121 lines
2.9 KiB
Odin
121 lines
2.9 KiB
Odin
package main
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import rl "vendor:raylib"
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Tilemap :: struct {
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width: int,
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height: int,
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tiles: []u8,
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}
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tilemap_init :: proc() -> Tilemap {
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tm := Tilemap {
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width = MAP_WIDTH,
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height = MAP_HEIGHT,
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tiles = make([]u8, MAP_WIDTH * MAP_HEIGHT),
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}
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// test wall
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// Horizontal mud strip (expensive, cost 20 per step)
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for y in 8 ..< 18 {
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tm.tiles[tile_index(&tm, 5, y)] = 3 // mud
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}
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// Road detour (cheap, cost 1 per step) — goes right, down, left
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for x in 5 ..< 12 {
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tm.tiles[tile_index(&tm, x, 8)] = 2 // road top
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tm.tiles[tile_index(&tm, x, 18)] = 2 // road bottom
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}
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for y in 8 ..< 19 {
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tm.tiles[tile_index(&tm, 11, y)] = 2 // road right side
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}
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return tm
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}
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tilemap_destroy :: proc(tilemap: ^Tilemap) {
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delete(tilemap.tiles)
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}
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tile_in_bounds :: proc(tilemap: ^Tilemap, x: int, y: int) -> bool {
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// learning from another game, this will become handy
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return x >= 0 && x < tilemap.width && y >= 0 && y < tilemap.height
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}
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tile_index :: proc(tilemap: ^Tilemap, x, y: int) -> int {
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return y * tilemap.width + x
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}
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tile_color :: proc(type_id: u8) -> rl.Color {
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// going to make this a table at some point but for now, we do this
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switch type_id {
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case 0:
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return {72, 112, 68, 255}
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case 1:
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return {90, 90, 95, 255} // wall — gray
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case 2:
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return {160, 140, 100, 255} // road — tan/brown
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case 3:
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return {120, 100, 70, 255} // mud — darker brown
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case:
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return rl.MAGENTA
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}
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}
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tilemap_draw_selection :: proc(tilemap: ^Tilemap, cam: ^Camera2D, selection: ^Selection) {
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if !selection.active {
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return
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}
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wx := f32(selection.tile.x * TILE_SIZE)
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wy := f32(selection.tile.y * TILE_SIZE)
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sx, sy := world_to_screen(cam, wx, wy)
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tile_px := f32(TILE_SIZE) * cam.zoom
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highlight := rl.Color{255, 220, 80, 120}
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rl.DrawRectangle(i32(sx), i32(sy), i32(tile_px), i32(tile_px), highlight)
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rl.DrawRectangleLines(i32(sx), i32(sy), i32(tile_px), i32(tile_px), rl.GOLD)
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}
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tilemap_draw :: proc(tilemap: ^Tilemap, camera: ^Camera2D) {
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tile_px := f32(TILE_SIZE) * camera.zoom
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for y in 0 ..< tilemap.height {
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for x in 0 ..< tilemap.width {
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wx := f32(x * TILE_SIZE)
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wy := f32(y * TILE_SIZE)
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sx, sy := world_to_screen(camera, wx, wy)
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if sx + tile_px < 0 || sy + tile_px < 0 {continue}
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if sx > f32(WINDOW_WIDTH) || sy > f32(WINDOW_HEIGHT) {continue}
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index := tile_index(tilemap, x, y)
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color := tile_color(tilemap.tiles[index])
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rl.DrawRectangle(i32(sx), i32(sy), i32(tile_px), i32(tile_px), color)
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rl.DrawRectangleLines(i32(sx), i32(sy), i32(tile_px), i32(tile_px), {40, 50, 38, 255})
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}
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}
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}
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tile_walkable :: proc(tilemap: ^Tilemap, x, y: int) -> bool {
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if !tile_in_bounds(tilemap, x, y) {return false}
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idx := tile_index(tilemap, x, y)
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return tilemap.tiles[idx] != 1
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}
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tile_cost :: proc(tm: ^Tilemap, x, y: int) -> int {
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if !tile_walkable(tm, x, y) {
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return max_path_int
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}
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switch tm.tiles[tile_index(tm, x, y)] {
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case 0:
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return 10
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case 2:
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return 1
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case 3:
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return 20
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case:
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return 10
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}
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}
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