Difference between revisions of "LUA 2d Line of sight"
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http://www.gamedev.net/reference/articles/article1275.asp code by Tom Ootjers | http://www.gamedev.net/reference/articles/article1275.asp code by Tom Ootjers | ||
It returns true if x1,y1 can "see" x2,y2 without "blockage" in the "line of sight" | It returns true if x1,y1 can "see" x2,y2 without "blockage" in the "line of sight" and "false" if otherwise, so in your LUA code it can be used like | ||
if funcs.lineofsight(x1,y1) then (draw the creature or shoot the arrow or whatever) end along with your other checks for the action. | |||
I made it go "one round further" when LOS was blocked, so my engine would draw the trees and monsters even though they blocked los. | I made it go "one round further" when LOS was blocked, so my engine would draw the trees and monsters even though they blocked los. |
Revision as of 22:44, 25 December 2011
Hi, I adapted this function to suit my roguelike from:
http://www.gamedev.net/reference/articles/article1275.asp code by Tom Ootjers
It returns true if x1,y1 can "see" x2,y2 without "blockage" in the "line of sight" and "false" if otherwise, so in your LUA code it can be used like if funcs.lineofsight(x1,y1) then (draw the creature or shoot the arrow or whatever) end along with your other checks for the action.
I made it go "one round further" when LOS was blocked, so my engine would draw the trees and monsters even though they blocked los.
The many comments are his, also. Credit goes to him basically.
function funcs.lineofsight(x1,y1,x2,y2)
local math = math
local deltax = math.abs(x2 - x1) -- // The difference between the x's
local deltay = math.abs(y2 - y1) -- // The difference between the y's
local x = x1; -- // Start x off at the first pixel
local y = y1; -- // Start y off at the first pixel
local xinc1,xinc2,yinc1,yinc2
if (x2 >= x1) then -- // The x-values are increasing
xinc1 = 1;
xinc2 = 1;
else -- // The x-values are decreasing
xinc1 = -1;
xinc2 = -1
end
if (y2 >= y1) then -- // The y-values are increasing
yinc1 = 1;
yinc2 = 1;
else -- // The y-values are decreasing
yinc1 = -1;
yinc2 = -1;
end
if (deltax >= deltay) then -- // There is at least one x-value for every y-value
xinc1 = 0; -- // Don't change the x when numerator >= denominator
yinc2 = 0; -- // Don't change the y for every iteration
den = deltax;
num = deltax / 2;
numadd = deltay;
numpixels = deltax; -- // There are more x-values than y-values
else -- // There is at least one y-value for every x-value
xinc2 = 0; -- // Don't change the x for every iteration
yinc1 = 0; -- // Don't change the y when numerator >= denominator
den = deltay;
num = deltay / 2;
numadd = deltax;
numpixels = deltay; -- // There are more y-values than x-values
end
local onemoreround = 0
local roundnum = 0
while (true) do
roundnum = roundnum + 1 --forces two distance sight
-- // Draw the current pixel
if onemoreround == 1 and roundnum > 2 then return false end --this stuff is so it penetrates one round and doesnt stop on the first round
if (roundnum ~= 1) and funcs.checkforlosblock(x,y) then onemoreround = 1 end --was return false
if x == x2 and y == y2 then return true end
num = num + numadd; --// Increase the numerator by the top of the fraction
if (num >= den) then -- // Check if numerator >= denominator
num = num - den; -- // Calculate the new numerator value
x = x +xinc1; -- // Change the x as appropriate
y = y+ yinc1; -- // Change the y as appropriate
end
x = x+xinc2; -- // Change the x as appropriate
y = y+yinc2; -- // Change the y as appropriate
end
end
function funcs.checkforlosblock(x,y) --enter your own checks here to see if the square is has any objects that would block LOS like trees, etc. Those objects should just have "block_los" = true. Return true if square is blocked, false if its clear.
By User:Rustle