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using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using V3.Objects;
namespace V3.Map
{
// ReSharper disable once ClassNeverInstantiated.Global
public sealed class FogOfWar
{
private const int FogRange = 64;
private const int SightRadius = 1000;
private Point mMapSize;
private Texture2D mFog;
private readonly List<Rectangle> mFogRectangle = new List<Rectangle>();
/// <summary>
/// Get the size of the map and create an boolean array
/// </summary>
/// <param name="size">the size of the map</param>
public void LoadGrid(Point size)
{
mMapSize = size;
CreateArray();
}
/// <summary>
/// An array so save whether the sprites already walked on this area
/// </summary>
private void CreateArray()
{
for (int i = -FogRange; i < mMapSize.Y; i += FogRange)
{
for (int j = -FogRange * 2; j < mMapSize.X; j += FogRange)
{
mFogRectangle.Add(new Rectangle(j, i, mFog.Width, mFog.Height));
}
}
}
/// <summary>
/// The position from creatures which can open the fog
/// </summary>
/// <param name="creature">creatures which are able to open the fog</param>
public void Update(ICreature creature)
{
Ellipse creatureEllipse = new Ellipse(creature.Position, SightRadius, SightRadius);
var markedForDeletion = new List<Rectangle>();
foreach (var fog in mFogRectangle)
{
if (!creature.IsDead && creatureEllipse.Contains(fog.Center.ToVector2()))
{
markedForDeletion.Add(fog);
}
}
foreach (var fogToDelete in markedForDeletion)
{
mFogRectangle.Remove(fogToDelete);
}
}
/// <summary>
/// The sprite for the fog
/// </summary>
/// <param name="content"></param>
public void LoadContent(ContentManager content)
{
mFog = content.Load<Texture2D>("Sprites/cloud");
}
/// <summary>
/// Try to draw fog of war efficiently.
/// </summary>
/// <param name="spriteBatch">Sprite batch used.</param>
public void DrawFog(SpriteBatch spriteBatch)
{
/*
var screen = camera.ScreenRectangle;
int fogPerRow = (mMapSize.X + FogRange) / FogRange;
int fogPerColumn = (mMapSize.Y + FogRange) / FogRange;
for (int i = screen.Y / FogRange; i < (screen.Y + screen.Height) / FogRange; i++)
{
for (int j = screen.X / FogRange; j < (screen.X + screen.Width) / FogRange; j++)
{
spriteBatch.Draw(mFog, mFogRectangle[i * fogPerRow], Color.Black);
}
}
*/
foreach (var fog in mFogRectangle)
{
spriteBatch.Draw(mFog, fog, Color.Black);
}
}
public void SetFog(List<Rectangle> fog)
{
mFogRectangle.Clear();
mFogRectangle.AddRange(fog);
}
public List<Rectangle> GetFog()
{
return mFogRectangle;
}
}
}
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