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