diff --git a/js/world.js b/js/world.js index cbd1c64..e561fa0 100644 --- a/js/world.js +++ b/js/world.js @@ -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)