Fog of War works but it's in the wrong place and needs to be based on light.

master
Zed A. Shaw 3 weeks ago
parent 2802a44ba4
commit d264760405
  1. 23
      gui/map_view.cpp
  2. 1
      gui/map_view.hpp
  3. 16
      systems.cpp
  4. 2
      systems.hpp
  5. 5
      tests/map.cpp

@ -13,9 +13,8 @@
#include <fstream>
#include "palette.hpp"
constexpr const int map_width=13;
constexpr const int map_height=13;
constexpr const int MAP_WIDTH=13;
constexpr const int MAP_HEIGHT=13;
namespace gui {
using namespace components;
@ -25,7 +24,8 @@ namespace gui {
$level(level),
$map_render(std::make_shared<sf::RenderTexture>()),
$map_sprite($map_render->getTexture()),
$map_tiles(matrix::make(map_width, map_height))
$map_tiles(matrix::make(MAP_WIDTH, MAP_HEIGHT)),
$fow(matrix::make($level.map->width(), $level.map->height()))
{
auto player = $level.world->get_the<Player>();
$player_display = $level.world->get<Tile>(player.entity).display;
@ -33,6 +33,7 @@ namespace gui {
void MapViewUI::update_level(GameLevel &level) {
$level = level;
$fow = matrix::make($level.map->width(), $level.map->height());
}
void MapViewUI::init() {
@ -44,7 +45,7 @@ namespace gui {
$gui.set<Rectangle>($log_to, {10, THEME.DARK_MID, THEME.BORDER_COLOR, 10});
$gui.set<Textual>($log_to, {L"Welcome to the Game!", 25, THEME.TEXT_COLOR, 10});
auto map_cell = lel::center(MAP_TILE_DIM * map_width, MAP_TILE_DIM * map_height, $gui.cell_for("map_grid"));
auto map_cell = lel::center(MAP_TILE_DIM * MAP_WIDTH, MAP_TILE_DIM * MAP_HEIGHT, $gui.cell_for("map_grid"));
$map_sprite.setPosition({(float)map_cell.x, (float)map_cell.y + 30});
$gui.init();
@ -62,7 +63,17 @@ namespace gui {
void MapViewUI::render(sf::RenderWindow &window, int compass_dir) {
$gui.render(window);
System::draw_map($level, $map_tiles, $entity_map);
auto player = $level.world->get_the<components::Player>();
auto player_pos = $level.world->get<components::Position>(player.entity).location;
// NOTE: FoW is probably better done in the lighting system, because it illuminates where you've been. The light calcs could then simply set the light the player touches to 1 when it's run.
for(matrix::circle it{$fow, player_pos, 2.5}; it.next();) {
for(int x = it.left; x < it.right; x++) {
$fow[it.y][x] = 1;
}
}
System::draw_map($level, $map_tiles, $fow, $entity_map);
System::render_map($map_tiles, $entity_map, *$map_render, compass_dir, $player_display);
$map_sprite.setTexture($map_render->getTexture(), true);
window.draw($map_sprite);

@ -17,6 +17,7 @@ namespace gui {
std::shared_ptr<sf::RenderTexture> $map_render;
sf::Sprite $map_sprite;
matrix::Matrix $map_tiles;
matrix::Matrix $fow;
MapViewUI(GameLevel &level);
void init();

@ -526,7 +526,7 @@ bool System::inventory_occupied(GameLevel& level, Entity container_id, const std
}
void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
void System::draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& entity_map) {
World &world = *level.world;
Map &map = *level.map;
size_t view_x = matrix::width(grid) - 1;
@ -547,7 +547,7 @@ void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
size_t tile_y = size_t(it.y) + cam_orig.y;
size_t tile_x = size_t(it.x) + cam_orig.x;
if(matrix::inbounds(tiles, tile_x, tile_y)) {
if(matrix::inbounds(tiles, tile_x, tile_y) && fow[tile_y][tile_x]) {
size_t tid = tiles[tile_y][tile_x];
grid[it.y][it.x] = tile_set[tid];
} else {
@ -558,11 +558,15 @@ void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
// then get the enemy/item/device tiles and fill those in
world.query<Position, Tile>([&](auto, auto &pos, auto &entity_glyph) {
// BUG: don't I have a within bounds macro somewhere?
if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
&& pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y)
if(pos.location.x >= cam_orig.x
&& pos.location.x <= cam_orig.x + view_x
&& pos.location.y >= cam_orig.y
&& pos.location.y <= cam_orig.y + view_y)
{
Point view_pos = map.map_to_camera(pos.location, cam_orig);
entity_map.insert_or_assign(view_pos, entity_glyph.display);
if(fow[pos.location.y][pos.location.x]) {
Point view_pos = map.map_to_camera(pos.location, cam_orig);
entity_map.insert_or_assign(view_pos, entity_glyph.display);
}
}
});
}

@ -39,6 +39,6 @@ namespace System {
void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
void draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& entity_map);
void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
}

@ -100,8 +100,11 @@ TEST_CASE("map image test", "[map-sprite]") {
for(matrix::each_row it{level.map->walls()}; it.next();) {
player_pos.location.x = it.x;
player_pos.location.y = it.y;
size_t width = level.map->width();
size_t height = level.map->height();
System::draw_map(level, map_tiles, entity_map);
Matrix fow = matrix::make(width, height);
System::draw_map(level, map_tiles, fow, entity_map);
System::render_map(map_tiles, entity_map, *render, 2, player_display);
#ifdef TEST_RENDER

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