#if 0 #ifndef CLOUDS_H #define CLOUDS_H #include "raylib.h" // Cloud system structure typedef struct { int grid_size; // Size of cloud grid (e.g., 12x12 clouds) float cloud_height; // Y position of clouds float cloud_spacing; // Distance between cloud blocks float cloud_size; // Size of each cloud segment Vector2 grid_offset; // Offset for smooth scrolling Vector2 anchor_pos; // World X/Z position clouds are anchored to (player) Texture2D cloud_texture; // Cloud image texture (legacy, unused) bool texture_loaded; // Whether texture was successfully loaded float render_distance; // Cloud render distance bool enabled; // Whether clouds are enabled float time_offset; // Time offset for cloud movement (eastward drift) float scroll_speed; // Cells per second for cloud movement int cloud_map_size; // Size of the persistent cloud mask unsigned char cloud_map[128][128]; // Persistent cloud occupancy mask } CloudSystem; // Function declarations CloudSystem* clouds_create(const char* cloud_image_path); void clouds_free(CloudSystem* clouds); void clouds_update(CloudSystem* clouds, Vector3 player_pos); void clouds_draw(CloudSystem* clouds, Vector3 camera_pos, Vector3 camera_offset); void clouds_reset(CloudSystem* clouds); #endif #endif