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	ADDED: example: textures_fog_of_war
				
					
				
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										152
									
								
								examples/textures/textures_fog_of_war.c
									
									
									
									
									
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								examples/textures/textures_fog_of_war.c
									
									
									
									
									
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/*******************************************************************************************
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*
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*   raylib [textures] example - Fog of war
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*
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*   This example has been created using raylib 4.2 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2018-2022 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h>                 // Required for: calloc(), free()
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#define MAP_TILE_SIZE    32         // Tiles size 32x32 pixels
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#define PLAYER_SIZE      16         // Player size
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#define PLAYER_TILE_VISIBILITY  2   // Player can see 2 tiles around its position 
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// Map data type
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typedef struct Map {
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    unsigned int tilesX;            // Number of tiles in X axis
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    unsigned int tilesY;            // Number of tiles in Y axis
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    unsigned char *tileIds;         // Tile ids (tilesX*tilesY), defines type of tile to draw
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    unsigned char *tileFog;         // Tile fog state (tilesX*tilesY), defines if a tile has fog or half-fog
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} Map;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    int screenWidth = 800;
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    int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [textures] example - fog of war");
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    Map map = { 0 };
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    map.tilesX = 25;
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    map.tilesY = 15;
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    // NOTE: We can have up to 256 values for tile ids and for tile fog state,
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    // probably we don't need that many values for fog state, it can be optimized
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    // to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
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    map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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    map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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    // Load map tiles (generating 2 random tile ids for testing)
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    // NOTE: Map tile ids should be probably loaded from an external map file
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    for (int i = 0; i < map.tilesY*map.tilesX; i++) map.tileIds[i] = GetRandomValue(0, 1);
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    // Player position on the screen (pixel coordinates, not tile coordinates)
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    Vector2 playerPosition = { 180, 130 };
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    int playerTileX = 0;
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    int playerTileY = 0;
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    // Render texture to render fog of war
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    // NOTE: To get an automatic smooth-fog effect we use a render texture to render fog
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    // at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
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    RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY);
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    SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR);
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    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())    // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        // Move player around
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        if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 5;
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        if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 5;
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        if (IsKeyDown(KEY_DOWN)) playerPosition.y += 5;
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        if (IsKeyDown(KEY_UP)) playerPosition.y -= 5;
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        // Check player position to avoid moving outside tilemap limits
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        if (playerPosition.x < 0) playerPosition.x = 0;
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        else if ((playerPosition.x + PLAYER_SIZE) > (map.tilesX*MAP_TILE_SIZE)) playerPosition.x = map.tilesX*MAP_TILE_SIZE - PLAYER_SIZE;
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        if (playerPosition.y < 0) playerPosition.y = 0;
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        else if ((playerPosition.y + PLAYER_SIZE) > (map.tilesY*MAP_TILE_SIZE)) playerPosition.y = map.tilesY*MAP_TILE_SIZE - PLAYER_SIZE;
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        // Previous visited tiles are set to partial fog
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        for (int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
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        // Get current tile position from player pixel position
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        playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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        playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
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        // Check visibility and update fog
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        // NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
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        for (int y = (playerTileY - PLAYER_TILE_VISIBILITY); y < (playerTileY + PLAYER_TILE_VISIBILITY); y++)
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            for (int x = (playerTileX - PLAYER_TILE_VISIBILITY); x < (playerTileX + PLAYER_TILE_VISIBILITY); x++)
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                if ((x >= 0) && (x < map.tilesX) && (y >= 0) && (y < map.tilesY)) map.tileFog[y*map.tilesX + x] = 1;
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        // Draw fog of war to a small render texture for automatic smoothing on scaling
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        BeginTextureMode(fogOfWar);
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            ClearBackground(BLANK);
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            for (int y = 0; y < map.tilesY; y++)
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                for (int x = 0; x < map.tilesX; x++)
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                    if (map.tileFog[y*map.tilesX + x] == 0) DrawRectangle(x, y, 1, 1, BLACK);
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                    else if (map.tileFog[y*map.tilesX + x] == 2) DrawRectangle(x, y, 1, 1, Fade(BLACK, 0.8f));
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        EndTextureMode();
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            for (int y = 0; y < map.tilesY; y++)
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            {
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                for (int x = 0; x < map.tilesX; x++)
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                {
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                    // Draw tiles from id (and tile borders)
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                    DrawRectangle(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, 
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                                  (map.tileIds[y*map.tilesX + x] == 0)? BLUE : Fade(BLUE, 0.9f));
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                    DrawRectangleLines(x*MAP_TILE_SIZE, y*MAP_TILE_SIZE, MAP_TILE_SIZE, MAP_TILE_SIZE, Fade(DARKBLUE, 0.5f));
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                }
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            }
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            // Draw player
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            DrawRectangleV(playerPosition, (Vector2){ PLAYER_SIZE, PLAYER_SIZE }, RED);
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            // Draw fog of war (scaled to full map, bilinear filtering)
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            DrawTexturePro(fogOfWar.texture, (Rectangle){ 0, 0, fogOfWar.texture.width, -fogOfWar.texture.height }, 
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                           (Rectangle){ 0, 0, map.tilesX*MAP_TILE_SIZE, map.tilesY*MAP_TILE_SIZE }, 
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                           (Vector2){ 0, 0 }, 0.0f, WHITE);
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            // Draw player current tile
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            DrawText(TextFormat("Current tile: [%i,%i]", playerTileX, playerTileY), 10, 10, 20, LIME);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    free(map.tileIds);      // Free allocated map tile ids
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    free(map.tileFog);      // Free allocated map tile fog state
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    UnloadRenderTexture(fogOfWar);  // Unload render texture
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    CloseWindow();          // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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								examples/textures/textures_fog_of_war.png
									
									
									
									
									
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								examples/textures/textures_fog_of_war.png
									
									
									
									
									
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								projects/VS2022/examples/textures_fog_of_war.vcxproj
									
									
									
									
									
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		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x64.Build.0 = Debug|x64
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x86.ActiveCfg = Debug|Win32
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Debug|x86.Build.0 = Debug|Win32
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x64.Build.0 = Release.DLL|x64
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release.DLL|x86.Build.0 = Release.DLL|Win32
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x64.ActiveCfg = Release|x64
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x64.Build.0 = Release|x64
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x86.ActiveCfg = Release|Win32
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0}.Release|x86.Build.0 = Release|Win32
 | 
			
		||||
	EndGlobalSection
 | 
			
		||||
	GlobalSection(SolutionProperties) = preSolution
 | 
			
		||||
		HideSolutionNode = FALSE
 | 
			
		||||
@@ -2207,6 +2225,7 @@ Global
 | 
			
		||||
		{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
 | 
			
		||||
		{F2DB2E59-76BF-4D81-859A-AFC289C046C0} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
 | 
			
		||||
		{3FE7E9B6-49AC-4246-A789-28DB4644567B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
 | 
			
		||||
		{EBBBF4A0-2DA2-4DE6-B4FE-C6654A2417A0} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
 | 
			
		||||
	EndGlobalSection
 | 
			
		||||
	GlobalSection(ExtensibilityGlobals) = postSolution
 | 
			
		||||
		SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user