texture = LoadTextureFromImage(world->map);
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world->map_data = LoadImageColors(world->map);
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for (size_t i = 0; i < map_size * map_size; i++) {
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int x = i % map_size, y = i / map_size;
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Color c = world->map_data[i];
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if (c.r < global_minimum_val) {
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global_minimum_map_i = i;
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global_minimum_val = world->map_data[i].b;
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}
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world->map_data[i] = (Color) {
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.r = 0,
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.g = MAX(0, c.g - 64) / 32,
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.b = c.b,
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.a = 255
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};
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}
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world->map_data[global_minimum_map_i].r = 1;
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generate_river(world, global_minimum_map_i);
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generate_river(world, global_minimum_map_i);
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}
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// void gen_room() {
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//
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// }
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//
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// void unload_world() {}
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void draw_world(struct World *world) {
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int map_size = world->size;
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Color *map_data = world->map_data;
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Model wall = world->wall;
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Model ground = world->floor;
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for (int i = 0; i < map_size * map_size; i++) {
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int x = i % map_size, y = i / map_size;
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int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
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for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
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int dx = CLAMP(x + gradients[gradient_i][0], 0, map_size - 1);
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int dy = CLAMP(y + gradients[gradient_i][1], 0, map_size - 1);
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for (int height = map_data[i].g; height < map_data[dy * map_size + dx].g; height++) {
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DrawModelEx(wall,
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(Vector3){
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.x = map_size * (x / (float) map_size - 0.5f),
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.y = height,
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.z = map_size * (y / (float) map_size - 0.5f)
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},
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(Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE);
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}
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}
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size_t river_i, direction;
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if (map_data[i].r) {
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select_river_tile(world, x, y, &river_i, &direction);
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}
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DrawModelEx(map_data[i].r ? assets[rivers[river_i].asset] : ground,
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(Vector3){
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.x = map_size * (x / (float) map_size - 0.5f),
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.y = map_data[i].g, //- (map_gradient_magnitude_data[i].g < 2),
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.z = map_size * (y / (float) map_size - 0.5f)
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} , (Vector3) {0,1,0}, map_data[i].r ? direction * 90.f: 0,
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(Vector3) {1,1,1},
|
||||
WHITE);
|
||||
}
|
||||
}
|
||||
|
21
world.h
Normal file
21
world.h
Normal file
|
@ -0,0 +1,21 @@
|
|||
#include <raylib.h>
|
||||
#include "assets.h"
|
||||
#include <stddef.h>
|
||||
|
||||
#ifndef WORLD_H
|
||||
#define WORLD_H
|
||||
|
||||
struct World {
|
||||
Image map;
|
||||
Texture map_texture;
|
||||
Color *map_data;
|
||||
size_t size;
|
||||
Model floor;
|
||||
Model wall;
|
||||
struct Decoration {} decoration[256];
|
||||
};
|
||||
|
||||
void gen_terrain(struct World *world);
|
||||
void draw_world(struct World *world);
|
||||
#endif
|
||||
|
Loading…
Reference in a new issue