forked from NotAShelf/rogged
various: sub-tile lighting; nicer visibility calculations
Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I0f0a0c12db76cc8e0f4c8ccc72ca4b826a6a6964
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5b640dcefd
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8 changed files with 206 additions and 47 deletions
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});
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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, 200});
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@ -177,7 +180,7 @@ void render_map(const Map *map, const Tileset *tileset) {
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break;
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case TILE_DOOR_RUINED:
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DrawRectangleRec(dst, (Color){60, 45, 30, 255});
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if (visible) {
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if (brightness > 0) {
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DrawRectangle(x * TILE_SIZE + 1, y * TILE_SIZE + 1, TILE_SIZE - 2, TILE_SIZE - 2, (Color){80, 60, 40, 200});
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DrawLine(x * TILE_SIZE + 2, y * TILE_SIZE + 2, x * TILE_SIZE + TILE_SIZE - 2, y * TILE_SIZE + TILE_SIZE - 2,
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(Color){120, 90, 60, 255});
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@ -260,12 +263,11 @@ void render_player(const Player *p, const Tileset *tileset, int frame_counter) {
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}
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}
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void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
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const Tileset *tileset, int frame_counter) {
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void render_enemies(const Enemy *enemies, int count, const Map *map, const Tileset *tileset, int frame_counter) {
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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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if (!is_tile_revealed(map, enemies[i].position.x, enemies[i].position.y))
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continue;
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Rectangle dst = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
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@ -367,12 +369,11 @@ void render_enemies(const Enemy *enemies, int count, const unsigned char visible
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}
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}
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void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH],
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const Tileset *tileset) {
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void render_items(const Item *items, int count, const Map *map, const Tileset *tileset) {
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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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if (!is_tile_revealed(map, items[i].x, items[i].y))
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continue;
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Rectangle dst = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE,
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