From cdda4c4182c9ee068567529715e4a5c68a8efb58 Mon Sep 17 00:00:00 2001 From: bonmas14 Date: Sat, 20 Sep 2025 22:28:15 +0300 Subject: Init commit v1.0 --- .../raylib/examples/textures/textures_fog_of_war.c | 155 +++++++++++++++++++++ 1 file changed, 155 insertions(+) create mode 100644 deps/raylib/examples/textures/textures_fog_of_war.c (limited to 'deps/raylib/examples/textures/textures_fog_of_war.c') diff --git a/deps/raylib/examples/textures/textures_fog_of_war.c b/deps/raylib/examples/textures/textures_fog_of_war.c new file mode 100644 index 0000000..2f72c0d --- /dev/null +++ b/deps/raylib/examples/textures/textures_fog_of_war.c @@ -0,0 +1,155 @@ +/******************************************************************************************* +* +* 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 // 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; +} -- cgit v1.2.3-70-g09d2