improved placement a little bit at least
This commit is contained in:
+10
-18
@@ -2,6 +2,8 @@
|
||||
#include "entities/entitybase.hpp"
|
||||
#include "render/textures.hpp"
|
||||
#include "tiles/tilebase.hpp"
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
|
||||
void PlayerController(Entity &e, float deltatime) {
|
||||
raylib::Vector2 acceleration = {0,0};
|
||||
@@ -18,8 +20,8 @@ void PlayerController(Entity &e, float deltatime) {
|
||||
}
|
||||
|
||||
int main() {
|
||||
int screenWidth = 1920;
|
||||
int screenHeight = 1080;
|
||||
int screenWidth = 1200;
|
||||
int screenHeight = 800;
|
||||
|
||||
|
||||
raylib::Window window(screenWidth, screenHeight, "raylib-cpp - basic window");
|
||||
@@ -79,32 +81,22 @@ int main() {
|
||||
int offsetX = ((int)camera.target.x % bg.width);
|
||||
int offsetY = ((int)camera.target.y % bg.height);
|
||||
|
||||
//for (int i = -1; i <= GetScreenWidth() / bw + 1; i++) {
|
||||
// for (int j = -1; j <= GetScreenHeight() / bh + 1; j++) {
|
||||
// DrawTexture(
|
||||
// bg,
|
||||
// camera.target.x - offsetX - screenWidth / 2.0f + i * bw,
|
||||
// camera.target.y - offsetY - screenHeight / 2.0f + j * bh,
|
||||
// WHITE
|
||||
// );
|
||||
// }
|
||||
//}
|
||||
|
||||
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) {
|
||||
storedPosition = GetMousePosition();
|
||||
storedPosition.x += camera.target.x;
|
||||
storedPosition.y += camera.target.y;
|
||||
|
||||
storedPosition.x += camera.target.x - screenWidth / 2.0f;
|
||||
storedPosition.y += camera.target.y - screenHeight / 2.0f;
|
||||
|
||||
chunkx = storedPosition.x / 8 / 64;
|
||||
chunky = storedPosition.y / 8 / 64;
|
||||
|
||||
|
||||
int tileindex = (int)storedPosition.x % (8*64) / 64 + 8 * ((int)storedPosition.y % (8*64) / 64);
|
||||
|
||||
tileindex = abs(tileindex);
|
||||
|
||||
std::cout << "placed at: " << chunkx << ", " << chunky << ". index: " << tileindex << "\n";
|
||||
|
||||
|
||||
gamemap.layers[0].chunks[Coordinate{chunkx, chunky}].tiles[tileindex].spriteid = 1;
|
||||
gamemap.layers[1].chunks[Coordinate{chunkx, chunky}].tiles[tileindex].spriteid = 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user