added a tilesystem, please look at it lol and make it more efficient in drawing so it draws whats needed.
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@@ -0,0 +1,69 @@
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#include "tilebase.hpp"
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// ----------------- Map -----------------
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Map::Map()
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: worldtime(0), DEBUG(false) {
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for (int i = 0; i < 4; i++) {
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layers[i] = Layer(i, this);
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}
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}
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// ----------------- Layer -----------------
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Layer::Layer(ID Id, Map* Owner)
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: id(Id), DEBUG(false), owner(Owner) {}
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Layer::Layer()
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: id(0), DEBUG(false), owner(nullptr) {}
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// ----------------- Chunk -----------------
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Chunk::Chunk(Layer* Owner)
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: position(0, 0), owner(Owner) {
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}
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Chunk::Chunk()
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: position(0, 0), owner(nullptr) {}
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// ----------------- Tile -----------------
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Tile::Tile(ID Id, ID Spriteid, Chunk* Owner)
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: id(Id), spriteid(Spriteid), animationframe(0), owner(Owner) {}
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Tile::Tile()
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: id(0), spriteid(1), animationframe(0), owner(nullptr) {}
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// ----------------- Vector2Hash / Eq -----------------
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std::size_t Vector2Hash::operator()(const Vector2& v) const noexcept {
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std::size_t h1 = std::hash<float>{}(v.x);
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std::size_t h2 = std::hash<float>{}(v.y);
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return h1 ^ (h2 << 1);
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}
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bool Vector2Eq::operator()(const Vector2& a, const Vector2& b) const noexcept {
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return (a.x == b.x && a.y == b.y);
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}
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void Tile::Draw() {
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int posx = owner->position.x * 64 * 8 + id % 8;
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int posy = owner->position.y * 64 * 8 + id / 8;
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DrawTextureEx(tileTextures.GetTexture(spriteid), Vector2({(float)posx,(float)posy}), 0, 1, WHITE);
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}
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void Chunk::Draw() {
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for (int i = 0; i < 64; i++) {
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tiles[i].Draw();
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}
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}
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void Layer::Draw() {
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for (auto it = chunks.begin(); it != chunks.end(); ++it) {
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it->second.Draw();
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}
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}
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void Map::Draw() {
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for (int i = 0; i < 4; i++) {
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layers[i].Draw();
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}
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}
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@@ -0,0 +1,68 @@
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#ifndef TILEBASE_HPP
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#define TILEBASE_HPP
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#include "../render/textures.hpp"
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#include <unordered_map>
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#include <vector>
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#include <array>
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// Forward declarations
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struct Chunk;
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struct Layer;
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struct Map;
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struct Tile {
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ID id;
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ID spriteid;
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int animationframe;
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std::vector<int> inventory;
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Chunk* owner; // pointer instead of reference
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void Draw();
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void Update(float deltatime);
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Tile(ID Id, ID spriteId, Chunk* owner);
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Tile(); // default constructor (needed for containers)
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};
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struct Chunk {
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raylib::Vector2 position;
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Tile tiles[64]; // dynamic instead of fixed array
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Layer* owner;
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void Draw();
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Chunk(Layer* Owner);
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Chunk(); // default constructor
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};
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struct Vector2Hash {
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std::size_t operator()(const Vector2& v) const noexcept;
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};
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struct Vector2Eq {
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bool operator()(const Vector2& a, const Vector2& b) const noexcept;
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};
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struct Layer {
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std::unordered_map<Vector2, Chunk, Vector2Hash, Vector2Eq> chunks;
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ID id;
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bool DEBUG;
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Map* owner;
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void Draw();
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Layer(ID Id, Map* Owner);
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Layer(); // default constructor
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};
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struct Map {
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std::array<Layer, 4> layers; // ground/water/void/decoration
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int worldtime;
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bool DEBUG;
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Map();
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void Draw();
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};
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#endif // !TILEBASE_HPP
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