various: implement fog of war; make enemy AI slightly more intelligent
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I3e22dbc5e10690871255980c52a24c226a6a6964
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4dfe52ae72
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8 changed files with 151 additions and 21 deletions
31
src/render.c
31
src/render.c
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@ -11,18 +11,31 @@ void render_map(const Map *map) {
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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 rect = {(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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if (!visible && !remembered) {
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DrawRectangleRec(rect, (Color){5, 5, 10, 255});
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continue;
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}
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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){100, 100, 100, 255} : (Color){40, 40, 45, 255};
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switch (map->tiles[y][x]) {
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case TILE_WALL:
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DrawRectangleRec(rect, DARKGRAY);
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DrawRectangleRec(rect, wall_color);
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break;
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case TILE_FLOOR:
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DrawRectangleRec(rect, BLACK);
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DrawRectangleRec(rect, floor_color);
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break;
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case TILE_STAIRS:
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DrawRectangleRec(rect, (Color){100, 100, 100, 255});
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// Draw stairs marker
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
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DrawRectangleRec(rect, stairs_color);
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if (visible)
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
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else
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DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255});
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break;
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}
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}
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@ -35,10 +48,12 @@ void render_player(const Player *p) {
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DrawRectangleRec(rect, BLUE);
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}
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void render_enemies(const Enemy *enemies, int count) {
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void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) {
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for (int i = 0; i < count; i++) {
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if (!enemies[i].alive)
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continue;
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if (!visible[enemies[i].position.y][enemies[i].position.x])
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continue;
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Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
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(float)TILE_SIZE, (float)TILE_SIZE};
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@ -80,10 +95,12 @@ void render_enemies(const Enemy *enemies, int count) {
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}
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}
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void render_items(const Item *items, int count) {
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void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) {
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for (int i = 0; i < count; i++) {
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if (items[i].picked_up)
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continue;
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if (!visible[items[i].y][items[i].x])
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continue;
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Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE,
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(float)TILE_SIZE};
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