Remove line breaks

This commit is contained in:
Ray 2022-08-02 00:30:57 +02:00
parent b20d416131
commit fe9e82b2e6
4 changed files with 101 additions and 101 deletions

View file

@ -17,7 +17,7 @@
#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
#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position
// Map data type
typedef struct Map {
@ -38,26 +38,26 @@ int main(void)
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 (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
@ -77,7 +77,7 @@ int main(void)
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 = map.tilesX*MAP_TILE_SIZE - PLAYER_SIZE;
@ -86,11 +86,11 @@ int main(void)
// Previous visited tiles are set to partial fog
for (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++)
@ -108,31 +108,31 @@ int main(void)
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 (int y = 0; y < map.tilesY; y++)
{
for (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,
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, fogOfWar.texture.width, -fogOfWar.texture.height },
(Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, map.tilesY*MAP_TILE_SIZE },
DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, fogOfWar.texture.width, -fogOfWar.texture.height },
(Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, 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, LIME);
@ -146,7 +146,7 @@ int main(void)
free(map.tileFog); // Free allocated map tile fog state
UnloadRenderTexture(fogOfWar); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------