Remove line breaks
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4 changed files with 101 additions and 101 deletions
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@ -17,7 +17,7 @@
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#define MAP_TILE_SIZE 32 // Tiles size 32x32 pixels
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#define PLAYER_SIZE 16 // Player size
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#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position
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#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position
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// Map data type
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typedef struct Map {
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@ -38,26 +38,26 @@ int main(void)
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - fog of war");
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Map map = { 0 };
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map.tilesX = 25;
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map.tilesY = 15;
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// NOTE: We can have up to 256 values for tile ids and for tile fog state,
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// probably we don't need that many values for fog state, it can be optimized
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// to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
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map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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// Load map tiles (generating 2 random tile ids for testing)
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// NOTE: Map tile ids should be probably loaded from an external map file
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for (int i = 0; i < map.tilesY*map.tilesX; i++) map.tileIds[i] = GetRandomValue(0, 1);
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// Player position on the screen (pixel coordinates, not tile coordinates)
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Vector2 playerPosition = { 180, 130 };
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int playerTileX = 0;
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int playerTileY = 0;
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// Render texture to render fog of war
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// NOTE: To get an automatic smooth-fog effect we use a render texture to render fog
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// at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
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@ -77,7 +77,7 @@ int main(void)
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if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 5;
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if (IsKeyDown(KEY_DOWN)) playerPosition.y += 5;
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if (IsKeyDown(KEY_UP)) playerPosition.y -= 5;
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// Check player position to avoid moving outside tilemap limits
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if (playerPosition.x < 0) playerPosition.x = 0;
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else if ((playerPosition.x + PLAYER_SIZE) > (map.tilesX*MAP_TILE_SIZE)) playerPosition.x = map.tilesX*MAP_TILE_SIZE - PLAYER_SIZE;
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@ -86,11 +86,11 @@ int main(void)
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// Previous visited tiles are set to partial fog
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for (int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
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// Get current tile position from player pixel position
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playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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// Check visibility and update fog
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// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
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for (int y = (playerTileY - PLAYER_TILE_VISIBILITY); y < (playerTileY + PLAYER_TILE_VISIBILITY); y++)
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@ -108,31 +108,31 @@ int main(void)
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if (map.tileFog[y*map.tilesX + x] == 0) DrawRectangle(x, y, 1, 1, BLACK);
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else if (map.tileFog[y*map.tilesX + x] == 2) DrawRectangle(x, y, 1, 1, Fade(BLACK, 0.8f));
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EndTextureMode();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (int y = 0; y < map.tilesY; y++)
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{
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for (int x = 0; x < map.tilesX; x++)
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{
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// Draw tiles from id (and tile borders)
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DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE,
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DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE,
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(map.tileIds[y*map.tilesX + x] == 0)? BLUE : Fade(BLUE, 0.9f));
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DrawRectangleLines(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, Fade(DARKBLUE, 0.5f));
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}
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}
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// Draw player
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DrawRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED);
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// Draw fog of war (scaled to full map, bilinear filtering)
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DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, fogOfWar.texture.width, -fogOfWar.texture.height },
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(Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, map.tilesY*MAP_TILE_SIZE },
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DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, fogOfWar.texture.width, -fogOfWar.texture.height },
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(Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, map.tilesY*MAP_TILE_SIZE },
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(Vector2){ 0, 0 }, 0.0f, WHITE);
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// Draw player current tile
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DrawText(TextFormat("Current tile: [%i,%i]", playerTileX, playerTileY), 10, 10, 20, LIME);
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@ -146,7 +146,7 @@ int main(void)
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free(map.tileFog); // Free allocated map tile fog state
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UnloadRenderTexture(fogOfWar); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -27,22 +27,22 @@ int main(void)
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif playing");
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int animFrames = 0;
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// Load all GIF animation frames into a single Image
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// NOTE: GIF data is always loaded as RGBA (32bit) by default
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// NOTE: Frames are just appended one after another in image.data memory
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Image imScarfyAnim = LoadImageAnim("resources/scarfy_run.gif", &animFrames);
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// Load texture from image
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// NOTE: We will update this texture when required with next frame data
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// WARNING: It's not recommended to use this technique for sprites animation,
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// use spritesheets instead, like illustrated in textures_sprite_anim example
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Texture2D texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
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unsigned int nextFrameDataOffset = 0; // Current byte offset to next frame in image.data
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int currentAnimFrame = 0; // Current animation frame to load and draw
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int frameDelay = 8; // Frame delay to switch between animation frames
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int frameCounter = 0; // General frames counter
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@ -56,23 +56,23 @@ int main(void)
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// Update
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//----------------------------------------------------------------------------------
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frameCounter++;
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if (frameCounter >= frameDelay)
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if (frameCounter >= frameDelay)
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{
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// Move to next frame
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// NOTE: If final frame is reached we return to first frame
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currentAnimFrame++;
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if (currentAnimFrame >= animFrames) currentAnimFrame = 0;
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// Get memory offset position for next frame data in image.data
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nextFrameDataOffset = imScarfyAnim.width*imScarfyAnim.height*4*currentAnimFrame;
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// Update GPU texture data with next frame image data
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// WARNING: Data size (frame size) and pixel format must match already created texture
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UpdateTexture(texScarfyAnim, ((unsigned char *)imScarfyAnim.data) + nextFrameDataOffset);
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frameCounter = 0;
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}
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// Control frames delay
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if (IsKeyPressed(KEY_RIGHT)) frameDelay++;
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else if (IsKeyPressed(KEY_LEFT)) frameDelay--;
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@ -90,7 +90,7 @@ int main(void)
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DrawText(TextFormat("TOTAL GIF FRAMES: %02i", animFrames), 50, 30, 20, LIGHTGRAY);
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DrawText(TextFormat("CURRENT FRAME: %02i", currentAnimFrame), 50, 60, 20, GRAY);
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DrawText(TextFormat("CURRENT FRAME IMAGE.DATA OFFSET: %02i", nextFrameDataOffset), 50, 90, 20, GRAY);
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DrawText("FRAMES DELAY: ", 100, 305, 10, DARKGRAY);
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DrawText(TextFormat("%02i frames", frameDelay), 620, 305, 10, DARKGRAY);
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DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, DARKGRAY);
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@ -113,7 +113,7 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadTexture(texScarfyAnim); // Unload texture
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UnloadImage(imScarfyAnim); // Unload image (contains all frames)
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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