Don't expose Chunk externally
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fb2ffc5252
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655e00b41f
1 changed files with 5 additions and 5 deletions
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@ -39,8 +39,8 @@ type Atlas interface {
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QueryPosition(v vector.Vector) (byte, objects.Object)
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QueryPosition(v vector.Vector) (byte, objects.Object)
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}
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}
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// Chunk represents a fixed square grid of tiles
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// chunk represents a fixed square grid of tiles
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type Chunk struct {
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type chunk struct {
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// Tiles represents the tiles within the chunk
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// Tiles represents the tiles within the chunk
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Tiles []byte `json:"tiles"`
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Tiles []byte `json:"tiles"`
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@ -53,7 +53,7 @@ type Chunk struct {
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type ChunkBasedAtlas struct {
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type ChunkBasedAtlas struct {
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// Chunks represents all chunks in the world
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// Chunks represents all chunks in the world
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// This is intentionally not a 2D array so it can be expanded in all directions
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// This is intentionally not a 2D array so it can be expanded in all directions
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Chunks []Chunk `json:"chunks"`
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Chunks []chunk `json:"chunks"`
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// LowerBound is the origin of the bottom left corner of the current chunks in world space (current chunks cover >= this value)
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// LowerBound is the origin of the bottom left corner of the current chunks in world space (current chunks cover >= this value)
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LowerBound vector.Vector `json:"lowerBound"`
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LowerBound vector.Vector `json:"lowerBound"`
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@ -82,7 +82,7 @@ func NewAtlas(chunkSize int) Atlas {
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// Start up with one chunk
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// Start up with one chunk
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a := ChunkBasedAtlas{
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a := ChunkBasedAtlas{
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ChunkSize: chunkSize,
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ChunkSize: chunkSize,
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Chunks: make([]Chunk, 1),
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Chunks: make([]chunk, 1),
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LowerBound: vector.Vector{X: 0, Y: 0},
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LowerBound: vector.Vector{X: 0, Y: 0},
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UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
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UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
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terrainNoise: opensimplex.New(noiseSeed),
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terrainNoise: opensimplex.New(noiseSeed),
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@ -269,7 +269,7 @@ func (a *ChunkBasedAtlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
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ChunkSize: a.ChunkSize,
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ChunkSize: a.ChunkSize,
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LowerBound: lower,
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LowerBound: lower,
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UpperBound: upper,
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UpperBound: upper,
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Chunks: make([]Chunk, size.X*size.Y),
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Chunks: make([]chunk, size.X*size.Y),
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terrainNoise: a.terrainNoise,
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terrainNoise: a.terrainNoise,
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objectNoise: a.objectNoise,
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objectNoise: a.objectNoise,
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}
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}
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