Calculating dynamic light and shadows in tile based roguelike games – part 4: a first real world example
Talking about Roguelike game, Game development, HTML5, Javascript and Phaser.
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visited
array to keep track of tiles I already visited to avoid placing unnecessary tiles. More optimization and some performance statistics will be available next week, meanwhile have a look at the source code:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 | var game; var tileSize = 12; var sightRadius = 30; window.onload = function () { game = new Phaser.Game(768, 768, Phaser.AUTO, "" ); game.state.add( "PlayGame" , playGame); game.state.start( "PlayGame" ); } var playGame = function (game){}; playGame.prototype = { preload: function (){ game.load.image( "tile" , "tile.png" ); }, create: function (){ for ( var i = 0; i < Dungeon.map_size; i++){ for ( var j = 0; j < Dungeon.map_size; j++){ var tile = Dungeon.map[j][i]; if (tile == 0){ var wall = game.add.sprite(i * tileSize, j * tileSize, "tile" ); wall.tint = 0x222222; } if (tile == 2){ var wall = game.add.sprite(i * tileSize, j * tileSize, "tile" ); wall.tint = 0x555555; } } } var startCol = game.rnd.between(0, Dungeon.map_size - 1); var startRow = game.rnd.between(0, Dungeon.map_size - 1); this .lineGroup = game.add.group(); this .playerPosition = game.add.sprite(startCol * tileSize, startRow * tileSize, "tile" ); this .playerPosition.tint = 0x00ff00; this .playerPosition.alpha = 0.5; this .playerPosition.inputEnabled = true ; this .playerPosition.input.enableDrag(); this .playerPosition.input.boundsRect = new Phaser.Rectangle(0, 0, game.width, game.height); this .playerPosition.input.enableSnap(tileSize, tileSize, true , true ); }, update: function (){ this .visited = []; this .visited.length = 0; this .lineGroup.removeAll( true ); this .drawCircle( this .playerPosition.x / tileSize, this .playerPosition.y / tileSize, sightRadius); }, drawBresenham: function (x0, y0, x1, y1){ var saveX0 = x0; var saveY0 = y0; var dx = Math.abs(x1 - x0); var sx = -1; if (x0 < x1){ var sx = 1 } var dy = Math.abs(y1 - y0); var sy = -1; if (y0 < y1){ var sy = 1; } var err = -dy / 2; if (dx > dy){ err = dx / 2; } do { var dist = this .distance(saveX0, saveY0, x0, y0); if (x0 < 0 || y0 < 0 || x0 >= Dungeon.map_size || y0 >= Dungeon.map_size || Dungeon.map[y0][x0] != 1 || dist > sightRadius / 2){ break ; } if ( this .visited.indexOf(x0 + "," + y0) == -1){ var tile = game.add.sprite(x0 * tileSize, y0 * tileSize, "tile" ); tile.tint = 0xffff00; tile.alpha = 1 - dist / (sightRadius / 2); this .visited.push(x0 + "," + y0); this .lineGroup.add(tile); } var e2 = err; if (e2 > -dx){ err -= dy; x0 += sx; } if (e2 < dy){ err += dx; y0 += sy; } } while (x0 != x1 || y0 != y1) }, drawCircle: function (x0, y0, radius){ var x = -radius var y = 0; var err = 2 - 2 * radius; do { this .drawBresenham( this .playerPosition.x / tileSize, this .playerPosition.y / tileSize, (x0 - x), (y0 + y)); this .drawBresenham( this .playerPosition.x / tileSize, this .playerPosition.y / tileSize, (x0 - y), (y0 - x)); this .drawBresenham( this .playerPosition.x / tileSize, this .playerPosition.y / tileSize, (x0 + x), (y0 - y)); this .drawBresenham( this .playerPosition.x / tileSize, this .playerPosition.y / tileSize, (x0 + y), (y0 + x)); radius = err; if (radius <= y){ y++; err += y * 2 + 1; } if (radius > x || err > y){ x++; err += x * 2 + 1; } } while (x < 0); }, distance: function (x0, y0, x1, y1){ return Math.sqrt((x0-x1)*(x0-x1)+(y0-y1)*(y0-y1)) } } var Dungeon = { map: null , map_size: 64, rooms: [], Generate: function () { this .map = []; for ( var x = 0; x < this .map_size; x++) { this .map[x] = []; for ( var y = 0; y < this .map_size; y++) { this .map[x][y] = 0; } } var room_count = Helpers.GetRandom(10, 20); var min_size = 5; var max_size = 15; for ( var i = 0; i < room_count; i++) { var room = {}; room.x = Helpers.GetRandom(1, this .map_size - max_size - 1); room.y = Helpers.GetRandom(1, this .map_size - max_size - 1); room.w = Helpers.GetRandom(min_size, max_size); room.h = Helpers.GetRandom(min_size, max_size); if ( this .DoesCollide(room)) { i--; continue ; } room.w--; room.h--; this .rooms.push(room); } this .SquashRooms(); for (i = 0; i < room_count; i++) { var roomA = this .rooms[i]; var roomB = this .FindClosestRoom(roomA); pointA = { x: Helpers.GetRandom(roomA.x, roomA.x + roomA.w), y: Helpers.GetRandom(roomA.y, roomA.y + roomA.h) }; pointB = { x: Helpers.GetRandom(roomB.x, roomB.x + roomB.w), y: Helpers.GetRandom(roomB.y, roomB.y + roomB.h) }; while ((pointB.x != pointA.x) || (pointB.y != pointA.y)) { if (pointB.x != pointA.x) { if (pointB.x > pointA.x) pointB.x--; else pointB.x++; } else if (pointB.y != pointA.y) { if (pointB.y > pointA.y) pointB.y--; else pointB.y++; } this .map[pointB.x][pointB.y] = 1; } } for (i = 0; i < room_count; i++) { var room = this .rooms[i]; for ( var x = room.x; x < room.x + room.w; x++) { for ( var y = room.y; y < room.y + room.h; y++) { this .map[x][y] = 1; } } } for ( var x = 0; x < this .map_size; x++) { for ( var y = 0; y < this .map_size; y++) { if ( this .map[x][y] == 1) { for ( var xx = x - 1; xx <= x + 1; xx++) { for ( var yy = y - 1; yy <= y + 1; yy++) { if ( this .map[xx][yy] == 0) this .map[xx][yy] = 2; } } } } } }, FindClosestRoom: function (room) { var mid = { x: room.x + (room.w / 2), y: room.y + (room.h / 2) }; var closest = null ; var closest_distance = 1000; for ( var i = 0; i < this .rooms.length; i++) { var check = this .rooms[i]; if (check == room) continue ; var check_mid = { x: check.x + (check.w / 2), y: check.y + (check.h / 2) }; var distance = Math.min(Math.abs(mid.x - check_mid.x) - (room.w / 2) - (check.w / 2), Math.abs(mid.y - check_mid.y) - (room.h / 2) - (check.h / 2)); if (distance < closest_distance) { closest_distance = distance; closest = check; } } return closest; }, SquashRooms: function () { for ( var i = 0; i < 10; i++) { for ( var j = 0; j < this .rooms.length; j++) { var room = this .rooms[j]; while ( true ) { var old_position = { x: room.x, y: room.y }; if (room.x > 1) room.x--; if (room.y > 1) room.y--; if ((room.x == 1) && (room.y == 1)) break ; if ( this .DoesCollide(room, j)) { room.x = old_position.x; room.y = old_position.y; break ; } } } } }, DoesCollide: function (room, ignore) { for ( var i = 0; i < this .rooms.length; i++) { if (i == ignore) continue ; var check = this .rooms[i]; if (!((room.x + room.w < check.x) || (room.x > check.x + check.w) || (room.y + room.h < check.y) || (room.y > check.y + check.h))) return true ; } return false ; } } var Helpers = { GetRandom: function (low, high) { return ~~ (Math.random() * (high - low)) + low; } }; Dungeon.Generate(); |
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