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@ -215,7 +215,7 @@ void Old_Map::generate_terrain() {
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for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) {
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for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) {
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for (int z = 0; z < 5; z++) {
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for (int z = 5; z < 15; z++) {
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voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6;
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}
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@ -249,63 +249,63 @@ void Old_Map::generate_terrain() {
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// Hand code in some constructions
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std::vector<std::vector<int>> maze =
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generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
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for (int x = 0; x < maze.size(); x++) {
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for (int y = 0; y < maze.at(0).size(); y++) {
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switch(maze.at(x).at(y)) {
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case 1: { // North
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
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//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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break;
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}
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case 2: { // South
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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break;
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}
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case 3: { // East
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voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
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//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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break;
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}
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case 4: { // West
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voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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break;
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}
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}
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}
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}
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//std::vector<std::vector<int>> maze =
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// generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
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//for (int x = 0; x < dimensions.x; x++) {
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// for (int y = 0; y < dimensions.y; y++) {
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// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
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//for (int x = 0; x < maze.size(); x++) {
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// for (int y = 0; y < maze.at(0).size(); y++) {
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//
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// switch(maze.at(x).at(y)) {
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//
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// case 1: { // North
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
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// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// break;
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// }
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// case 2: { // South
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// break;
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// }
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// case 3: { // East
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// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
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// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// break;
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// }
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// case 4: { // West
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// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// break;
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// }
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//
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// }
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//
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//
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// }
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//}
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set_voxel(sf::Vector3i(45, 70, 6), 6);
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set_voxel(sf::Vector3i(47, 70, 6), 6);
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set_voxel(sf::Vector3i(100, 100, 50), 1);
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////for (int x = 0; x < dimensions.x; x++) {
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//// for (int y = 0; y < dimensions.y; y++) {
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//// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
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//// }
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////}
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//set_voxel(sf::Vector3i(45, 70, 6), 6);
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//set_voxel(sf::Vector3i(47, 70, 6), 6);
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//set_voxel(sf::Vector3i(100, 100, 50), 1);
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}
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