use player vision for fog_of_war

This commit is contained in:
Travis Shears 2026-05-08 20:27:41 +02:00
parent 1c67c0c4a4
commit 1e7b0d6812
Signed by: travisshears
GPG key ID: CB9BF1910F3F7469
3 changed files with 9 additions and 37 deletions

View file

@ -9,7 +9,7 @@
(local dev (require "src/levels/dev.fnl"))
(local level dev)
(local debug true)
(local debug false)
(var pool nil)

View file

@ -86,9 +86,7 @@
(do
(table.insert poly-pts (. pt 1))
(table.insert poly-pts (. pt 2))))))
(set self.vision-pts poly-pts)
; (utils.debug-print {: poly-pts})
))
@ -121,6 +119,7 @@
(if (> self.battery 0)
(set self.battery (- self.battery (* dt 2))))))
(beholder.trigger "PLAYER.POS" self.x self.y)
(beholder.trigger "PLAYER.VISION" self.vision-pts)
(beholder.trigger "PLAYER.BATTERY" self.battery))
(fn player.load [self]
@ -157,26 +156,9 @@
(lambda player.draw-vision-debug [self]
"draw debug lines and points for player vision"
(color.set-color :black)
; (love.graphics.setPointSize 2)
; (utils.debug-print {:pts self.vision-pts :player {:x self.x :y self.y}})
; (each [_ pt (pairs self.vision-pts)]
; (love.graphics.points (unpack pt)))
(when (> (length self.vision-pts) 2) (love.graphics.polygon "line" self.vision-pts))
; (love.graphics.push)
; (let [ox (+ self.x (/ width 2))
; oy (+ self.y (/ height 2))
; steps 20
; vision-step (/ (/ math.pi 2) steps)] ; 90 deg / 20
; (love.graphics.translate ox oy)
; (love.graphics.rotate (- self.rot (/ (* steps vision-step) 2)))
; (for [i 1 steps]
; (love.graphics.rotate vision-step)
; (love.graphics.line 0 0 50 0))
; (love.graphics.pop)))
)
; local items, len = world:querySegment(x1,y1,x2,y2,filter)
(fn player.draw-debug [self]
"draw player hitbox and direction line"
(color.set-color :black)

View file

@ -5,30 +5,19 @@
(local fow
{
:player-x 0
:player-y 0
:player-vision-pts []
:font nil
:canvas nil })
(lambda fow.load [self]
(set self.font (love.graphics.newFont 10))
(set self.canvas (love.graphics.newCanvas 1000 1000))
(beholder.observe "PLAYER.POS" (lambda [x y]
(set self.player-x x)
(set self.player-y y)))
; (let [tiles (. levels :levels self.pool.data.level-key :tiles)
; ; rows (length tiles)
; ; cols (length (. tiles 1))
; ; x 0
; ; y 0
; ; w (* 25 cols) ; width of the level in pixels
; ; h (* 25 rows) ; height of the level in pixels
; previousCanvas (love.graphics.getCanvas)
; ]
(beholder.observe "PLAYER.VISION" (lambda [pts]
(set self.player-vision-pts pts)))
(let [previousCanvas (love.graphics.getCanvas)]
(love.graphics.setCanvas self.canvas)
(color.set-color :dark-purple)
; (love.graphics.rectangle "fill" 0 0 1000 1000)
(love.graphics.rectangle "fill" 0 0 1000 1000)
(love.graphics.setCanvas previousCanvas)
))
@ -41,7 +30,8 @@
(love.graphics.setCanvas self.canvas)
(love.graphics.setBlendMode "replace")
(love.graphics.setColor 0 0 0 0) ; transparent
(love.graphics.circle "fill" (+ (/ 19 2) x) (+ (/ 15 2) y) 20)
(when (> (length self.player-vision-pts) 2)
(love.graphics.polygon "fill" self.player-vision-pts))
(love.graphics.setBlendMode previousBlendMode)
(love.graphics.setCanvas previousCanvas)
))