Tile Z is now hypotenused to 1 rather than stretching to have Z of 1.
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@@ -11,6 +11,7 @@
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void entityAnimIdleUpdate(entity_t *entity) {
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entity->renderPosition[0] = (float_t)entity->position.x;
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entity->renderPosition[1] = (float_t)entity->position.y;
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entity->renderPosition[2] = (float_t)entity->position.z
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+ entityAnimTileZOffset(entity->position);
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entity->renderPosition[2] = (
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(float_t)entity->position.z + entityAnimTileZOffset(entity->position)
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) * WORLD_LAYER_HEIGHT;
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}
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@@ -20,5 +20,5 @@ void entityAnimRunUpdate(entity_t *entity) {
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entity->renderPosition[1] = (float_t)entity->lastPosition.y + t * (
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(float_t)entity->position.y - (float_t)entity->lastPosition.y
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);
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entity->renderPosition[2] = zFrom + t * (zTo - zFrom);
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entity->renderPosition[2] = (zFrom + t * (zTo - zFrom)) * WORLD_LAYER_HEIGHT;
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}
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@@ -11,6 +11,7 @@
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void entityAnimTurnUpdate(entity_t *entity) {
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entity->renderPosition[0] = (float_t)entity->position.x;
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entity->renderPosition[1] = (float_t)entity->position.y;
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entity->renderPosition[2] = (float_t)entity->position.z
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+ entityAnimTileZOffset(entity->position);
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entity->renderPosition[2] = (
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(float_t)entity->position.z + entityAnimTileZOffset(entity->position)
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) * WORLD_LAYER_HEIGHT;
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}
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@@ -20,5 +20,5 @@ void entityAnimWalkUpdate(entity_t *entity) {
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entity->renderPosition[1] = (float_t)entity->lastPosition.y + t * (
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(float_t)entity->position.y - (float_t)entity->lastPosition.y
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);
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entity->renderPosition[2] = zFrom + t * (zTo - zFrom);
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entity->renderPosition[2] = (zFrom + t * (zTo - zFrom)) * WORLD_LAYER_HEIGHT;
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}
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@@ -296,7 +296,9 @@ void mapChunkLoaded(void *params, void *user) {
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);
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worldpos_t wp;
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chunkPosToWorldPos(&chunk->position, &wp);
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vec3 wpf = { (float_t)wp.x, (float_t)wp.y, (float_t)wp.z };
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vec3 wpf = {
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(float_t)wp.x, (float_t)wp.y, (float_t)wp.z * WORLD_LAYER_HEIGHT
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};
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for(uint8_t m = 0; m < meshCount; m++) {
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stringCopy(
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chunk->modelNames[m],
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@@ -307,8 +309,13 @@ void mapChunkLoaded(void *params, void *user) {
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entry->data.chunk.meshOffsets[m],
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chunk->meshOffsets[m]
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);
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vec3 scaledOffset = {
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chunk->meshOffsets[m][0],
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chunk->meshOffsets[m][1],
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chunk->meshOffsets[m][2] * WORLD_LAYER_HEIGHT
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};
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vec3 pos;
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glm_vec3_add(wpf, chunk->meshOffsets[m], pos);
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glm_vec3_add(wpf, scaledOffset, pos);
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glm_translate_make(chunk->meshModels[m], pos);
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chunk->modelEntries[m] = entry->data.chunk.modelEntries[m];
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entry->data.chunk.modelEntries[m] = NULL;
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@@ -11,6 +11,12 @@
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#define TILE_SIZE_PIXELS 24
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// World-space Z distance of one Z-layer/story, in render/world-float
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// space. A ramp rises this much over a horizontal run of 1 tile-width;
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// chosen as 1/sqrt(2) so the ramp's slope, derived from a 45-45-90
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// triangle with hypotenuse 1, matches the length of a flat tile edge.
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#define WORLD_LAYER_HEIGHT 0.70710678f
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#define CHUNK_WIDTH 16
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#define CHUNK_HEIGHT 16
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#define CHUNK_DEPTH 4
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@@ -65,7 +65,7 @@ errorret_t rpgCameraUpdate(void) {
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chunkpos_t chunkPos = {
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.x = (chunkunit_t)floorf(pos[0] / CHUNK_WIDTH),
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.y = (chunkunit_t)floorf(pos[1] / CHUNK_HEIGHT),
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.z = (chunkunit_t)floorf(pos[2] / CHUNK_DEPTH)
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.z = (chunkunit_t)floorf(pos[2] / WORLD_LAYER_HEIGHT / CHUNK_DEPTH)
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};
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errorChain(mapPositionSet((chunkpos_t){
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@@ -92,7 +92,7 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
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spritebatchsprite_t sprite;
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glm_vec3_copy(ent->renderPosition, sprite.min);
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glm_vec3_add(sprite.min, (vec3){ 0, 0, 0.05f }, sprite.min);// Stop Fight
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glm_vec3_add(sprite.min, (vec3){ 0, -0.05f, 0.05f }, sprite.min);// Stop Fight
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glm_vec3_copy(sprite.min, sprite.max);
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glm_vec3_add(sprite.max, (vec3){ 1, 1, 0 }, sprite.max);
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glm_vec2_copy((vec2){ 0, 0 }, sprite.uvMin);
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