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| author | Ray <[email protected]> | 2022-08-02 00:30:57 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2022-08-02 00:30:57 +0200 |
| commit | fe9e82b2e689ad6ae13ae6680ae8f1576c498fe2 (patch) | |
| tree | 119aceca9b20d35e313cf0cc9aba3267ab70ee8c /examples/textures/textures_fog_of_war.c | |
| parent | b20d416131729d7294123938ba48aad0c6812440 (diff) | |
| download | raylib-fe9e82b2e689ad6ae13ae6680ae8f1576c498fe2.tar.gz raylib-fe9e82b2e689ad6ae13ae6680ae8f1576c498fe2.zip | |
Remove line breaks
Diffstat (limited to 'examples/textures/textures_fog_of_war.c')
| -rw-r--r-- | examples/textures/textures_fog_of_war.c | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/examples/textures/textures_fog_of_war.c b/examples/textures/textures_fog_of_war.c index 620e8bba..d89386c8 100644 --- a/examples/textures/textures_fog_of_war.c +++ b/examples/textures/textures_fog_of_war.c @@ -17,7 +17,7 @@ #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 +#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position // Map data type typedef struct Map { @@ -38,26 +38,26 @@ int main(void) 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 (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 @@ -77,7 +77,7 @@ int main(void) 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 = map.tilesX*MAP_TILE_SIZE - PLAYER_SIZE; @@ -86,11 +86,11 @@ int main(void) // Previous visited tiles are set to partial fog for (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++) @@ -108,31 +108,31 @@ int main(void) 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 (int y = 0; y < map.tilesY; y++) { for (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, + 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, fogOfWar.texture.width, -fogOfWar.texture.height }, - (Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, map.tilesY*MAP_TILE_SIZE }, + DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, fogOfWar.texture.width, -fogOfWar.texture.height }, + (Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, 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, LIME); @@ -146,7 +146,7 @@ int main(void) free(map.tileFog); // Free allocated map tile fog state UnloadRenderTexture(fogOfWar); // Unload render texture - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- |
