|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [textures] example - fog of war"); | 
						
						
							|  | 
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							|  |     Map map = { 0 }; | 
						
						
							|  |     map.tilesX = 25; | 
						
						
							|  |     map.tilesY = 15; | 
						
						
							|  | 
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							|  |     // 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); | 
						
						
							|  | 
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							|  |     // 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; | 
						
						
							|  | 
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							|  |         // 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; | 
						
						
							|  | 
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							|  |         // 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; | 
						
						
							|  | 
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							|  |         // 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); | 
						
						
							|  | 
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							|  |         // 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(); | 
						
						
							|  | 
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							|  |         BeginDrawing(); | 
						
						
							|  | 
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							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  |             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)); | 
						
						
							|  |                 } | 
						
						
							|  |             } | 
						
						
							|  | 
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							|  |             // Draw player | 
						
						
							|  |             DrawRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED); | 
						
						
							|  | 
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							|  | 
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							|  |             // 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); | 
						
						
							|  | 
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							|  |             // 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); | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // 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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