Exemple #1
0
        // Generate an octant of shadows, and return the FOV area to be redrawn
        private static List <Cell> ShadowOctant(Level level, Vector2Int origin,
                                                int octant)
        {
            // Increments based off of octantCoordinates
            var rowInc = _octantCoords[octant, 0];
            var colInc = _octantCoords[octant, 1];

            ShadowLine  line       = new ShadowLine();
            bool        fullShadow = false;
            List <Cell> ret        = new List <Cell>();

            for (int row = 0; row < FOVRadius; row++)
            {
                // Record position
                Vector2Int pos = origin + (rowInc * row);
                // Stop once going out of bounds
                if (!level.Contains(pos))
                {
                    break;
                }

                bool pastMaxDistance = false;
                for (int col = 0; col <= row; col++)
                {
                    // Break on this row if going out of bounds
                    if (!level.Contains(pos))
                    {
                        break;
                    }
                    // Visibility fall off over distance
                    int fallOff = 255;

                    // If entire row is known to be in shadow, set this cell to
                    // be in shadow
                    if (fullShadow || pastMaxDistance)
                    {
                        Cell c = level.GetCell(pos);
                        if (c.SetVisibility(false, fallOff))
                        {
                            ret.Add(c);
                        }
                    }
                    else
                    {
                        float distance = Vector2.Distance(origin, pos);
                        if (distance > FOVRadius)
                        {
                            fallOff         = 255;
                            pastMaxDistance = true;
                        }
                        else
                        {
                            float normalized = distance / FOVRadius;
                            normalized = Mathf.Pow(normalized, 2);
                            fallOff    = (int)(normalized * 255);
                        }
                        Shadow projection = ProjectTile(row, col);

                        // Set the visibility of this tile
                        bool visible = !line.IsInShadow(projection);
                        Cell c       = level.GetCell(pos);
                        if (c.SetVisibility(visible, fallOff))
                        {
                            ret.Add(c);
                        }

                        // Add any opaque tiles to the shadow map
                        if (visible && level.GetCell(pos).Opaque)
                        {
                            line.AddShadow(projection);
                            fullShadow = line.IsFullShadow();
                        }
                    }
                    pos += colInc;
                    if (!level.Contains(pos))
                    {
                        break;
                    }
                }
            }
            return(ret);
        }
Exemple #2
0
 public bool Contains(Shadow other)
 => Start <= other.Start && End >= other.End;