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- /*******************************************************************************************
- *
- * raylib [textures] example - Fog of war
- *
- * Example originally created with raylib 4.2, last time updated with raylib 4.2
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2018-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include <stdlib.h> // Required for: calloc(), free()
-
- #define MAP_TILE_SIZE 32 // Tiles size 32x32 pixels
- #define PLAYER_SIZE 16 // Player size
- #define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position
-
- // Map data type
- typedef struct Map {
- unsigned int tilesX; // Number of tiles in X axis
- unsigned int tilesY; // Number of tiles in Y axis
- unsigned char *tileIds; // Tile ids (tilesX*tilesY), defines type of tile to draw
- unsigned char *tileFog; // Tile fog state (tilesX*tilesY), defines if a tile has fog or half-fog
- } Map;
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - fog of war");
-
- Map map = { 0 };
- map.tilesX = 25;
- map.tilesY = 15;
-
- // NOTE: We can have up to 256 values for tile ids and for tile fog state,
- // probably we don't need that many values for fog state, it can be optimized
- // to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
- map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
- map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
-
- // Load map tiles (generating 2 random tile ids for testing)
- // NOTE: Map tile ids should be probably loaded from an external map file
- for (unsigned int i = 0; i < map.tilesY*map.tilesX; i++) map.tileIds[i] = GetRandomValue(0, 1);
-
- // Player position on the screen (pixel coordinates, not tile coordinates)
- Vector2 playerPosition = { 180, 130 };
- int playerTileX = 0;
- int playerTileY = 0;
-
- // Render texture to render fog of war
- // NOTE: To get an automatic smooth-fog effect we use a render texture to render fog
- // at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
- RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY);
- SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR);
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Move player around
- if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 5;
- if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 5;
- if (IsKeyDown(KEY_DOWN)) playerPosition.y += 5;
- if (IsKeyDown(KEY_UP)) playerPosition.y -= 5;
-
- // Check player position to avoid moving outside tilemap limits
- if (playerPosition.x < 0) playerPosition.x = 0;
- else if ((playerPosition.x + PLAYER_SIZE) > (map.tilesX*MAP_TILE_SIZE)) playerPosition.x = (float)map.tilesX*MAP_TILE_SIZE - PLAYER_SIZE;
- if (playerPosition.y < 0) playerPosition.y = 0;
- else if ((playerPosition.y + PLAYER_SIZE) > (map.tilesY*MAP_TILE_SIZE)) playerPosition.y = (float)map.tilesY*MAP_TILE_SIZE - PLAYER_SIZE;
-
- // Previous visited tiles are set to partial fog
- for (unsigned int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
-
- // Get current tile position from player pixel position
- playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
- playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
-
- // Check visibility and update fog
- // NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
- for (int y = (playerTileY - PLAYER_TILE_VISIBILITY); y < (playerTileY + PLAYER_TILE_VISIBILITY); y++)
- for (int x = (playerTileX - PLAYER_TILE_VISIBILITY); x < (playerTileX + PLAYER_TILE_VISIBILITY); x++)
- if ((x >= 0) && (x < (int)map.tilesX) && (y >= 0) && (y < (int)map.tilesY)) map.tileFog[y*map.tilesX + x] = 1;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- // Draw fog of war to a small render texture for automatic smoothing on scaling
- BeginTextureMode(fogOfWar);
- ClearBackground(BLANK);
- for (unsigned int y = 0; y < map.tilesY; y++)
- for (unsigned int x = 0; x < map.tilesX; x++)
- if (map.tileFog[y*map.tilesX + x] == 0) DrawRectangle(x, y, 1, 1, BLACK);
- else if (map.tileFog[y*map.tilesX + x] == 2) DrawRectangle(x, y, 1, 1, Fade(BLACK, 0.8f));
- EndTextureMode();
-
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- for (unsigned int y = 0; y < map.tilesY; y++)
- {
- for (unsigned int x = 0; x < map.tilesX; x++)
- {
- // Draw tiles from id (and tile borders)
- DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE,
- (map.tileIds[y*map.tilesX + x] == 0)? BLUE : Fade(BLUE, 0.9f));
- DrawRectangleLines(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, Fade(DARKBLUE, 0.5f));
- }
- }
-
- // Draw player
- DrawRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED);
-
-
- // Draw fog of war (scaled to full map, bilinear filtering)
- DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, (float)fogOfWar.texture.width, (float)-fogOfWar.texture.height },
- (Rectangle){ 0, 0, (float)map.tilesX*MAP_TILE_SIZE, (float)map.tilesY*MAP_TILE_SIZE },
- (Vector2){ 0, 0 }, 0.0f, WHITE);
-
- // Draw player current tile
- DrawText(TextFormat("Current tile: [%i,%i]", playerTileX, playerTileY), 10, 10, 20, RAYWHITE);
- DrawText("ARROW KEYS to move", 10, screenHeight-25, 20, RAYWHITE);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- free(map.tileIds); // Free allocated map tile ids
- free(map.tileFog); // Free allocated map tile fog state
-
- UnloadRenderTexture(fogOfWar); // Unload render texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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