various: sub-tile lighting; nicer visibility calculations

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I0f0a0c12db76cc8e0f4c8ccc72ca4b826a6a6964
This commit is contained in:
raf 2026-04-28 15:57:17 +03:00
commit 00b3798ae0
Signed by: NotAShelf
GPG key ID: 29D95B64378DB4BF
8 changed files with 206 additions and 47 deletions

View file

@ -2,18 +2,18 @@
#include "rng/rng.h" #include "rng/rng.h"
#include "settings.h" #include "settings.h"
#include "utils.h" #include "utils.h"
#include <math.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
void map_init(Map *map) { void map_init(Map *map) {
// Fill entire map with walls
for (int y = 0; y < MAP_HEIGHT; y++) { for (int y = 0; y < MAP_HEIGHT; y++) {
for (int x = 0; x < MAP_WIDTH; x++) { for (int x = 0; x < MAP_WIDTH; x++) {
map->tiles[y][x] = TILE_WALL; map->tiles[y][x] = TILE_WALL;
} }
} }
memset(map->visible, 0, sizeof(map->visible)); memset(map->light_map, 0, sizeof(map->light_map));
memset(map->remembered, 0, sizeof(map->remembered)); memset(map->remembered, 0, sizeof(map->remembered));
map->room_count = 0; map->room_count = 0;
} }
@ -300,20 +300,145 @@ int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) {
int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) { int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) {
if (!is_in_view_range(to_x, to_y, from_x, from_y, range)) if (!is_in_view_range(to_x, to_y, from_x, from_y, range))
return 0; return 0;
return has_line_of_sight(map, from_x, from_y, to_x, to_y); if (!has_line_of_sight(map, from_x, from_y, to_x, to_y))
return 0;
return tile_brightness(map, to_x, to_y) > LIGHT_SIGHT_THRESHOLD;
} }
void calculate_visibility(Map *map, int x, int y) { static int is_solid(const Map *map, int sub_x, int sub_y) {
memset(map->visible, 0, sizeof(map->visible)); int map_w = MAP_WIDTH;
int map_h = MAP_HEIGHT;
int tx = sub_x / SUB_TILE_RES;
int ty = sub_y / SUB_TILE_RES;
if (tx < 0 || tx >= map_w || ty < 0 || ty >= map_h)
return 1;
TileType t = map->tiles[ty][tx];
return t == TILE_WALL || t == TILE_DOOR_CLOSED;
}
for (int ty = 0; ty < MAP_HEIGHT; ty++) { static float smoothstep_light(float edge0, float edge1, float x) {
for (int tx = 0; tx < MAP_WIDTH; tx++) { float t = (x - edge0) / (edge1 - edge0);
if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) { if (t < 0.0f)
if (has_line_of_sight(map, x, y, tx, ty)) { return 0.0f;
map->visible[ty][tx] = 1; if (t > 1.0f)
map->remembered[ty][tx] = 1; return 1.0f;
return t * t * (3.0f - 2.0f * t);
}
static int trace_sub_los(const Map *map, int sx, int sy, int tx, int ty) {
int dx = abs(tx - sx);
int dy = abs(ty - sy);
int step_x = (sx < tx) ? 1 : -1;
int step_y = (sy < ty) ? 1 : -1;
int err = dx - dy;
int x = sx, y = sy;
while (1) {
if (x == tx && y == ty)
return 1;
if (is_solid(map, x, y) && !(x == sx && y == sy))
return 0;
int e2 = 2 * err;
if (e2 > -dy) {
err -= dy;
x += step_x;
}
if (e2 < dx) {
err += dx;
y += step_y;
}
}
}
void compute_lighting(Map *map, const LightSource *sources, int num_sources) {
memset(map->light_map, 0, sizeof(map->light_map));
int map_sub_w = MAP_WIDTH * SUB_TILE_RES;
int map_sub_h = MAP_HEIGHT * SUB_TILE_RES;
for (int si = 0; si < num_sources; si++) {
int cx = sources[si].x * SUB_TILE_RES + SUB_TILE_RES / 2;
int cy = sources[si].y * SUB_TILE_RES + SUB_TILE_RES / 2;
int range_sub = sources[si].range * SUB_TILE_RES;
int intensity = sources[si].intensity;
for (int dy = -range_sub; dy <= range_sub; dy++) {
for (int dx = -range_sub; dx <= range_sub; dx++) {
int sub_x = cx + dx;
int sub_y = cy + dy;
if (sub_x < 0 || sub_x >= map_sub_w || sub_y < 0 || sub_y >= map_sub_h)
continue;
int dist_sq = dx * dx + dy * dy;
if (dist_sq > range_sub * range_sub)
continue;
if (!trace_sub_los(map, cx, cy, sub_x, sub_y))
continue;
float dist = sqrtf((float)dist_sq);
float t = dist / (float)range_sub;
float brightness = 1.0f - smoothstep_light(0.35f, 1.0f, t);
int val = (int)(brightness * (float)intensity);
if (val > map->light_map[sub_y][sub_x])
map->light_map[sub_y][sub_x] = (unsigned char)val;
}
}
int src_x = sources[si].x;
int src_y = sources[si].y;
int src_range = sources[si].range;
int src_intensity = sources[si].intensity;
for (int ty = 0; ty < MAP_HEIGHT; ty++) {
for (int tx = 0; tx < MAP_WIDTH; tx++) {
if (map->tiles[ty][tx] != TILE_WALL && map->tiles[ty][tx] != TILE_DOOR_CLOSED)
continue;
if (!is_in_view_range(tx, ty, src_x, src_y, src_range))
continue;
if (!has_line_of_sight(map, src_x, src_y, tx, ty))
continue;
int dx = tx - src_x;
int dy = ty - src_y;
float t = sqrtf((float)(dx * dx + dy * dy)) / (float)src_range;
float fb = 1.0f - smoothstep_light(0.35f, 1.0f, t);
int val = (int)(fb * (float)src_intensity);
int base_x = tx * SUB_TILE_RES;
int base_y = ty * SUB_TILE_RES;
for (int cy2 = 0; cy2 < SUB_TILE_RES; cy2++) {
for (int cx2 = 0; cx2 < SUB_TILE_RES; cx2++) {
if (val > map->light_map[base_y + cy2][base_x + cx2])
map->light_map[base_y + cy2][base_x + cx2] = (unsigned char)val;
}
} }
} }
} }
} }
for (int ty = 0; ty < MAP_HEIGHT; ty++) {
for (int tx = 0; tx < MAP_WIDTH; tx++) {
if (tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD)
map->remembered[ty][tx] = 1;
}
}
}
int tile_brightness(const Map *map, int tx, int ty) {
int sum = 0;
int base_x = tx * SUB_TILE_RES;
int base_y = ty * SUB_TILE_RES;
for (int dy = 0; dy < SUB_TILE_RES; dy++) {
for (int dx = 0; dx < SUB_TILE_RES; dx++) {
sum += map->light_map[base_y + dy][base_x + dx];
}
}
return sum / (SUB_TILE_RES * SUB_TILE_RES);
}
int is_tile_revealed(const Map *map, int tx, int ty) {
return tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD;
} }

View file

@ -21,7 +21,9 @@ void get_random_floor_tile(Map *map, int *x, int *y, int attempts);
// Visibility / Fog of War // Visibility / Fog of War
int is_in_view_range(int x, int y, int view_x, int view_y, int range); int is_in_view_range(int x, int y, int view_x, int view_y, int range);
int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2); int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2);
void calculate_visibility(Map *map, int x, int y); void compute_lighting(Map *map, const LightSource *sources, int num_sources);
int tile_brightness(const Map *map, int tx, int ty);
int is_tile_revealed(const Map *map, int tx, int ty);
int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range); int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range);
#endif // MAP_H #endif // MAP_H

View file

@ -29,12 +29,19 @@ typedef struct {
int x, y, w, h; int x, y, w, h;
} Room; } Room;
// Light source for sub-tile lighting system
typedef struct {
int x, y;
int intensity;
int range;
} LightSource;
// Map // Map
typedef struct { typedef struct {
TileType tiles[MAP_HEIGHT][MAP_WIDTH]; TileType tiles[MAP_HEIGHT][MAP_WIDTH];
Room rooms[MAX_ROOMS]; Room rooms[MAX_ROOMS];
int room_count; int room_count;
unsigned char visible[MAP_HEIGHT][MAP_WIDTH]; unsigned char light_map[MAP_HEIGHT * SUB_TILE_RES][MAP_WIDTH * SUB_TILE_RES];
unsigned char remembered[MAP_HEIGHT][MAP_WIDTH]; unsigned char remembered[MAP_HEIGHT][MAP_WIDTH];
} Map; } Map;

View file

@ -68,6 +68,9 @@ typedef struct {
unsigned int run_seed; unsigned int run_seed;
// Tileset atlas for rendering // Tileset atlas for rendering
Tileset tileset; Tileset tileset;
// Sub-tile lighting
LightSource static_lights[32];
int static_light_count;
// Slash effect timer for attack animations // Slash effect timer for attack animations
int slash_timer; // frames remaining for slash effect int slash_timer; // frames remaining for slash effect
int slash_x, slash_y; // position of slash effect int slash_x, slash_y; // position of slash effect

View file

@ -131,8 +131,12 @@ static void init_floor(GameState *gs, int floor_num) {
} }
gs->player.floor = floor_num; gs->player.floor = floor_num;
// Calculate initial visibility // Set initial player light and compute visibility
calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); LightSource player_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
LightSource sources[1 + 32];
sources[0] = player_light;
memcpy(sources + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
compute_lighting(&gs->map, sources, 1 + gs->static_light_count);
// Spawn enemies // Spawn enemies
enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num); enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num);
@ -228,7 +232,11 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
} }
// Update visibility based on player's new position // Update visibility based on player's new position
calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); LightSource p_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
LightSource srcs[1 + 32];
srcs[0] = p_light;
memcpy(srcs + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
compute_lighting(&gs->map, srcs, 1 + gs->static_light_count);
// Enemy turns - uses speed/cooldown system // Enemy turns - uses speed/cooldown system
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
@ -269,7 +277,13 @@ static int handle_stun_turn(GameState *gs) {
if (gs->game_over) if (gs->game_over)
return 1; return 1;
enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map); enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y); {
LightSource l = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
LightSource s[1 + 32];
s[0] = l;
memcpy(s + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
compute_lighting(&gs->map, s, 1 + gs->static_light_count);
}
if (gs->player.hp <= 0) if (gs->player.hp <= 0)
gs->game_over = 1; gs->game_over = 1;
gs->last_message = "You are stunned!"; gs->last_message = "You are stunned!";
@ -652,8 +666,8 @@ static void game_loop(unsigned int run_seed, FontManager *fm) {
cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y}; cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y};
BeginMode2D(cam); BeginMode2D(cam);
render_map(&gs.map, &gs.tileset); render_map(&gs.map, &gs.tileset);
render_items(gs.items, gs.item_count, gs.map.visible, &gs.tileset); render_items(gs.items, gs.item_count, &gs.map, &gs.tileset);
render_enemies(gs.enemies, gs.enemy_count, gs.map.visible, &gs.tileset, frame_counter); render_enemies(gs.enemies, gs.enemy_count, &gs.map, &gs.tileset, frame_counter);
render_player(&gs.player, &gs.tileset, frame_counter); render_player(&gs.player, &gs.tileset, frame_counter);
// Draw slash effect on top of entities // Draw slash effect on top of entities
if (gs.slash_timer > 0) { if (gs.slash_timer > 0) {

View file

@ -1,6 +1,7 @@
#include "render.h" #include "render.h"
#include "items.h" #include "items.h"
#include "settings.h" #include "settings.h"
#include "map/map.h"
#include "map/utils.h" #include "map/utils.h"
#include <math.h> #include <math.h>
#include <stddef.h> #include <stddef.h>
@ -69,10 +70,10 @@ void render_map(const Map *map, const Tileset *tileset) {
for (int y = 0; y < MAP_HEIGHT; y++) { for (int y = 0; y < MAP_HEIGHT; y++) {
for (int x = 0; x < MAP_WIDTH; x++) { for (int x = 0; x < MAP_WIDTH; x++) {
Rectangle dst = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE}; Rectangle dst = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
int visible = map->visible[y][x];
int remembered = map->remembered[y][x]; int remembered = map->remembered[y][x];
int brightness = tile_brightness(map, x, y);
if (!visible && !remembered) { if (!remembered) {
DrawRectangleRec(dst, (Color){5, 5, 10, 255}); DrawRectangleRec(dst, (Color){5, 5, 10, 255});
continue; continue;
} }
@ -102,9 +103,12 @@ void render_map(const Map *map, const Tileset *tileset) {
if (tile_id >= 0 && tileset != NULL && tileset->finalized) { if (tile_id >= 0 && tileset != NULL && tileset->finalized) {
Rectangle src = tileset_get_region(tileset, tile_id); Rectangle src = tileset_get_region(tileset, tile_id);
if (src.width > 0) { if (src.width > 0) {
Color tint = WHITE; Color tint;
if (!visible) { if (brightness > 0) {
// Dim remembered tiles float lit = (float)brightness / 255.0f;
tint = (Color){(unsigned char)(128 + (int)(127.0f * lit)), (unsigned char)(128 + (int)(127.0f * lit)),
(unsigned char)(128 + (int)(127.0f * lit)), 255};
} else {
tint = (Color){128, 128, 128, 255}; tint = (Color){128, 128, 128, 255};
} }
DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, tint); DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, tint);
@ -112,11 +116,10 @@ void render_map(const Map *map, const Tileset *tileset) {
} }
} }
// Fallback to solid colors if tileset not available Color wall_color = brightness > 0 ? DARKGRAY : (Color){25, 25, 30, 255};
Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255}; Color floor_color = brightness > 0 ? BLACK : (Color){15, 15, 20, 255};
Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255}; Color stairs_color = brightness > 0 ? (Color){180, 160, 100, 255} : (Color){60, 55, 50, 255};
Color stairs_color = visible ? (Color){180, 160, 100, 255} : (Color){60, 55, 50, 255}; Color door_color = brightness > 0 ? (Color){139, 119, 89, 255} : (Color){60, 55, 50, 255};
Color door_color = visible ? (Color){139, 119, 89, 255} : (Color){60, 55, 50, 255};
switch (map->tiles[y][x]) { switch (map->tiles[y][x]) {
case TILE_WALL: case TILE_WALL:
@ -136,13 +139,13 @@ void render_map(const Map *map, const Tileset *tileset) {
} }
} }
} }
if (is_adjacent_to_stairs && visible) { if (is_adjacent_to_stairs && brightness > 0) {
int flicker = (int)(sinf(GetTime() * 5.0f) * 15.0f); int flicker = (int)(sinf(GetTime() * 5.0f) * 15.0f);
DrawRectangleRec(dst, (Color){40 + flicker, 25, 10, 60}); DrawRectangleRec(dst, (Color){40 + flicker, 25, 10, 60});
} }
} }
// Grid lines // Grid lines
if (DRAW_GRID_LINES && visible) { if (DRAW_GRID_LINES && brightness > 0) {
DrawRectangleLines((int)dst.x, (int)dst.y, (int)dst.width, (int)dst.height, (Color){20, 20, 20, 80}); DrawRectangleLines((int)dst.x, (int)dst.y, (int)dst.width, (int)dst.height, (Color){20, 20, 20, 80});
} }
break; break;
@ -151,7 +154,7 @@ void render_map(const Map *map, const Tileset *tileset) {
// Make stairs very visible with bright symbol and bounce // Make stairs very visible with bright symbol and bounce
{ {
int bounce = (int)(sinf(GetTime() * 3.0f) * 1.5f); int bounce = (int)(sinf(GetTime() * 3.0f) * 1.5f);
if (visible) if (brightness > 0)
DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){255, 255, 200, 255}); DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){255, 255, 200, 255});
else else
DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){100, 90, 70, 255}); DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){100, 90, 70, 255});
@ -159,7 +162,7 @@ void render_map(const Map *map, const Tileset *tileset) {
break; break;
case TILE_DOOR_CLOSED: case TILE_DOOR_CLOSED:
DrawRectangleRec(dst, door_color); DrawRectangleRec(dst, door_color);
if (visible) { if (brightness > 0) {
DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){100, 80, 60, 255}); DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){100, 80, 60, 255});
DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4,
(Color){60, 50, 40, 255}); (Color){60, 50, 40, 255});
@ -168,7 +171,7 @@ void render_map(const Map *map, const Tileset *tileset) {
break; break;
case TILE_DOOR_OPEN: case TILE_DOOR_OPEN:
DrawRectangleRec(dst, floor_color); DrawRectangleRec(dst, floor_color);
if (visible) { if (brightness > 0) {
DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){80, 70, 50, 180}); DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){80, 70, 50, 180});
DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4,
(Color){60, 50, 40, 200}); (Color){60, 50, 40, 200});
@ -177,7 +180,7 @@ void render_map(const Map *map, const Tileset *tileset) {
break; break;
case TILE_DOOR_RUINED: case TILE_DOOR_RUINED:
DrawRectangleRec(dst, (Color){60, 45, 30, 255}); DrawRectangleRec(dst, (Color){60, 45, 30, 255});
if (visible) { if (brightness > 0) {
DrawRectangle(x * TILE_SIZE + 1, y * TILE_SIZE + 1, TILE_SIZE - 2, TILE_SIZE - 2, (Color){80, 60, 40, 200}); DrawRectangle(x * TILE_SIZE + 1, y * TILE_SIZE + 1, TILE_SIZE - 2, TILE_SIZE - 2, (Color){80, 60, 40, 200});
DrawLine(x * TILE_SIZE + 2, y * TILE_SIZE + 2, x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + TILE_SIZE - 2, DrawLine(x * TILE_SIZE + 2, y * TILE_SIZE + 2, x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + TILE_SIZE - 2,
(Color){120, 90, 60, 255}); (Color){120, 90, 60, 255});
@ -260,12 +263,11 @@ void render_player(const Player *p, const Tileset *tileset, int frame_counter) {
} }
} }
void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH], void render_enemies(const Enemy *enemies, int count, const Map *map, const Tileset *tileset, int frame_counter) {
const Tileset *tileset, int frame_counter) {
for (int i = 0; i < count; i++) { for (int i = 0; i < count; i++) {
if (!enemies[i].alive) if (!enemies[i].alive)
continue; continue;
if (!visible[enemies[i].position.y][enemies[i].position.x]) if (!is_tile_revealed(map, enemies[i].position.x, enemies[i].position.y))
continue; continue;
Rectangle dst = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE), Rectangle dst = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
@ -367,12 +369,11 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible
} }
} }
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH], void render_items(const Item *items, int count, const Map *map, const Tileset *tileset) {
const Tileset *tileset) {
for (int i = 0; i < count; i++) { for (int i = 0; i < count; i++) {
if (items[i].picked_up) if (items[i].picked_up)
continue; continue;
if (!visible[items[i].y][items[i].x]) if (!is_tile_revealed(map, items[i].x, items[i].y))
continue; continue;
Rectangle dst = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE, Rectangle dst = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE,

View file

@ -108,12 +108,10 @@ void render_player(const Player *p, const Tileset *tileset, int frame_counter);
// Render all enemies using tileset atlas // Render all enemies using tileset atlas
// frame_counter is used for idle breathing animation // frame_counter is used for idle breathing animation
void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH], void render_enemies(const Enemy *enemies, int count, const Map *map, const Tileset *tileset, int frame_counter);
const Tileset *tileset, int frame_counter);
// Render all items using tileset atlas // Render all items using tileset atlas
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH], void render_items(const Item *items, int count, const Map *map, const Tileset *tileset);
const Tileset *tileset);
// Render UI overlay // Render UI overlay
void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm); void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm);

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@ -79,10 +79,19 @@
#define MESSAGE_TIMER_DURATION 60 #define MESSAGE_TIMER_DURATION 60
// Visibility / Fog of War // Visibility / Fog of War
#define PLAYER_VIEW_RANGE 8
#define ENEMY_VIEW_RANGE 6
#define ENEMY_PATROL_MOVE_CHANCE 30 #define ENEMY_PATROL_MOVE_CHANCE 30
// Sub-tile lighting
#define SUB_TILE_RES 8
#define LIGHT_SIGHT_THRESHOLD 40
// Player light source parameters
#define PLAYER_LIGHT_RANGE 8
#define PLAYER_LIGHT_INTENSITY 255
// Enemy vision (default fallback for spawn)
#define ENEMY_VIEW_RANGE 6
// Visual polish // Visual polish
#define DRAW_GRID_LINES 1 #define DRAW_GRID_LINES 1