Fixed chunkloading system, chunks are deleted if aren't visited after a long time
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@@ -21,10 +21,10 @@ public class InputController implements Restrictions {
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i++;
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if (Gdx.input.isKeyPressed(Input.Keys.A)) {
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cam.zoom += 1;
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cam.zoom += 5;
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}
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if (Gdx.input.isKeyPressed(Input.Keys.Q)) {
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cam.zoom -= 1;
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cam.zoom -= 5;
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}
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if (Gdx.input.isKeyPressed(Input.Keys.LEFT) && i > KEY_DELAY) {
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@@ -8,19 +8,20 @@ import java.util.HashMap;
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import static com.mygdx.game.Restrictions.*;
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public class Superchunks {
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public static HashMap<Pair<Integer,Integer>, Chunks> overworld = new HashMap<>();
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public static HashMap<Pair<Integer, Integer>, Chunks> overworld = new HashMap<>();
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private Superchunks() {}
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public static void generateSuperchunk(int x, int y) {
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Chunks chunks;
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int startX = x * SUPER_CHUNK_SIZE;
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int startY = y * SUPER_CHUNK_SIZE;
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int endX = startX + SUPER_CHUNK_SIZE;
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int endY = startY + SUPER_CHUNK_SIZE;
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for (int i = startX; i != endX; i++){
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for (int i = startX; i != endX; i++) {
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for (int j = startY; j != endY; j++) {
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Chunks chunks = new Chunks();
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chunks = new Chunks();
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BlockMaterials.create();
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chunks.generateChunk(i, j);
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overworld.put(new Pair<>(i, j), chunks);
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@@ -30,35 +31,39 @@ public class Superchunks {
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public static void loadChunks(Player player) {
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int chunkY = 0;
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int chunkX = 0;
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//Top-right
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if(0<=player.getX() && 0<=player.getY()) {
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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() / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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}
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//Top-left
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else if(0>player.getX() && 0<player.getY()){
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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() - 48 * 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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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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}
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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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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()) / (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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generateSuperchunk(chunkX+i,chunkY+j);
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generateSuperchunk(chunkX + i, chunkY + j);
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}
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}
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}
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}
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@@ -42,7 +42,10 @@ public class WorldRenderer implements Restrictions {
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}
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public void render(SpriteBatch batch) {
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drawWorld(batch);
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try {
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drawWorld(batch);
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}catch (Exception e){}
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inputController.handleInput();
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batch.setProjectionMatrix(cam.combined);
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cam.update();
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@@ -19,9 +19,9 @@ public class Main extends ApplicationAdapter {
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private WorldRenderer worldRenderer;
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private GUI gui;
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private FitViewport fitViewport;
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public static float delta = 0;
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float physicsUpdateSpeed = 1/60f; //how often you want to do a physics-update, in this case every 1/60th of a sec
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float timeSinceLastUpdate = 0f; //accumulator
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private float chunkSeconds;
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private Player player;
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@@ -50,12 +50,15 @@ public class Main extends ApplicationAdapter {
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fixedStep();
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chunkSeconds +=Gdx.graphics.getRawDeltaTime();
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if(chunkSeconds > RENDER_TIME){
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chunkSeconds -= RENDER_TIME;
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delta +=Gdx.graphics.getDeltaTime();
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if(delta > RENDER_TIME) {
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delta -= RENDER_TIME;
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Superchunks.overworld.clear();
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Superchunks.loadChunks(player);
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}
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batch.begin();
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worldRenderer.render(batch);
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gui.render(batch);
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@@ -9,5 +9,5 @@ public interface Restrictions {
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int CHUNK_SIZE = 16;
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int SUPER_CHUNK_SIZE = 3;
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int RENDER_DISTANCE = 3;
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int RENDER_TIME = 1;
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float RENDER_TIME = 1;
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}
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