Tile Z is now hypotenused to 1 rather than stretching to have Z of 1.
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@@ -17,6 +17,10 @@ const ChunkTerrain = (() => {
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const CHUNK_DEPTH = 4;
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const TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH;
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// World-space Z distance of one Z-layer/story, in world-float space.
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// Must match WORLD_LAYER_HEIGHT in src/dusk/rpg/overworld/worldpos.h.
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const WORLD_LAYER_HEIGHT = Math.SQRT1_2;
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const TILE_SHAPE_NULL = 0;
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const TILE_SHAPE_GROUND = 1;
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const TILE_SHAPE_RAMP_NORTH = 2;
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@@ -88,7 +92,13 @@ const ChunkTerrain = (() => {
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const v1 = (y + 1) / CHUNK_HEIGHT;
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const [sw, se, ne, nw] = corners;
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pushTileQuad(out, u0, u1, v0, v1, x, y, z + sw, z + se, z + ne, z + nw);
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pushTileQuad(
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out, u0, u1, v0, v1, x, y,
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(z + sw) * WORLD_LAYER_HEIGHT,
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(z + se) * WORLD_LAYER_HEIGHT,
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(z + ne) * WORLD_LAYER_HEIGHT,
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(z + nw) * WORLD_LAYER_HEIGHT
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);
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}
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}
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}
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@@ -96,7 +106,7 @@ const ChunkTerrain = (() => {
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}
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return Object.freeze({
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CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_COUNT,
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CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_COUNT, WORLD_LAYER_HEIGHT,
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TILE_SHAPE_NULL, TILE_SHAPE_GROUND,
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TILE_SHAPE_RAMP_NORTH, TILE_SHAPE_RAMP_EAST,
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TILE_SHAPE_RAMP_SOUTH, TILE_SHAPE_RAMP_WEST,
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