colordance
This commit is contained in:
@ -1,10 +1,13 @@
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package basic
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import (
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"github.com/jcerise/gogue/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"math"
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)
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//fixme store separate FovMap, add method IsInMap to it
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type FieldOfVision struct {
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cosTable map[int]float64
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sinTable map[int]float64
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@ -31,15 +34,15 @@ func (f *FieldOfVision) SetTorchRadius(radius int) {
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}
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}
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func (f *FieldOfVision) SetAllInvisible(gameMap *gamemap.Map) {
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for x := 0; x < gameMap.Width; x++ {
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for y := 0; y < gameMap.Height; y++ {
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gameMap.Tiles[x][y].Visible = false
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func (f *FieldOfVision) SetAllInvisible(level *gamemap.Level) {
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for x := 0; x < level.W; x++ {
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for y := 0; y < level.H; y++ {
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level.Tiles[x][y].Visible = false
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}
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}
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}
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func (f *FieldOfVision) RayCast(playerX, playerY int, gameMap *gamemap.Map) {
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func (f *FieldOfVision) RayCast(playerCoords types.Coords, level *gamemap.Level) {
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// Cast out rays each degree in a 360 circle from the player. If a ray passes over a floor (does not block sight)
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// tile, keep going, up to the maximum torch radius (view radius) of the player. If the ray intersects a wall
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// (blocks sight), stop, as the player will not be able to see past that. Every visible tile will get the Visible
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@ -50,11 +53,11 @@ func (f *FieldOfVision) RayCast(playerX, playerY int, gameMap *gamemap.Map) {
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ax := f.sinTable[i]
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ay := f.cosTable[i]
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x := float64(playerX)
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y := float64(playerY)
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x := float64(playerCoords.X)
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y := float64(playerCoords.Y)
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// Mark the players current position as explored
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tile := gameMap.Tiles[playerX][playerY]
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tile := level.Tiles[playerCoords.X][playerCoords.Y]
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tile.Explored = true
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tile.Visible = true
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@ -65,17 +68,17 @@ func (f *FieldOfVision) RayCast(playerX, playerY int, gameMap *gamemap.Map) {
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roundedX := int(Round(x))
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roundedY := int(Round(y))
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if x < 0 || x > float64(gameMap.Width-1) || y < 0 || y > float64(gameMap.Height-1) {
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if x < 0 || x > float64(level.W -1) || y < 0 || y > float64(level.H -1) {
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// If the ray is cast outside of the gamemap, stop
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break
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}
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tile := gameMap.Tiles[roundedX][roundedY]
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tile := level.Tiles[roundedX][roundedY]
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tile.Explored = true
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tile.Visible = true
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if gameMap.Tiles[roundedX][roundedY].BlocksSight == true {
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if level.Tiles[roundedX][roundedY].BlocksSight == true {
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// The ray hit a wall, go no further
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break
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}
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@ -85,4 +88,4 @@ func (f *FieldOfVision) RayCast(playerX, playerY int, gameMap *gamemap.Map) {
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func Round(f float64) float64 {
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return math.Floor(f + .5)
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}
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}
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@ -37,7 +37,7 @@ CurrentShade variable with the contents of the NextShade variable.
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If the tested cell is opaque – for each angle in the range occludedAngles by the cell, place a 1 at the position
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determined by angle%360 in the NextShade string.
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For each angle in the range occludedAngles by the cell, add 1 to the shade value for that cell for each 0 encountered
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For each angle in the range occludedAngles by the cell, add 1 to the lit value for that cell for each 0 encountered
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at the position determined by angle%360 in the CurrentShade string.
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Notes
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@ -75,7 +75,8 @@ type Cell struct {
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types.Coords
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distance float64
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occludedAngles []int //indexes of cells in CellList
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shade int //shade value
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lit int //lit value
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wasOccluded bool
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}
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type CellList []*Cell
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@ -116,7 +117,7 @@ func (ps *precomputedShade) IsInFov(coords types.Coords) bool {
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if err != nil {
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return false
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}
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return cell.shade > 0
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return cell.lit > 0
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}
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func (ps *precomputedShade) SetLightWalls(value bool) {
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@ -141,7 +142,7 @@ func (ps *precomputedShade) PrecomputeFovMap() {
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iterCoords := types.Coords{x, y}
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distance := zeroCoords.DistanceTo(iterCoords)
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if distance <= float64(max) {
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ps.CellList = append(ps.CellList, &Cell{iterCoords, distance, nil, 0})
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ps.CellList = append(ps.CellList, &Cell{iterCoords, distance, nil, 0, false})
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}
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}
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}
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@ -223,19 +224,22 @@ func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords
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}
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//fmt.Printf("\n level coords: %v", lc)
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if level.Tiles[lc.X][lc.Y].BlocksSight {
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level.Tiles[lc.X][lc.Y].Visible = true
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for _, angle := range cell.occludedAngles {
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for _, angle := range cell.occludedAngles {
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if level.Tiles[lc.X][lc.Y].BlocksSight {
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nextShade[angle] = 1
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}
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}
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for _, angle := range cell.occludedAngles {
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if currentShade[angle] == 0 {
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cell.shade = cell.shade + 1
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cell.lit = cell.lit + 1
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}
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}
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if level.Tiles[lc.X][lc.Y].BlocksSight {
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level.Tiles[lc.X][lc.Y].Visible = true
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}
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}
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}
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@ -244,8 +248,8 @@ func (ps *precomputedShade) ComputeFov(level *gamemap.Level, initCoords types.Co
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ps.recalc(level, initCoords, radius)
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for _, cell := range ps.CellList {
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//fmt.Printf("\n coords: %v, distance: %f, shade: %d", cell.Coords, cell.distance, cell.shade)
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if cell.shade > 0 {
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//fmt.Printf("\n coords: %v, distance: %f, lit: %d", cell.Coords, cell.distance, cell.lit)
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if cell.lit > 0 {
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cs, err := ps.toLevelCoords(level, initCoords, cell.Coords)
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if err != nil {
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continue
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@ -59,7 +59,7 @@ func TestPrecompShade(t *testing.T) {
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level.Tiles[10][11] = gamemap.NewWall()
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level.Tiles[11][10] = gamemap.NewWall()
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ppFov.ComputeFov(level, playerCoords, 15)
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ppFov.ComputeFov(level, playerCoords, 12)
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fmt.Printf("\n\n")
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@ -7,8 +7,8 @@ import (
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)
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//fixme move to config
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var minRoomSize = 3
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var maxRoomSize = 11
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var maxrooms = 100
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var maxRoomSize = 22
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var maxrooms = 30
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//fixme make closure to stack them
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func DefaultGen(l *gamemap.Level) *gamemap.Level {
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@ -35,27 +35,51 @@ func DefaultGen(l *gamemap.Level) *gamemap.Level {
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newRoom.Center = types.Coords{newRoom.X + newRoom.W / 2, newRoom.Y + newRoom.H / 2}
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failed := false
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for _, otherRoom := range rooms {
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if otherRoom.Intersects(newRoom.Rect) {
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failed = true
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break
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if !l.InBounds(types.Coords{newRoom.X, newRoom.Y}) {
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failed = true
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}
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if !failed && !l.InBounds(types.Coords{newRoom.X + newRoom.W, newRoom.Y + newRoom.H}) {
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failed = true
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}
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if !failed {
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for _, otherRoom := range rooms {
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if otherRoom.Intersects(newRoom.Rect) {
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failed = true
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break
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}
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}
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}
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if !failed {
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rooms = append(rooms, newRoom)
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}
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}
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//fillage := types.RectFill{
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// Top: func() *gamemap.Tile {return gamemap.NewWall()},
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// Bottom: func() *gamemap.Tile {return gamemap.NewWall()},
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// Left: func() *gamemap.Tile {return gamemap.NewWall()},
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// Right: func() *gamemap.Tile {return gamemap.NewWall()},
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// BottomLeft: func() *gamemap.Tile {return gamemap.NewWall()},
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// BottomRight: func() *gamemap.Tile {return gamemap.NewWall()},
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// TopLeft: func() *gamemap.Tile {return gamemap.NewWall()},
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// TopRight: func() *gamemap.Tile {return gamemap.NewWall()},
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// Body: func() *gamemap.Tile {return gamemap.NewFloor()},
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//}
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fillage := types.RectFill{
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Top: func() *gamemap.Tile {return gamemap.NewWall()},
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Bottom: func() *gamemap.Tile {return gamemap.NewWall()},
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Left: func() *gamemap.Tile {return gamemap.NewWall()},
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Right: func() *gamemap.Tile {return gamemap.NewWall()},
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BottomLeft: func() *gamemap.Tile {return gamemap.NewWall()},
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BottomRight: func() *gamemap.Tile {return gamemap.NewWall()},
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TopLeft: func() *gamemap.Tile {return gamemap.NewWall()},
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TopRight: func() *gamemap.Tile {return gamemap.NewWall()},
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Body: func() *gamemap.Tile {return gamemap.NewFloor()},
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Top: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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Bottom: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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Left: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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Right: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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BottomLeft: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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BottomRight: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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TopLeft: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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TopRight: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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Body: func() *gamemap.Tile {return gamemap.NewDeepWaterTile()},
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}
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for idx, room := range rooms {
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@ -80,28 +104,33 @@ func connectRooms (l *gamemap.Level, room, otherRoom *gamemap.Room, fillage type
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func digHTunnel(l *gamemap.Level, x1,x2,y int, fillage types.RectFill) {
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var start, finish int
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if x1 > x2 {
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if x1 < x2 {
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start = x1
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finish = x2
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} else {
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start = x2
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finish = x1
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}
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for i := start; i <= finish - 1; i++ {
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l.Tiles[i][y] = fillage.Body.(func() *gamemap.Tile)()
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{i, y}) {
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l.Tiles[i][y] = fillage.Body.(func() *gamemap.Tile)()
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//l.Tiles[i][y] = gamemap.NewFloor()
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}
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}
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}
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func digVTunnel(l *gamemap.Level, y1,y2,x int, fillage types.RectFill) {
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var start, finish int
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if y1 > y2 {
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if y1 < y2 {
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start = y1
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finish = y2
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} else {
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start = y2
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finish = y1
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}
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for i := start; i <= finish - 1; i++ {
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l.Tiles[x][i] = fillage.Body.(func() *gamemap.Tile)()
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{x, i}) {
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l.Tiles[x][i] = fillage.Body.(func() *gamemap.Tile)()
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}
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}
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}
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@ -39,8 +39,8 @@ type Tile struct {
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BlocksPass bool
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BlocksSight bool
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Explored bool
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Visible bool
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MustDraw bool
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Visible bool
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Colordance bool
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}
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@ -94,8 +94,9 @@ func NewWaterTile() *Tile {
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Explored: false,
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MustDraw: true, //fixme debug
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Colordance: true,
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Appearance: &Appearance{
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Char: ".",
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Char: " ",
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ColorSet: &TileColorSet{
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current: ch,
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Fg: func() uint32 { return blt.ColorFromARGB(255, 220, 220, 250) },
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@ -103,19 +104,20 @@ func NewWaterTile() *Tile {
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return blt.ColorFromARGB(
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255,
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ch.R,
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colordance(ch.G, 2, 42, 4),
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colordance(ch.B, 180, 229, 12),
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colordance(ch.G, 0, 15, 2),
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colordance(ch.B, 120, 220, 12),
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)
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},
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DarkFg: func() uint32 { return blt.ColorFromARGB(255, 30, 20, 50) },
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DarkBg: func() uint32 { return blt.ColorFromARGB(255, 7, 7, 30) },
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},
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},
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}
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}
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func NewDeepWaterTile() *Tile {
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ch := &ColorHolder{5, 2, 154}
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ch := &ColorHolder{5, 2, 122}
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return &Tile{
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Name: "Deep Water",
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Description: "Deep water",
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@ -133,8 +135,8 @@ func NewDeepWaterTile() *Tile {
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return blt.ColorFromARGB(
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255,
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ch.R,
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colordance(ch.G, 0, 15, 2),
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colordance(ch.B, 120, 180, 5),
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colordance(ch.G, 2, 42, 4),
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colordance(ch.B, 180, 229, 12),
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)
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},
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DarkFg: func() uint32 { return blt.ColorFromARGB(255, 30, 20, 50) },
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25
engine/mob/mob.go
Normal file
25
engine/mob/mob.go
Normal file
@ -0,0 +1,25 @@
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package mob
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import (
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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)
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type Mob struct {
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*gamemap.Appearance
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*types.Coords
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BlocksPass bool
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}
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func (m *Mob) Walk(dx, dy int) {
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}
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func (m *Mob) Render() {
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}
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func (m *Mob) MoveToCoords(c types.Coords) {
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}
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5
engine/mob/player.go
Normal file
5
engine/mob/player.go
Normal file
@ -0,0 +1,5 @@
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package mob
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type Player struct {
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*Mob
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}
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Reference in New Issue
Block a user