Made the render distance around the player a square
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@@ -42,22 +42,22 @@ public class Superchunks {
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//Top-left
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else if (0 > player.getX() && 0 < player.getY()) {
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chunkY = (player.getY() / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkX = ((player.getX() - 48 * CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkX = ((player.getX() - TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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}
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//Bottom-left
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else if (0 >= player.getX() && 0 >= player.getY()) {
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chunkY = ((player.getY() - 48 * CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkX = ((player.getX() - 48 * CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkY = ((player.getY() - TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkX = ((player.getX() - TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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}
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//Bottom-right
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else if (0 < player.getX() && 0 > player.getY()) {
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chunkY = ((player.getY() - 48 * CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkY = ((player.getY() - TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkX = ((player.getX()) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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}
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for (int i = -RENDER_DISTANCE; i < RENDER_DISTANCE; i++) {
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for (int j = -RENDER_DISTANCE; j < RENDER_DISTANCE; j++) {
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for (int i = -(RENDER_DISTANCE+1); i < RENDER_DISTANCE+1; i++) {
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for (int j = -(RENDER_DISTANCE+1); j < RENDER_DISTANCE+1; j++) {
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generateSuperchunk(chunkX + i, chunkY + j);
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}
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}
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