Fog of War works but it's in the wrong place and needs to be based on light.
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2802a44ba4
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d264760405
5 changed files with 33 additions and 14 deletions
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@ -13,9 +13,8 @@
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#include <fstream>
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#include "palette.hpp"
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constexpr const int map_width=13;
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constexpr const int map_height=13;
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constexpr const int MAP_WIDTH=13;
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constexpr const int MAP_HEIGHT=13;
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namespace gui {
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using namespace components;
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@ -25,7 +24,8 @@ namespace gui {
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$level(level),
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$map_render(std::make_shared<sf::RenderTexture>()),
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$map_sprite($map_render->getTexture()),
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$map_tiles(matrix::make(map_width, map_height))
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$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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auto player = $level.world->get_the<Player>();
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$player_display = $level.world->get<Tile>(player.entity).display;
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@ -33,6 +33,7 @@ namespace gui {
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void MapViewUI::update_level(GameLevel &level) {
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$level = level;
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$fow = matrix::make($level.map->width(), $level.map->height());
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}
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void MapViewUI::init() {
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@ -44,7 +45,7 @@ namespace gui {
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$gui.set<Rectangle>($log_to, {10, THEME.DARK_MID, THEME.BORDER_COLOR, 10});
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$gui.set<Textual>($log_to, {L"Welcome to the Game!", 25, THEME.TEXT_COLOR, 10});
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auto map_cell = lel::center(MAP_TILE_DIM * map_width, MAP_TILE_DIM * map_height, $gui.cell_for("map_grid"));
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auto map_cell = lel::center(MAP_TILE_DIM * MAP_WIDTH, MAP_TILE_DIM * MAP_HEIGHT, $gui.cell_for("map_grid"));
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$map_sprite.setPosition({(float)map_cell.x, (float)map_cell.y + 30});
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$gui.init();
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@ -62,7 +63,17 @@ namespace gui {
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void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
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$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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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($map_render->getTexture(), true);
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window.draw($map_sprite);
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@ -17,6 +17,7 @@ namespace gui {
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std::shared_ptr<sf::RenderTexture> $map_render;
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sf::Sprite $map_sprite;
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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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void init();
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12
systems.cpp
12
systems.cpp
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@ -526,7 +526,7 @@ bool System::inventory_occupied(GameLevel& level, Entity container_id, const std
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}
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void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
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void System::draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& entity_map) {
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World &world = *level.world;
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Map &map = *level.map;
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size_t view_x = matrix::width(grid) - 1;
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@ -547,7 +547,7 @@ void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
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size_t tile_y = size_t(it.y) + cam_orig.y;
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size_t tile_x = size_t(it.x) + cam_orig.x;
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if(matrix::inbounds(tiles, tile_x, tile_y)) {
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if(matrix::inbounds(tiles, tile_x, tile_y) && fow[tile_y][tile_x]) {
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size_t tid = tiles[tile_y][tile_x];
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grid[it.y][it.x] = tile_set[tid];
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} else {
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@ -558,12 +558,16 @@ void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
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// then get the enemy/item/device tiles and fill those in
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world.query<Position, Tile>([&](auto, auto &pos, auto &entity_glyph) {
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// BUG: don't I have a within bounds macro somewhere?
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if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
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&& pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y)
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if(pos.location.x >= cam_orig.x
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&& pos.location.x <= cam_orig.x + view_x
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&& pos.location.y >= cam_orig.y
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&& pos.location.y <= cam_orig.y + view_y)
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{
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if(fow[pos.location.y][pos.location.x]) {
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Point view_pos = map.map_to_camera(pos.location, cam_orig);
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entity_map.insert_or_assign(view_pos, entity_glyph.display);
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}
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}
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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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bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
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void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
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void draw_map(GameLevel& level, Matrix& grid, Matrix& fow, 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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}
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@ -100,8 +100,11 @@ 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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player_pos.location.x = it.x;
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player_pos.location.y = it.y;
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size_t width = level.map->width();
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size_t height = level.map->height();
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System::draw_map(level, map_tiles, entity_map);
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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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