Day 33 complete.

This commit is contained in:
igor
2026-04-14 18:33:43 -07:00
parent ed18e333f2
commit 713738b9f3
4 changed files with 167 additions and 176 deletions
+9 -9
View File
@@ -30,7 +30,7 @@ FLAGS = -ansi -pedantic -pedantic-errors -Wno-long-long \
ifeq ($(DETECTED_OS),macos)
UFLAGS = -glldb
INCLUDE = -I./sdl/include/
INCLUDE = -I./sdl/include/
LIBS = ./sdl/lib/arm-macos/libSDL2.a -lm
FRAMEWORKS = -framework Cocoa -framework IOKit -framework CoreAudio \
-framework AudioToolbox -framework ForceFeedback \
@@ -38,18 +38,18 @@ ifeq ($(DETECTED_OS),macos)
-framework Metal -framework QuartzCore \
-framework CoreHaptics
else ifeq ($(DETECTED_OS),linux)
UFLAGS = -ggdb -D_POSIX_C_SOURCE=200809L
UFLAGS = -ggdb -D_POSIX_C_SOURCE=200809L
INCLUDE = -I./sdl/include/
LIBS = ./sdl/lib/x86_64-linux/libSDL2.a -lm -lX11
FRAMEWORKS =
FRAMEWORKS =
else ifeq ($(DETECTED_OS),windows)
INCLUDE =
LIBS =
FRAMEWORKS =
INCLUDE =
LIBS =
FRAMEWORKS =
else
INCLUDE =
LIBS =
FRAMEWORKS =
INCLUDE =
LIBS =
FRAMEWORKS =
endif
EXE=handmadehero
+139 -145
View File
@@ -94,68 +94,59 @@ static void DrawRectangle(game_offscreen_buffer *Buffer,
}
}
static tile_map *GetTileMap(world *World, S32 TileMapX, S32 TileMapY)
static tile_chunk *GetTileChunk(world *World,
S32 TileChunkX, S32 TileChunkY)
{
tile_map *TileMap = NULL;
tile_chunk *TileChunk = NULL;
if((TileMapX >= 0) && (TileMapX < World->TileMapCountX) &&
(TileMapY >= 0) && (TileMapY < World->TileMapCountY))
if((TileChunkX >= 0) && (TileChunkX < World->TileChunkCountX) &&
(TileChunkY >= 0) && (TileChunkY < World->TileChunkCountY))
{
TileMap =
&World->TileMaps[TileMapY*World->TileMapCountX + TileMapX];
TileChunk = &World->TileChunks[TileChunkY *
World->TileChunkCountX +
TileChunkX];
}
return TileMap;
return TileChunk;
}
static U32 GetTileValueUnchecked(world *World, tile_map *TileMap, S32 TileX, S32 TileY)
static U32 GetTileValueUnchecked(world *World, tile_chunk *TileChunk,
U32 TileX, U32 TileY)
{
U32 TileMapValue;
U32 TileChunkValue;
ASSERT(TileMap);
ASSERT((TileX >= 0) && (TileX < World->CountX) &&
(TileY >= 0) && (TileY < World->CountY));
ASSERT(TileChunk);
ASSERT(TileX < World->ChunkDim);
ASSERT(TileY < World->ChunkDim);
TileMapValue = TileMap->Tiles[TileY*World->CountX + TileX];
return TileMapValue;
TileChunkValue = TileChunk->Tiles[TileY * World->ChunkDim + TileX];
return TileChunkValue;
}
static B32 IsTileMapPointEmpty(world *World, tile_map *TileMap,
S32 TestTileX, S32 TestTileY)
static U32 GetTileChunkValue(world *World, tile_chunk *TileChunk,
U32 TestTileX, U32 TestTileY)
{
B32 Empty = FALSE;
U32 TileChunkValue = 0;
if(TileMap) {
if((TestTileX >= 0) && (TestTileX < World->CountX) &&
(TestTileY >= 0) && (TestTileY < World->CountY))
{
U32 TileMapValue =
GetTileValueUnchecked(World, TileMap, TestTileX, TestTileY);
Empty = (TileMapValue == 0);
}
if(TileChunk) {
TileChunkValue = GetTileValueUnchecked(World,
TileChunk,
TestTileX, TestTileY);
}
return Empty;
return TileChunkValue;
}
static void CannonicalizeCoord(world *World, S32 TileCount,
S32 *TileMap, S32 *Tile, F32 *TileRel)
static void CannonicalizeCoord(world *World, U32 *Tile, F32 *TileRel)
{
/* NOTE: The world is assumed to be toroidal topology. If you step off
one end, you come back on the other. */
S32 Offset = FloorF32toS32(*TileRel / World->TileSideInMeters);
*Tile += Offset;
*TileRel -= (F32)Offset * World->TileSideInMeters;
ASSERT(*TileRel >= 0);
ASSERT(*TileRel < World->TileSideInMeters);
if(*Tile < 0) {
*Tile = TileCount + *Tile;
(*TileMap)--;
}
if(*Tile >= TileCount) {
*Tile = *Tile - TileCount;
(*TileMap)++;
}
}
static cannonical_position RecannonicalizePosition(world *World,
@@ -163,20 +154,47 @@ static cannonical_position RecannonicalizePosition(world *World,
{
cannonical_position Result = Pos;
CannonicalizeCoord(World, World->CountX,
&Result.TileMapX, &Result.TileX, &Result.TileRelX);
CannonicalizeCoord(World, World->CountY,
&Result.TileMapY, &Result.TileY, &Result.TileRelY);
CannonicalizeCoord(World, &Result.AbsTileX, &Result.TileRelX);
CannonicalizeCoord(World, &Result.AbsTileY, &Result.TileRelY);
return Result;
}
static tile_chunk_position GetChunkPositionFor(world *World,
U32 AbsTileX, U32 AbsTileY)
{
tile_chunk_position Result;
Result.TileChunkX = AbsTileX >> World->ChunkShift;
Result.TileChunkY = AbsTileY >> World->ChunkShift;
Result.RelTileX = AbsTileX & World->ChunkMask;
Result.RelTileY = AbsTileY & World->ChunkMask;
return Result;
}
static U32 GetTileValue(world *World, U32 AbsTileX, U32 AbsTileY)
{
tile_chunk_position ChunkPos = GetChunkPositionFor(World,
AbsTileX,
AbsTileY);
tile_chunk *TileMap = GetTileChunk(World,
ChunkPos.TileChunkX,
ChunkPos.TileChunkY);
U32 TileChunkValue = GetTileChunkValue(World, TileMap,
ChunkPos.RelTileX,
ChunkPos.RelTileY);
return TileChunkValue;
}
static B32 IsWorldPointEmpty(world *World, cannonical_position CanPos)
{
B32 Empty = FALSE;
B32 Empty;
tile_map *TileMap = GetTileMap(World, CanPos.TileMapX, CanPos.TileMapY);
Empty = IsTileMapPointEmpty(World, TileMap, CanPos.TileX, CanPos.TileY);
U32 TileChunkValue = GetTileValue(World,
CanPos.AbsTileX,
CanPos.AbsTileY);
Empty = (TileChunkValue == 0);
return Empty;
}
@@ -185,63 +203,39 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
game_input *Input, game_offscreen_buffer *Buffer,
game_sound_output_buffer *SoundBuffer)
{
#define TILEMAP_COUNT_X 17
#define TILEMAP_COUNT_Y 9
#define TILEMAP_COUNT_X 256
#define TILEMAP_COUNT_Y 256
game_state *GameState;
U32 ControllerIndex;
S32 Row, Column;
U32 Tiles00[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
};
U32 Tiles01[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};
U32 Tiles10[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
};
U32 Tiles11[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
U32 TempTiles[TILEMAP_COUNT_Y][TILEMAP_COUNT_X] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};
F32 PlayerR, PlayerG, PlayerB, PlayerWidth, PlayerHeight,
F32 PlayerR, PlayerG, PlayerB,
PlayerWidth, PlayerHeight,
PlayerLeft, PlayerTop;
F32 CenterX, CenterY;
tile_map TileMaps[2][2];
tile_map *TileMap;
tile_chunk TileChunk;
world World;
ASSERT((&Input->Controllers[0].u.buttons.Terminator -
@@ -249,43 +243,39 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
ARRAY_SIZE(Input->Controllers[0].u.Buttons));
ASSERT(sizeof(game_state) <= Memory->PermanentStorageSize);
TileMaps[0][0].Tiles = (U32 *)Tiles00;
TileMaps[0][1].Tiles = (U32 *)Tiles10;
TileMaps[1][0].Tiles = (U32 *)Tiles01;
TileMaps[1][1].Tiles = (U32 *)Tiles11;
memset(&World, 0, sizeof(World));
World.TileMapCountX = 2;
World.TileMapCountY = 2;
World.CountX = TILEMAP_COUNT_X;
World.CountY = TILEMAP_COUNT_Y;
/* NOTE: This is set to using 256x256 tile chunks. */
World.ChunkShift = 8;
World.ChunkMask = 0xFF;
World.ChunkDim = 256;
World.TileChunkCountX = 1;
World.TileChunkCountY = 1;
TileChunk.Tiles = (U32 *)TempTiles;
World.TileChunks = &TileChunk;
World.TileSideInMeters = 1.4f;
World.TileSideInPixels = 60;
World.MetersToPixels =
(F32)World.TileSideInPixels / World.TileSideInMeters;
World.UpperLeftX = -((F32)World.TileSideInPixels / 2.0f);
World.UpperLeftY = 0.0f;
World.TileMaps = (tile_map *)TileMaps;
PlayerHeight = 1.4f;
PlayerWidth = 0.75f * PlayerHeight;
CenterX = 0.5f * (F32)Buffer->Width;
CenterY = 0.5f * (F32)Buffer->Height;
GameState = (game_state *)Memory->PermanentStorage;
if(!Memory->IsInitialized) {
GameState->PlayerP.TileMapX = 0;
GameState->PlayerP.TileMapY = 0;
GameState->PlayerP.TileX = 3;
GameState->PlayerP.TileY = 3;
GameState->PlayerP.AbsTileX = 3;
GameState->PlayerP.AbsTileY = 3;
GameState->PlayerP.TileRelX = 5.0f;
GameState->PlayerP.TileRelY = 5.0f;
Memory->IsInitialized = TRUE;
}
TileMap = GetTileMap(&World, GameState->PlayerP.TileMapX,
GameState->PlayerP.TileMapY);
ASSERT(TileMap);
for(ControllerIndex = 0;
ControllerIndex < ARRAY_SIZE(Input->Controllers);
ControllerIndex++)
@@ -300,10 +290,10 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
cannonical_position NewPlayerP, PlayerLeft, PlayerRight;
if(Controller->u.buttons.MoveUp.EndedDown) {
dPlayerY = -1.0f;
dPlayerY = 1.0f;
}
if(Controller->u.buttons.MoveDown.EndedDown) {
dPlayerY = 1.0f;
dPlayerY = -1.0f;
}
if(Controller->u.buttons.MoveLeft.EndedDown) {
dPlayerX = -1.0f;
@@ -338,46 +328,50 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
}
DrawRectangle(Buffer, 0.0f, 0.0f,
(F32)(Buffer->Width), (F32)(Buffer->Height),
(F32)Buffer->Width, (F32)Buffer->Height,
0.0f, 1.0f, 0.0f);
{
S32 RelRow, RelColumn;
for(RelRow = -10; RelRow < 10; RelRow++) {
for(RelColumn = -20; RelColumn < 20; RelColumn++) {
U32 Column = GameState->PlayerP.AbsTileX + RelColumn;
U32 Row = GameState->PlayerP.AbsTileY + RelRow;
for(Row = 0; Row < TILEMAP_COUNT_Y; Row++) {
for(Column = 0; Column < TILEMAP_COUNT_X; Column++) {
F32 MinX, MinY, MaxX, MaxY;
U32 TileID = GetTileValueUnchecked(&World, TileMap, Column, Row);
F32 Gray = 0.5f;
if(TileID) {
Gray = 1.0f;
U32 TileID = GetTileValue(&World, Column, Row);
F32 Gray = 0.5f;
if(TileID) {
Gray = 1.0f;
}
if((Column == GameState->PlayerP.AbsTileX) &&
(Row == GameState->PlayerP.AbsTileY))
{
Gray = 0.0f;
}
{
F32 MinX, MinY, MaxX, MaxY;
MinX = CenterX +
(F32)RelColumn * (F32)World.TileSideInPixels;
MinY = CenterY -
(F32)RelRow * (F32)World.TileSideInPixels;
MaxX = MinX + (F32)World.TileSideInPixels;
MaxY = MinY - (F32)World.TileSideInPixels;
DrawRectangle(Buffer,
MinX, MaxY, MaxX, MinY,
Gray, Gray, Gray);
}
}
if((Column == GameState->PlayerP.TileX) &&
(Row == GameState->PlayerP.TileY))
{
Gray = 0.0f;
}
MinX = World.UpperLeftX +
(F32)(Column) * (F32)World.TileSideInPixels;
MinY =
World.UpperLeftY + (F32)(Row) * (F32)World.TileSideInPixels;
MaxX = MinX + (F32)World.TileSideInPixels;
MaxY = MinY + (F32)World.TileSideInPixels;
DrawRectangle(Buffer, MinX, MinY, MaxX, MaxY, Gray, Gray, Gray);
}
}
PlayerR = 1.0f;
PlayerG = 0.0f;
PlayerB = 0.0f;
PlayerLeft = World.UpperLeftX +
(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileX +
(F32)GameState->PlayerP.TileX +
World.MetersToPixels*GameState->PlayerP.TileRelX -
PlayerLeft = CenterX + World.MetersToPixels*GameState->PlayerP.TileRelX -
0.5f*World.MetersToPixels*PlayerWidth;
PlayerTop = World.UpperLeftY +
(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileY +
(F32)GameState->PlayerP.TileY +
World.MetersToPixels*GameState->PlayerP.TileRelY -
PlayerTop = CenterY - World.MetersToPixels*GameState->PlayerP.TileRelY -
World.MetersToPixels*PlayerHeight;
DrawRectangle(Buffer,
PlayerLeft, PlayerTop,
+19 -21
View File
@@ -136,42 +136,40 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
*
*/
typedef struct cannonical_position {
#if 1
S32 TileMapX;
S32 TileMapY;
typedef struct tile_chunk_position {
U32 TileChunkX;
U32 TileChunkY;
S32 TileX;
S32 TileY;
#else
U32 _TileX;
U32 _TileY;
#endif
U32 RelTileX;
U32 RelTileY;
} tile_chunk_position;
typedef struct cannonical_position {
U32 AbsTileX;
U32 AbsTileY;
/* NOTE: Tile-relative X and Y. */
F32 TileRelX;
F32 TileRelY;
} cannonical_position;
typedef struct tile_map {
typedef struct tile_chunk {
U32 *Tiles;
} tile_map;
} tile_chunk;
typedef struct world {
U32 ChunkShift;
U32 ChunkMask;
U32 ChunkDim;
F32 TileSideInMeters;
S32 TileSideInPixels;
F32 MetersToPixels;
S32 CountX;
S32 CountY;
S32 TileChunkCountX;
S32 TileChunkCountY;
F32 UpperLeftX;
F32 UpperLeftY;
S32 TileMapCountX;
S32 TileMapCountY;
tile_map *TileMaps;
tile_chunk *TileChunks;
} world;
typedef struct game_state {
-1
View File
@@ -486,7 +486,6 @@ static U32 GetLastWriteTime(const char *FileName)
memset(&file_info, 0, sizeof(file_info));
if(stat(FileName, &file_info) != 0) {
/* TODO: Diagnostic. perror("stat failed"); */
perror("stat failed");
}
return (U32)file_info.st_mtime;