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using Godot;
// Copiado e adaptado deste cara aqui: https://www.roguebasin.com/index.php?title=C%2B%2B_shadowcasting_implementation e deste também https://selinadev.github.io/08-rogueliketutorial-04/
public partial class FieldOfView : Node {
private Godot.Collections.Array<Tile> fov = [];
private static int[,] multipliers = new int[4,8]{
{1, 0, 0, -1, -1, 0, 0, 1},
{0, 1, -1, 0, 0, -1, 1, 0},
{0, 1, 1, 0, 0, -1, -1, 0},
{1, 0, 0, 1, -1, 0, 0, -1}
};
private void CastLight(MapData data, Vector2I pos, int radius, int row, float startSlope, float endSlope, int xx, int xy, int yx, int yy) {
if (startSlope < endSlope) {
return;
}
float nextStartSlope = startSlope;
for (int i = row; i <= radius; i++)
{
bool blocked = false;
for (int dx = -i, dy = -i; dx <= 0; dx++)
{
float lSlope = (float)((dx - 0.5) / (dy + 0.5));
float rSlope = (float)((dx + 0.5) / (dy - 0.5));
if (startSlope < rSlope)
{
continue;
}
else if (endSlope > lSlope)
{
break;
}
int sax = dx * xx + dy * xy;
int say = dx * yx + dy * yy;
if ((sax < 0 && int.Abs(sax) > pos.X) || (say < 0 && int.Abs(say) > pos.Y)) {
continue;
}
int ax = pos.X + sax;
int ay = pos.Y + say;
if (ax >= data.Width || ay >= data.Height) {
continue;
}
Tile currentTile = data.GetTile(ax, ay);
int radius2 = radius * radius;
if ((dx * dx + dy * dy) < radius2) {
currentTile.IsInView = true;
fov.Add(currentTile);
}
if (blocked) {
if (!currentTile.IsTransparent) {
nextStartSlope = rSlope;
continue;
} else {
blocked = false;
startSlope = nextStartSlope;
}
} else if (!currentTile.IsTransparent) {
blocked = true;
nextStartSlope = rSlope;
CastLight(data, pos, radius, i + 1, startSlope, lSlope, xx, xy, yx, yy);
}
}
if (blocked) {
break;
}
}
}
private void ClearFOV() {
foreach (Tile tile in fov) {
tile.IsInView = false;
}
fov.Clear();
}
public void UpdateFOV(MapData data, Vector2I position, int radius) {
ClearFOV();
Tile start = data.GetTile(position);
start.IsInView = true;
fov.Add(start);
for (int i = 0; i < 8; i++) {
CastLight(data, position, radius, 1, 1.0f, 0.0f, multipliers[0, i], multipliers[1, i], multipliers[2, i], multipliers[3, i]);
}
}
}
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