Testing world/screen space functions

This commit is contained in:
2026-07-16 08:52:26 +02:00
parent a726107da7
commit 38d2c20334
+14 -8
View File
@@ -41,15 +41,21 @@ update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera
} }
if rl.IsMouseButtonPressed(.LEFT) { if rl.IsMouseButtonPressed(.LEFT) {
pixel_pos := rl.GetMousePosition() // TESTING
//convert to render size mouse_pos := rl.GetMousePosition()
pixel_pos.x = pixel_pos.x / (WINDOW_WIDTH / GAME_WIDTH) screen_space := window_to_screen(mouse_pos)
pixel_pos.y = pixel_pos.y / (WINDOW_HEIGHT / GAME_HEIGHT)
grid_space := world_to_grid(pixel_pos, camera) x := screen_to_world(screen_space, camera)
fmt.printf("GRID SPACE: %v\n", grid_space) fmt.printf("Mouse pos -> world pos: %v\n", x)
world_space := grid_to_world(grid_space[0], grid_space[1])
fmt.printf("WORLD SPACE: %v\n", world_space) v := world_to_screen(x, camera)
fmt.printf("world pos -> screen pos: %v\n", v)
y := world_to_grid(x)
fmt.printf("Mouse pos -> grid coord: %v\n", y)
z := grid_to_world(y[0], y[1])
fmt.printf("grid pos -> world pos: %v\n", z)
} }
player.state = moving ? .WALK : .IDLE player.state = moving ? .WALK : .IDLE