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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/textures/textures_fog_of_war.c
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+/*******************************************************************************************
+*
+* 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)
+*
+********************************************************************************************/
+
+#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;
+
+ 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 (unsigned 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
+ 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;
+
+ // 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;
+
+ // 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;
+
+ // 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++)
+ 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();
+
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ 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));
+ }
+ }
+
+ // 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, (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);
+
+ // 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);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // 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;
+}