Difference between revisions of "Simple and accurate LOS function for BlitzMax"
m (I don't think category + subcategory are both needed at the same time.) |
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By [[User:Gbox|Gbox]] | By [[User:Gbox|Gbox]] | ||
Setup: | Setup: | ||
This fuction assumes you have Type (Or struct) For each map cell And your map | This fuction assumes you have Type (Or struct) For each map cell And your map | ||
is an array of this Type. | is an array of this Type. | ||
Global Map:tMapCell[MAPWIDTH,MAPHEIGHT] '// the map | Example: | ||
Type tMapcell | |||
Field InLos '// This flag is set true if the player can see the cell. | |||
Field HasSeen '// This Flag is when the player has already seen this cell before. | |||
Field BlockVision '// This flag is set for things like walls and doors, otherwise its false. | |||
End Type | |||
Global Map:tMapCell[MAPWIDTH,MAPHEIGHT] '// the map | |||
For this code example we'll assume a Type called tMonster. Monsters in the dungeon are of this type and so is the player. | For this code example we'll assume a Type called tMonster. Monsters in the dungeon are of this type and so is the player. | ||
Example: | |||
Type tMonster | |||
Field X | |||
Field Y | |||
Field Vision '// this is how many tiles can be seen in any direction from center | |||
End Type | |||
This Method is Not the fastest, but it's easy To implement And work very well. I dont detect any kind of performance decrease when using this function. | This Method is Not the fastest, but it's easy To implement And work very well. I dont detect any kind of performance decrease when using this function. | ||
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the fractional amount gives better resolution. [0.1 causes LOS To sometimes seep though doors, >= 0.2 creates gaps. 0.18 seems the sweet spot. | the fractional amount gives better resolution. [0.1 causes LOS To sometimes seep though doors, >= 0.2 creates gaps. 0.18 seems the sweet spot. | ||
The Code is in BLitzMax (a derivitive of Basic made For games. [www.blitzbasic.com]) but should be easy To translate. | The Code is in BLitzMax (a derivitive of Basic made For games. [www.blitzbasic.com]) but should be easy To translate. | ||
The code: | |||
Function UpdateLOS( m:tMonster ) | |||
If m = Null Then RuntimeError("Null in LOScheck!") | |||
Local XX:Int, YY:Int | |||
'// | |||
'// Loop through the entire map resetting the LOS flag | |||
'// | |||
For xx = 0 To MAPWIDTH - 1 | |||
For yy = 0 To MAPHEIGHT - 1 | |||
If Map[xx, yy].InLOS = True Then | |||
Map[xx, yy].HasSeen = True '// Mark the cell as previously seen [drawn in dark colors] | |||
Map[xx, yy].InLOS = False | |||
EndIf | |||
Next | |||
Next | |||
For Local angle:Float = 1 To 360 Step 0.18 | |||
Local dist:Int = 0 | |||
Local x:Float = Float(m.X) + 0.5 '// Add 0.5 to simulate looking from the center of the tile. | |||
End Function | Local y:Float = Float(m.y) + 0.5 | ||
Local xmove:Float = Cos(angle) | |||
Local ymove:Float = Sin(angle) | |||
Repeat | |||
x = x + xmove | |||
y = y + ymove | |||
dist = dist + 1 | |||
If dist >= m.Vision Then Exit | |||
If X >= MAPWIDTH Then Exit | |||
If y >= MAPHEIGHT Then Exit | |||
If x < 0 Then Exit | |||
If y < 0 Then Exit | |||
Map[x, y].InLOS = True | |||
If Map[x, y].BlockVision Then Exit | |||
Forever | |||
Next | |||
End Function | |||
[[category:FOV]] |
Latest revision as of 06:51, 22 March 2009
By Gbox
Setup: This fuction assumes you have Type (Or struct) For each map cell And your map is an array of this Type.
Example:
Type tMapcell Field InLos '// This flag is set true if the player can see the cell. Field HasSeen '// This Flag is when the player has already seen this cell before. Field BlockVision '// This flag is set for things like walls and doors, otherwise its false. End Type
Global Map:tMapCell[MAPWIDTH,MAPHEIGHT] '// the map
For this code example we'll assume a Type called tMonster. Monsters in the dungeon are of this type and so is the player.
Example:
Type tMonster Field X Field Y Field Vision '// this is how many tiles can be seen in any direction from center End Type
This Method is Not the fastest, but it's easy To implement And work very well. I dont detect any kind of performance decrease when using this function. It works by drawing a filled circle 360 deg around the player And marking map cells that are in LOS. There are more than 360 Steps in the circle because just using 360 would Create gaps in the vision at a distance. the fractional amount gives better resolution. [0.1 causes LOS To sometimes seep though doors, >= 0.2 creates gaps. 0.18 seems the sweet spot. The Code is in BLitzMax (a derivitive of Basic made For games. [www.blitzbasic.com]) but should be easy To translate.
The code:
Function UpdateLOS( m:tMonster ) If m = Null Then RuntimeError("Null in LOScheck!") Local XX:Int, YY:Int '// '// Loop through the entire map resetting the LOS flag '// For xx = 0 To MAPWIDTH - 1 For yy = 0 To MAPHEIGHT - 1 If Map[xx, yy].InLOS = True Then Map[xx, yy].HasSeen = True '// Mark the cell as previously seen [drawn in dark colors] Map[xx, yy].InLOS = False EndIf Next Next For Local angle:Float = 1 To 360 Step 0.18 Local dist:Int = 0 Local x:Float = Float(m.X) + 0.5 '// Add 0.5 to simulate looking from the center of the tile. Local y:Float = Float(m.y) + 0.5 Local xmove:Float = Cos(angle) Local ymove:Float = Sin(angle) Repeat x = x + xmove y = y + ymove dist = dist + 1 If dist >= m.Vision Then Exit If X >= MAPWIDTH Then Exit If y >= MAPHEIGHT Then Exit If x < 0 Then Exit If y < 0 Then Exit Map[x, y].InLOS = True If Map[x, y].BlockVision Then Exit Forever Next End Function