v0.5.0: fog now can have multiple texture pixels within a tile
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@@ -51,6 +51,9 @@ public class FogOfWar extends Image {
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private static final int INVISIBLE[]= new int[]{0xFF000000, 0xFF000000,
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0xFF000000,
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0xFF000000, 0xFF000000};
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private int mapWidth;
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private int mapHeight;
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private int pWidth;
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private int pHeight;
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@@ -60,13 +63,18 @@ public class FogOfWar extends Image {
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private volatile Rect updated;
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private Rect updating;
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private static final int PIX_PER_TILE = 2;
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public FogOfWar( int mapWidth, int mapHeight ) {
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super();
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this.mapWidth = mapWidth;
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this.mapHeight = mapHeight;
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pWidth = mapWidth + 1;
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pHeight = mapHeight + 1;
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pWidth = mapWidth * PIX_PER_TILE;
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pHeight = mapHeight * PIX_PER_TILE;
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width2 = 1;
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while (width2 < pWidth) {
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@@ -78,23 +86,21 @@ public class FogOfWar extends Image {
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height2 <<= 1;
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}
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float size = DungeonTilemap.SIZE;
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float size = DungeonTilemap.SIZE / PIX_PER_TILE;
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width = width2 * size;
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height = height2 * size;
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texture( new FogTexture(width2, height2) );
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scale.set(
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DungeonTilemap.SIZE,
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DungeonTilemap.SIZE );
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x = y = -size / 2;
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DungeonTilemap.SIZE / PIX_PER_TILE,
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DungeonTilemap.SIZE / PIX_PER_TILE);
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updated = new Rect(0, 0, pWidth, pHeight);
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updated = new Rect(0, 0, mapWidth, mapHeight);
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}
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public synchronized void updateFog(){
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updated.set( 0, 0, pWidth, pWidth );
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updated.set( 0, 0, mapWidth, mapHeight );
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}
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public synchronized void updateFogArea(int x, int y, int w, int h){
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@@ -116,38 +122,41 @@ public class FogOfWar extends Image {
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int brightness = ShatteredPixelDungeon.brightness() + 2;
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for (int i=updating.top; i < updating.bottom; i++) {
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int cell = (pWidth - 1) * i + updating.left;
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fog.pixels.position((width2) * i + updating.left);
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int cell = mapWidth * i + updating.left;
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//fog.pixels.position((width2) * i + updating.left);
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for (int j=updating.left; j < updating.right; j++) {
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if (cell < pWidth || cell >= Dungeon.level.length() || j == 0 || j == pWidth-1) {
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fog.pixels.put(INVISIBLE[brightness]);
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} else
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if (visible[cell] && visible[cell - (pWidth - 1)] &&
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visible[cell - 1] && visible[cell - (pWidth - 1) - 1]) {
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fog.pixels.put(VISIBLE[brightness]);
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} else
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if (visited[cell] && visited[cell - (pWidth - 1)] &&
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visited[cell - 1] && visited[cell - (pWidth - 1) - 1]) {
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fog.pixels.put(VISITED[brightness]);
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}
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else
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if (mapped[cell] && mapped[cell - (pWidth - 1)] &&
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mapped[cell - 1] && mapped[cell - (pWidth - 1) - 1]) {
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fog.pixels.put(MAPPED[brightness]);
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if (cell >= Dungeon.level.length()) {
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//do nothing
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} else if (visible[cell]) {
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fillCell(j, i, VISIBLE[brightness]);
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} else if (visited[cell]) {
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fillCell(j, i, VISITED[brightness]);
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} else if (mapped[cell] ) {
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fillCell(j, i, MAPPED[brightness]);
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} else {
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fog.pixels.put(INVISIBLE[brightness]);
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fillCell(j, i, INVISIBLE[brightness]);
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}
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cell++;
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}
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}
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if (updating.width() == pWidth && updating.height() == pHeight)
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if (updating.width() == mapWidth && updating.height() == mapWidth)
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fog.update();
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else
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fog.update(updating.top, updating.bottom);
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fog.update(updating.top * PIX_PER_TILE, updating.bottom * PIX_PER_TILE);
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}
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private void fillCell( int x, int y, int color){
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FogTexture fog = (FogTexture)texture;
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for (int i = 0; i < PIX_PER_TILE; i++){
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fog.pixels.position(((y * PIX_PER_TILE)+i)*width2 + x * PIX_PER_TILE);
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for (int j = 0; j < PIX_PER_TILE; j++) {
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fog.pixels.put(color);
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}
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}
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}
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//provides a native intbuffer implementation because android.graphics.bitmap is too slow
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//TODO perhaps should spin this off into something like FastEditTexture in SPD-classes
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private class FogTexture extends SmartTexture {
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@@ -182,6 +191,7 @@ public class FogOfWar extends Image {
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public void update(){
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bind();
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filter( Texture.LINEAR, Texture.LINEAR );
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wrap( Texture.CLAMP, Texture.CLAMP);
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pixels.position(0);
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GLES20.glTexImage2D(
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GLES20.GL_TEXTURE_2D,
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@@ -199,6 +209,7 @@ public class FogOfWar extends Image {
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public void update(int top, int bottom){
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bind();
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filter( Texture.LINEAR, Texture.LINEAR );
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wrap( Texture.CLAMP, Texture.CLAMP);
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pixels.position(top*width);
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GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D,
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0,
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