refactor: Remove floor generation and related code from world generation

This commit is contained in:
Kacper Kostka (aider) 2025-04-05 15:16:21 +02:00
parent 7aa0c1785b
commit 908c819441

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@ -42,13 +42,7 @@ function getOrCreateChunk(chunkX, chunkY) {
}
}
// Add floor at the bottom of the world (only at y = 0)
if (chunkY === 0) {
// Fill the bottom row with walls
for (let x = 0; x < CHUNK_SIZE; x++) {
chunkData[(CHUNK_SIZE - 1) * CHUNK_SIZE + x] = WALL;
}
}
// Floor has been removed as it's no longer needed
// Get the current player chunk position
const playerChunkX = Math.floor(worldOffsetX / CHUNK_SIZE);
@ -386,12 +380,6 @@ function setPixel(worldX, worldY, type) {
}
function getPixel(worldX, worldY) {
// Special case: floor at the bottom of the world (only first chunk)
const floorChunkY = Math.floor(worldY / CHUNK_SIZE);
if (worldY % CHUNK_SIZE === CHUNK_SIZE - 1 && floorChunkY === 0) {
return WALL;
}
const { chunkX, chunkY, localX, localY } = getChunkCoordinates(worldX, worldY);
const key = getChunkKey(chunkX, chunkY);
@ -453,7 +441,7 @@ function generateChunksAroundPlayer() {
const centerChunkY = Math.floor(worldOffsetY / CHUNK_SIZE);
const radius = 3; // Generate chunks within 3 chunks of the player
// Always generate the stone layer at y = 1 instead of below the floor
// Always generate the stone layer at y = 1
for (let dx = -radius; dx <= radius; dx++) {
const chunkX = centerChunkX + dx;
const chunkY = 1; // The chunk at y = 1 (moved from y = -1)