FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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d264760405
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2997dc363b
7 changed files with 19 additions and 30 deletions
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@ -24,8 +24,7 @@ namespace gui {
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$level(level),
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$level(level),
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$map_render(std::make_shared<sf::RenderTexture>()),
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$map_render(std::make_shared<sf::RenderTexture>()),
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$map_sprite($map_render->getTexture()),
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$map_sprite($map_render->getTexture()),
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$map_tiles(matrix::make(MAP_WIDTH, MAP_HEIGHT)),
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$map_tiles(matrix::make(MAP_WIDTH, MAP_HEIGHT))
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$fow(matrix::make($level.map->width(), $level.map->height()))
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{
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{
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auto player = $level.world->get_the<Player>();
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auto player = $level.world->get_the<Player>();
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$player_display = $level.world->get<Tile>(player.entity).display;
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$player_display = $level.world->get<Tile>(player.entity).display;
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@ -33,7 +32,6 @@ namespace gui {
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void MapViewUI::update_level(GameLevel &level) {
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void MapViewUI::update_level(GameLevel &level) {
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$level = level;
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$level = level;
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$fow = matrix::make($level.map->width(), $level.map->height());
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}
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}
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void MapViewUI::init() {
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void MapViewUI::init() {
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@ -62,19 +60,8 @@ namespace gui {
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void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
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void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
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$gui.render(window);
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$gui.render(window);
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System::draw_map($level, $map_tiles, $entity_map);
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auto player = $level.world->get_the<components::Player>();
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System::render_map($level, $map_tiles, $entity_map, *$map_render, compass_dir, $player_display);
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auto player_pos = $level.world->get<components::Position>(player.entity).location;
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// NOTE: FoW is probably better done in the lighting system, because it illuminates where you've been. The light calcs could then simply set the light the player touches to 1 when it's run.
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for(matrix::circle it{$fow, player_pos, 2.5}; it.next();) {
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for(int x = it.left; x < it.right; x++) {
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$fow[it.y][x] = 1;
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}
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}
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System::draw_map($level, $map_tiles, $fow, $entity_map);
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System::render_map($map_tiles, $entity_map, *$map_render, compass_dir, $player_display);
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$map_sprite.setTexture($map_render->getTexture(), true);
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$map_sprite.setTexture($map_render->getTexture(), true);
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window.draw($map_sprite);
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window.draw($map_sprite);
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// $gui.debug_layout(window);
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// $gui.debug_layout(window);
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@ -17,7 +17,6 @@ namespace gui {
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std::shared_ptr<sf::RenderTexture> $map_render;
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std::shared_ptr<sf::RenderTexture> $map_render;
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sf::Sprite $map_sprite;
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sf::Sprite $map_sprite;
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matrix::Matrix $map_tiles;
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matrix::Matrix $map_tiles;
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matrix::Matrix $fow;
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MapViewUI(GameLevel &level);
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MapViewUI(GameLevel &level);
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void init();
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void init();
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@ -12,7 +12,8 @@ namespace lighting {
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$height(matrix::height(tiles)),
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$height(matrix::height(tiles)),
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$lightmap(matrix::make($width, $height)),
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$lightmap(matrix::make($width, $height)),
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$ambient(matrix::make($width, $height)),
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$ambient(matrix::make($width, $height)),
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$paths($width, $height)
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$paths($width, $height),
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$fow(matrix::make($width, $height))
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{
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{
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auto& tile_ambient = textures::get_ambient_light();
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auto& tile_ambient = textures::get_ambient_light();
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@ -47,8 +48,9 @@ namespace lighting {
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for(auto point : has_light) {
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for(auto point : has_light) {
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for(matrix::compass it{$lightmap, point.x, point.y}; it.next();) {
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for(matrix::compass it{$lightmap, point.x, point.y}; it.next();) {
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if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) {
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if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) {
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$lightmap[it.y][it.x] = light_level(source.strength, 1.5f, point.x, point.y);
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$lightmap[it.y][it.x] = light_level(source.strength, 1.5f, point.x, point.y);
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}
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}
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$fow[it.y][it.x] = $lightmap[it.y][it.x];
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}
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}
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}
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}
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}
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}
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@ -21,6 +21,7 @@ namespace lighting {
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Matrix $lightmap;
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Matrix $lightmap;
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Matrix $ambient;
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Matrix $ambient;
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Pathing $paths;
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Pathing $paths;
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matrix::Matrix $fow;
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LightRender(Matrix& walls);
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LightRender(Matrix& walls);
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10
systems.cpp
10
systems.cpp
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@ -526,9 +526,10 @@ bool System::inventory_occupied(GameLevel& level, Entity container_id, const std
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}
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}
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void System::draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& entity_map) {
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void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
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World &world = *level.world;
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World &world = *level.world;
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Map &map = *level.map;
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Map &map = *level.map;
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Matrix &fow = level.lights->$fow;
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size_t view_x = matrix::width(grid) - 1;
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size_t view_x = matrix::width(grid) - 1;
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size_t view_y = matrix::height(grid) - 1;
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size_t view_y = matrix::height(grid) - 1;
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@ -571,13 +572,15 @@ void System::draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& e
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});
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});
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}
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}
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void System::render_map(GameLevel& level, Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display) {
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void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display) {
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sf::Vector2i tile_sprite_dim{MAP_TILE_DIM,MAP_TILE_DIM};
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sf::Vector2i tile_sprite_dim{MAP_TILE_DIM,MAP_TILE_DIM};
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unsigned int width = matrix::width(tiles);
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unsigned int width = matrix::width(tiles);
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unsigned int height = matrix::height(tiles);
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unsigned int height = matrix::height(tiles);
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sf::Vector2u dim{width * tile_sprite_dim.x, height * tile_sprite_dim.y};
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sf::Vector2u dim{width * tile_sprite_dim.x, height * tile_sprite_dim.y};
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auto render_size = render.getSize();
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auto render_size = render.getSize();
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Matrix &fow = level.lights->$fow;
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(void)level;
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(void)fow;
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if(render_size.x != width || render_size.y != height) {
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if(render_size.x != width || render_size.y != height) {
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bool worked = render.resize(dim);
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bool worked = render.resize(dim);
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@ -608,6 +611,7 @@ void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture
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sprite.setPosition({float(point.x * tile_sprite_dim.x), float(point.y * tile_sprite_dim.y)});
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sprite.setPosition({float(point.x * tile_sprite_dim.x), float(point.y * tile_sprite_dim.y)});
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}
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}
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render.draw(sprite);
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render.draw(sprite);
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}
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}
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@ -39,6 +39,6 @@ namespace System {
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void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
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void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
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bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
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bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
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void draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& entity_map);
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void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
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void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
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void render_map(GameLevel& level, Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
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}
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}
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@ -100,12 +100,8 @@ TEST_CASE("map image test", "[map-sprite]") {
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for(matrix::each_row it{level.map->walls()}; it.next();) {
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for(matrix::each_row it{level.map->walls()}; it.next();) {
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player_pos.location.x = it.x;
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player_pos.location.x = it.x;
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player_pos.location.y = it.y;
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player_pos.location.y = it.y;
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size_t width = level.map->width();
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System::draw_map(level, map_tiles, entity_map);
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size_t height = level.map->height();
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System::render_map(level, map_tiles, entity_map, *render, 2, player_display);
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Matrix fow = matrix::make(width, height);
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System::draw_map(level, map_tiles, fow, entity_map);
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System::render_map(map_tiles, entity_map, *render, 2, player_display);
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#ifdef TEST_RENDER
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#ifdef TEST_RENDER
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// confirm we get two different maps
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// confirm we get two different maps
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