Use the world "tile" instead of "block"

This commit is contained in:
crumblingstatue 2023-04-01 21:03:09 +02:00
parent fbc7e35f9e
commit 7a3018c2b1
2 changed files with 10 additions and 10 deletions

View file

@ -17,7 +17,7 @@ It is a liquid layer, an endless sea of extremely hot and destructive lava.
It's the end of progression, bottom of the map, can't progress further.
The evil source is somewhat above that, at about 100 km.
The final goal is the evil source, so player is expected to mine about 100 km deep to beat the game.
1 meter = one block. 100 km = 100,000 blocks deep.
1 meter = one tile. 100 km = 100,000 tiles deep.
## Number of stuff

View file

@ -22,28 +22,28 @@ impl Default for World {
}
const CHUNK_EXTENT: u16 = 256;
const CHUNK_N_BLOCKS: usize = CHUNK_EXTENT as usize * CHUNK_EXTENT as usize;
const CHUNK_N_TILES: usize = CHUNK_EXTENT as usize * CHUNK_EXTENT as usize;
type ChunkBlocks = [Block; CHUNK_N_BLOCKS];
type ChunkTiles = [Tile; CHUNK_N_TILES];
pub struct Chunk {
blocks: ChunkBlocks,
tiles: ChunkTiles,
}
impl Chunk {
pub fn new_rand() -> Self {
let mut rng = thread_rng();
let mut blocks = [Block { id: 0 }; CHUNK_N_BLOCKS];
for b in &mut blocks {
let mut tiles = [Tile { id: 0 }; CHUNK_N_TILES];
for b in &mut tiles {
b.id = rng.gen();
}
Self { blocks }
Self { tiles }
}
}
type BlockId = u16;
type TileId = u16;
#[derive(Clone, Copy)]
pub struct Block {
id: BlockId,
pub struct Tile {
id: TileId,
}