v0.5.0: fog now can have multiple texture pixels within a tile

This commit is contained in:
Evan Debenham
2016-12-06 02:38:10 -05:00
parent 255695fa05
commit 9a3ecbe081

View File

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