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-rw-r--r--src/engine.c32
1 files changed, 22 insertions, 10 deletions
diff --git a/src/engine.c b/src/engine.c
index c5a9220..ab6cf92 100644
--- a/src/engine.c
+++ b/src/engine.c
@@ -14,8 +14,6 @@
#include <string.h>
#include <time.h>
-void _engine_insert_chunk_ptrs(struct engine* engine, struct chunk* chunk);
-
int engine_init(struct engine *engine) {
// Setup the Window
struct window* window = malloc(sizeof(struct window));
@@ -54,6 +52,16 @@ int engine_init(struct engine *engine) {
struct world* world;
world_init(time(NULL), &world);
engine->world = world;
+ //TODO: Move this loop to a function and flip chunk_coord sign correctly ONCE
+ for (int i = -CHUNK_DISTANCE; i <= CHUNK_DISTANCE; i++) {
+ for (int j = -CHUNK_DISTANCE; j <= CHUNK_DISTANCE; j++) {
+ struct chunk* chunk;
+ int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j };
+ world_get_chunk(engine->world, chunk_coord, &chunk);
+ // Load chunk
+ chunk_load(chunk, chunk_coord);
+ }
+ }
// Final step - Start the game
engine->game_loop = 1;
return 0;
@@ -77,19 +85,25 @@ void engine_update(struct engine* engine) {
for (int i = -CHUNK_DISTANCE; i <= CHUNK_DISTANCE; i++) {
for (int j = -CHUNK_DISTANCE; j <= CHUNK_DISTANCE; j++) {
struct chunk* chunk;
- int chunk_coord[2] = { engine->curr_chunk[0] + i, engine->curr_chunk[1] + j };
+ int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j };
world_get_chunk(engine->world, chunk_coord, &chunk);
- // Get "real" coords as in non-negative numbers, that can go in a array
- int real_coord[2] = { i + CHUNK_DISTANCE, j + CHUNK_DISTANCE };
- // engine->loaded_chunks[real_coord[0]][real_coord[1]] = chunk;
- // Load chunk
+ // unload chunk
// TODO: Fix some VAO/VBO bug when negative y
- // chunk_unload(chunk);
+ chunk_unload(chunk);
}
}
// Update the curr_chunk
memcpy(engine->curr_chunk, curr_chunk, sizeof(vec2));
// Load chunks of CHUNK_DISTANCE around curr_chunk
+ for (int i = -CHUNK_DISTANCE; i <= CHUNK_DISTANCE; i++) {
+ for (int j = -CHUNK_DISTANCE; j <= CHUNK_DISTANCE; j++) {
+ struct chunk* chunk;
+ int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j };
+ world_get_chunk(engine->world, chunk_coord, &chunk);
+ // Load chunk
+ chunk_load(chunk, chunk_coord);
+ }
+ }
}
}
@@ -139,8 +153,6 @@ void engine_start(struct engine* engine) {
// user, so we want inwards to be positive, so flip sign
int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j };
world_get_chunk(engine->world, chunk_coord, &chunk);
- // Load chunk
- chunk_load(chunk, chunk_coord);
chunk_draw(chunk, engine->shader, engine->texture);
}
}