various: sub-tile lighting; nicer visibility calculations
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I0f0a0c12db76cc8e0f4c8ccc72ca4b826a6a6964
This commit is contained in:
parent
5b640dcefd
commit
00b3798ae0
8 changed files with 206 additions and 47 deletions
145
libs/map/map.c
145
libs/map/map.c
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@ -2,18 +2,18 @@
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#include "rng/rng.h"
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#include "settings.h"
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#include "utils.h"
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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void map_init(Map *map) {
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// Fill entire map with walls
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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map->tiles[y][x] = TILE_WALL;
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}
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}
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memset(map->visible, 0, sizeof(map->visible));
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memset(map->light_map, 0, sizeof(map->light_map));
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memset(map->remembered, 0, sizeof(map->remembered));
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map->room_count = 0;
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}
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@ -300,20 +300,145 @@ int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2) {
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int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range) {
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if (!is_in_view_range(to_x, to_y, from_x, from_y, range))
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return 0;
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return has_line_of_sight(map, from_x, from_y, to_x, to_y);
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if (!has_line_of_sight(map, from_x, from_y, to_x, to_y))
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return 0;
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return tile_brightness(map, to_x, to_y) > LIGHT_SIGHT_THRESHOLD;
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}
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void calculate_visibility(Map *map, int x, int y) {
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memset(map->visible, 0, sizeof(map->visible));
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static int is_solid(const Map *map, int sub_x, int sub_y) {
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int map_w = MAP_WIDTH;
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int map_h = MAP_HEIGHT;
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int tx = sub_x / SUB_TILE_RES;
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int ty = sub_y / SUB_TILE_RES;
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if (tx < 0 || tx >= map_w || ty < 0 || ty >= map_h)
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return 1;
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TileType t = map->tiles[ty][tx];
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return t == TILE_WALL || t == TILE_DOOR_CLOSED;
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}
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static float smoothstep_light(float edge0, float edge1, float x) {
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float t = (x - edge0) / (edge1 - edge0);
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if (t < 0.0f)
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return 0.0f;
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if (t > 1.0f)
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return 1.0f;
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return t * t * (3.0f - 2.0f * t);
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}
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static int trace_sub_los(const Map *map, int sx, int sy, int tx, int ty) {
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int dx = abs(tx - sx);
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int dy = abs(ty - sy);
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int step_x = (sx < tx) ? 1 : -1;
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int step_y = (sy < ty) ? 1 : -1;
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int err = dx - dy;
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int x = sx, y = sy;
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while (1) {
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if (x == tx && y == ty)
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return 1;
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if (is_solid(map, x, y) && !(x == sx && y == sy))
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return 0;
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int e2 = 2 * err;
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if (e2 > -dy) {
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err -= dy;
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x += step_x;
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}
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if (e2 < dx) {
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err += dx;
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y += step_y;
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}
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}
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}
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void compute_lighting(Map *map, const LightSource *sources, int num_sources) {
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memset(map->light_map, 0, sizeof(map->light_map));
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int map_sub_w = MAP_WIDTH * SUB_TILE_RES;
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int map_sub_h = MAP_HEIGHT * SUB_TILE_RES;
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for (int si = 0; si < num_sources; si++) {
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int cx = sources[si].x * SUB_TILE_RES + SUB_TILE_RES / 2;
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int cy = sources[si].y * SUB_TILE_RES + SUB_TILE_RES / 2;
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int range_sub = sources[si].range * SUB_TILE_RES;
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int intensity = sources[si].intensity;
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for (int dy = -range_sub; dy <= range_sub; dy++) {
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for (int dx = -range_sub; dx <= range_sub; dx++) {
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int sub_x = cx + dx;
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int sub_y = cy + dy;
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if (sub_x < 0 || sub_x >= map_sub_w || sub_y < 0 || sub_y >= map_sub_h)
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continue;
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int dist_sq = dx * dx + dy * dy;
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if (dist_sq > range_sub * range_sub)
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continue;
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if (!trace_sub_los(map, cx, cy, sub_x, sub_y))
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continue;
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float dist = sqrtf((float)dist_sq);
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float t = dist / (float)range_sub;
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float brightness = 1.0f - smoothstep_light(0.35f, 1.0f, t);
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int val = (int)(brightness * (float)intensity);
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if (val > map->light_map[sub_y][sub_x])
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map->light_map[sub_y][sub_x] = (unsigned char)val;
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}
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}
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int src_x = sources[si].x;
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int src_y = sources[si].y;
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int src_range = sources[si].range;
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int src_intensity = sources[si].intensity;
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for (int ty = 0; ty < MAP_HEIGHT; ty++) {
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for (int tx = 0; tx < MAP_WIDTH; tx++) {
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if (is_in_view_range(tx, ty, x, y, PLAYER_VIEW_RANGE)) {
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if (has_line_of_sight(map, x, y, tx, ty)) {
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map->visible[ty][tx] = 1;
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if (map->tiles[ty][tx] != TILE_WALL && map->tiles[ty][tx] != TILE_DOOR_CLOSED)
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continue;
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if (!is_in_view_range(tx, ty, src_x, src_y, src_range))
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continue;
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if (!has_line_of_sight(map, src_x, src_y, tx, ty))
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continue;
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int dx = tx - src_x;
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int dy = ty - src_y;
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float t = sqrtf((float)(dx * dx + dy * dy)) / (float)src_range;
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float fb = 1.0f - smoothstep_light(0.35f, 1.0f, t);
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int val = (int)(fb * (float)src_intensity);
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int base_x = tx * SUB_TILE_RES;
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int base_y = ty * SUB_TILE_RES;
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for (int cy2 = 0; cy2 < SUB_TILE_RES; cy2++) {
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for (int cx2 = 0; cx2 < SUB_TILE_RES; cx2++) {
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if (val > map->light_map[base_y + cy2][base_x + cx2])
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map->light_map[base_y + cy2][base_x + cx2] = (unsigned char)val;
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}
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}
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}
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}
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}
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for (int ty = 0; ty < MAP_HEIGHT; ty++) {
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for (int tx = 0; tx < MAP_WIDTH; tx++) {
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if (tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD)
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map->remembered[ty][tx] = 1;
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}
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}
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}
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}
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}
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int tile_brightness(const Map *map, int tx, int ty) {
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int sum = 0;
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int base_x = tx * SUB_TILE_RES;
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int base_y = ty * SUB_TILE_RES;
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for (int dy = 0; dy < SUB_TILE_RES; dy++) {
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for (int dx = 0; dx < SUB_TILE_RES; dx++) {
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sum += map->light_map[base_y + dy][base_x + dx];
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}
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}
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return sum / (SUB_TILE_RES * SUB_TILE_RES);
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}
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int is_tile_revealed(const Map *map, int tx, int ty) {
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return tile_brightness(map, tx, ty) > LIGHT_SIGHT_THRESHOLD;
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}
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@ -21,7 +21,9 @@ void get_random_floor_tile(Map *map, int *x, int *y, int attempts);
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// Visibility / Fog of War
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int is_in_view_range(int x, int y, int view_x, int view_y, int range);
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int has_line_of_sight(const Map *map, int x1, int y1, int x2, int y2);
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void calculate_visibility(Map *map, int x, int y);
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void compute_lighting(Map *map, const LightSource *sources, int num_sources);
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int tile_brightness(const Map *map, int tx, int ty);
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int is_tile_revealed(const Map *map, int tx, int ty);
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int can_see_entity(const Map *map, int from_x, int from_y, int to_x, int to_y, int range);
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#endif // MAP_H
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@ -29,12 +29,19 @@ typedef struct {
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int x, y, w, h;
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} Room;
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// Light source for sub-tile lighting system
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typedef struct {
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int x, y;
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int intensity;
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int range;
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} LightSource;
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// Map
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typedef struct {
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TileType tiles[MAP_HEIGHT][MAP_WIDTH];
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Room rooms[MAX_ROOMS];
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int room_count;
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unsigned char visible[MAP_HEIGHT][MAP_WIDTH];
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unsigned char light_map[MAP_HEIGHT * SUB_TILE_RES][MAP_WIDTH * SUB_TILE_RES];
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unsigned char remembered[MAP_HEIGHT][MAP_WIDTH];
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} Map;
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@ -68,6 +68,9 @@ typedef struct {
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unsigned int run_seed;
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// Tileset atlas for rendering
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Tileset tileset;
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// Sub-tile lighting
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LightSource static_lights[32];
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int static_light_count;
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// Slash effect timer for attack animations
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int slash_timer; // frames remaining for slash effect
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int slash_x, slash_y; // position of slash effect
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26
src/main.c
26
src/main.c
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@ -131,8 +131,12 @@ static void init_floor(GameState *gs, int floor_num) {
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}
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gs->player.floor = floor_num;
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// Calculate initial visibility
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calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
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// Set initial player light and compute visibility
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LightSource player_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
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LightSource sources[1 + 32];
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sources[0] = player_light;
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memcpy(sources + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
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compute_lighting(&gs->map, sources, 1 + gs->static_light_count);
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// Spawn enemies
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enemy_spawn(gs->enemies, &gs->enemy_count, &gs->map, &gs->player, floor_num);
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@ -228,7 +232,11 @@ static void post_action(GameState *gs, Enemy *attacked_enemy) {
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}
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// Update visibility based on player's new position
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calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
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LightSource p_light = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
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LightSource srcs[1 + 32];
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srcs[0] = p_light;
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memcpy(srcs + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
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compute_lighting(&gs->map, srcs, 1 + gs->static_light_count);
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// Enemy turns - uses speed/cooldown system
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enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
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@ -269,7 +277,13 @@ static int handle_stun_turn(GameState *gs) {
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if (gs->game_over)
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return 1;
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enemy_update_all(gs->enemies, gs->enemy_count, &gs->player, &gs->map);
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calculate_visibility(&gs->map, gs->player.position.x, gs->player.position.y);
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{
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LightSource l = {gs->player.position.x, gs->player.position.y, PLAYER_LIGHT_INTENSITY, PLAYER_LIGHT_RANGE};
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LightSource s[1 + 32];
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s[0] = l;
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memcpy(s + 1, gs->static_lights, gs->static_light_count * sizeof(LightSource));
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compute_lighting(&gs->map, s, 1 + gs->static_light_count);
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}
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if (gs->player.hp <= 0)
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gs->game_over = 1;
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gs->last_message = "You are stunned!";
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@ -652,8 +666,8 @@ static void game_loop(unsigned int run_seed, FontManager *fm) {
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cam.offset = (Vector2){(float)gs.shake_x, (float)gs.shake_y};
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BeginMode2D(cam);
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render_map(&gs.map, &gs.tileset);
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render_items(gs.items, gs.item_count, gs.map.visible, &gs.tileset);
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render_enemies(gs.enemies, gs.enemy_count, gs.map.visible, &gs.tileset, frame_counter);
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render_items(gs.items, gs.item_count, &gs.map, &gs.tileset);
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render_enemies(gs.enemies, gs.enemy_count, &gs.map, &gs.tileset, frame_counter);
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render_player(&gs.player, &gs.tileset, frame_counter);
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// Draw slash effect on top of entities
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if (gs.slash_timer > 0) {
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45
src/render.c
45
src/render.c
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@ -1,6 +1,7 @@
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#include "render.h"
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#include "items.h"
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#include "settings.h"
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#include "map/map.h"
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#include "map/utils.h"
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#include <math.h>
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#include <stddef.h>
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@ -69,10 +70,10 @@ void render_map(const Map *map, const Tileset *tileset) {
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for (int y = 0; y < MAP_HEIGHT; y++) {
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for (int x = 0; x < MAP_WIDTH; x++) {
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Rectangle dst = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
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int visible = map->visible[y][x];
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int remembered = map->remembered[y][x];
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int brightness = tile_brightness(map, x, y);
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if (!visible && !remembered) {
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if (!remembered) {
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DrawRectangleRec(dst, (Color){5, 5, 10, 255});
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continue;
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}
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@ -102,9 +103,12 @@ void render_map(const Map *map, const Tileset *tileset) {
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if (tile_id >= 0 && tileset != NULL && tileset->finalized) {
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Rectangle src = tileset_get_region(tileset, tile_id);
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if (src.width > 0) {
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Color tint = WHITE;
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if (!visible) {
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// Dim remembered tiles
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Color tint;
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if (brightness > 0) {
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float lit = (float)brightness / 255.0f;
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tint = (Color){(unsigned char)(128 + (int)(127.0f * lit)), (unsigned char)(128 + (int)(127.0f * lit)),
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(unsigned char)(128 + (int)(127.0f * lit)), 255};
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} else {
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tint = (Color){128, 128, 128, 255};
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}
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DrawTexturePro(tileset->atlas, src, dst, (Vector2){0, 0}, 0.0f, tint);
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@ -112,11 +116,10 @@ void render_map(const Map *map, const Tileset *tileset) {
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}
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}
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// Fallback to solid colors if tileset not available
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Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255};
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Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255};
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Color stairs_color = visible ? (Color){180, 160, 100, 255} : (Color){60, 55, 50, 255};
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Color door_color = visible ? (Color){139, 119, 89, 255} : (Color){60, 55, 50, 255};
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Color wall_color = brightness > 0 ? DARKGRAY : (Color){25, 25, 30, 255};
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Color floor_color = brightness > 0 ? BLACK : (Color){15, 15, 20, 255};
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Color stairs_color = brightness > 0 ? (Color){180, 160, 100, 255} : (Color){60, 55, 50, 255};
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Color door_color = brightness > 0 ? (Color){139, 119, 89, 255} : (Color){60, 55, 50, 255};
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switch (map->tiles[y][x]) {
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case TILE_WALL:
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@ -136,13 +139,13 @@ void render_map(const Map *map, const Tileset *tileset) {
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}
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}
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}
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if (is_adjacent_to_stairs && visible) {
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if (is_adjacent_to_stairs && brightness > 0) {
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int flicker = (int)(sinf(GetTime() * 5.0f) * 15.0f);
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DrawRectangleRec(dst, (Color){40 + flicker, 25, 10, 60});
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}
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}
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// Grid lines
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if (DRAW_GRID_LINES && visible) {
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if (DRAW_GRID_LINES && brightness > 0) {
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DrawRectangleLines((int)dst.x, (int)dst.y, (int)dst.width, (int)dst.height, (Color){20, 20, 20, 80});
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}
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break;
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@ -151,7 +154,7 @@ void render_map(const Map *map, const Tileset *tileset) {
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// Make stairs very visible with bright symbol and bounce
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{
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int bounce = (int)(sinf(GetTime() * 3.0f) * 1.5f);
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if (visible)
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if (brightness > 0)
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){255, 255, 200, 255});
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else
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 1 + bounce, NORM_FONT + 2, (Color){100, 90, 70, 255});
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@ -159,7 +162,7 @@ void render_map(const Map *map, const Tileset *tileset) {
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break;
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case TILE_DOOR_CLOSED:
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DrawRectangleRec(dst, door_color);
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if (visible) {
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if (brightness > 0) {
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DrawRectangle(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4, (Color){100, 80, 60, 255});
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DrawRectangleLines(x * TILE_SIZE + 2, y * TILE_SIZE + 2, TILE_SIZE - 4, TILE_SIZE - 4,
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(Color){60, 50, 40, 255});
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@ -168,7 +171,7 @@ void render_map(const Map *map, const Tileset *tileset) {
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break;
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case TILE_DOOR_OPEN:
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DrawRectangleRec(dst, floor_color);
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if (visible) {
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if (brightness > 0) {
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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,
|
||||
(Color){60, 50, 40, 200});
|
||||
|
|
@ -177,7 +180,7 @@ void render_map(const Map *map, const Tileset *tileset) {
|
|||
break;
|
||||
case TILE_DOOR_RUINED:
|
||||
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});
|
||||
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});
|
||||
|
|
@ -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],
|
||||
const Tileset *tileset, int frame_counter) {
|
||||
void render_enemies(const Enemy *enemies, int count, const Map *map, const Tileset *tileset, int frame_counter) {
|
||||
for (int i = 0; i < count; i++) {
|
||||
if (!enemies[i].alive)
|
||||
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;
|
||||
|
||||
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],
|
||||
const Tileset *tileset) {
|
||||
void render_items(const Item *items, int count, const Map *map, const Tileset *tileset) {
|
||||
for (int i = 0; i < count; i++) {
|
||||
if (items[i].picked_up)
|
||||
continue;
|
||||
if (!visible[items[i].y][items[i].x])
|
||||
if (!is_tile_revealed(map, items[i].x, items[i].y))
|
||||
continue;
|
||||
|
||||
Rectangle dst = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE,
|
||||
|
|
|
|||
|
|
@ -108,12 +108,10 @@ void render_player(const Player *p, const Tileset *tileset, int frame_counter);
|
|||
|
||||
// Render all enemies using tileset atlas
|
||||
// frame_counter is used for idle breathing animation
|
||||
void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
|
||||
const Tileset *tileset, int frame_counter);
|
||||
void render_enemies(const Enemy *enemies, int count, const Map *map, const Tileset *tileset, int frame_counter);
|
||||
|
||||
// Render all items using tileset atlas
|
||||
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
|
||||
const Tileset *tileset);
|
||||
void render_items(const Item *items, int count, const Map *map, const Tileset *tileset);
|
||||
|
||||
// Render UI overlay
|
||||
void render_ui(const Player *p, const Tileset *tileset, const FontManager *fm);
|
||||
|
|
|
|||
|
|
@ -79,10 +79,19 @@
|
|||
#define MESSAGE_TIMER_DURATION 60
|
||||
|
||||
// Visibility / Fog of War
|
||||
#define PLAYER_VIEW_RANGE 8
|
||||
#define ENEMY_VIEW_RANGE 6
|
||||
#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
|
||||
#define DRAW_GRID_LINES 1
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue