Difference between revisions of "Quick and dirty FOV/LOS"
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Algebraist (talk | contribs) |
Algebraist (talk | contribs) |
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== Pseudo-code == | == Pseudo-code == | ||
<syntaxhighlight lang="c#"> | |||
For each block (assuming your roguelike map works in blocks, 99.9% of RL's do) | For each block (assuming your roguelike map works in blocks, 99.9% of RL's do) | ||
{ | { | ||
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} | } | ||
} | } | ||
</syntaxhighlight> | |||
== Other methods == | == Other methods == | ||
This method worked fine in my RL, however, it may be more efficient (read: probably) to draw a line to each block that lays on the line of circumference around the player (the radius being view distance), and going through each block on the line and checking for blocking objects. | This method worked fine in my RL, however, it may be more efficient (read: probably) to draw a line to each block that lays on the line of circumference around the player (the radius being view distance), and going through each block on the line and checking for blocking objects. |
Revision as of 17:39, 29 February 2012
Quick and dirty field of view/line of sight algorithm
This is a FOV algorithm i used in a C# roguelike i made for the learning experience, it is probably not as efficient as it could be.
Pseudo-code
For each block (assuming your roguelike map works in blocks, 99.9% of RL's do)
{
if the block is within the players view radius
{
draw a virtual line from the player to the block
for each block on the line
{
set it as visible initially
if it is a wall/door/object that blocks vision
{
the block = non-visible
}
}
}
}
Other methods
This method worked fine in my RL, however, it may be more efficient (read: probably) to draw a line to each block that lays on the line of circumference around the player (the radius being view distance), and going through each block on the line and checking for blocking objects.