Fog of war

This commit is contained in:
gamer147
2026-04-07 07:56:48 -04:00
parent 344efee7b4
commit 97909235ff
8 changed files with 109 additions and 11 deletions

View File

@@ -6,6 +6,7 @@ extends Node2D
@onready var tile_map: TileMapLayer = %TerrainLayer
@onready var highlight_map: GridOverlay = %OverlayLayer
@onready var wall_renderer: WallRenderer = %WallRenderer
@onready var fog_renderer: FogRenderer = %FogRenderer
const TILE_SIZE := 100.0
const SOURCE_ID: int = 0
@@ -90,6 +91,7 @@ func apply_layout(layout: MapLayout) -> void:
map_layout.initialize()
load_from_layout()
draw_room_walls()
draw_fog()
func is_tile_passable(from: Vector2i, to: Vector2i) -> bool:
@@ -112,6 +114,12 @@ func draw_room_walls() -> void:
wall_renderer.draw_walls_for_layout(map_layout)
func draw_fog() -> void:
if not map_layout:
return
fog_renderer.draw_fog_for_layout(map_layout)
func get_map_rect() -> Rect2:
if not map_layout:
return Rect2()

43
nodes/fog_renderer.gd Normal file
View File

@@ -0,0 +1,43 @@
class_name FogRenderer
extends Node2D
## Renders a fog/cave texture over every tile inside the map's bounding rect
## that is not part of any room. Future: drive visibility from map state.
const TILE_SIZE := 100.0
const FOG_RECT := Rect2(53, 53, 100, 100)
@export var atlas_texture: Texture2D
func draw_fog_for_layout(map_layout: MapLayout) -> void:
_clear()
if not map_layout or not atlas_texture:
return
for y in map_layout.size.y:
for x in map_layout.size.x:
var tile := Vector2i(x, y)
if map_layout.is_tile_valid(tile):
continue
_create_fog_sprite(Vector2(tile) * TILE_SIZE)
func _clear() -> void:
for child in get_children():
child.queue_free()
func _create_fog_sprite(pos: Vector2) -> void:
var atlas := AtlasTexture.new()
atlas.atlas = atlas_texture
atlas.region = FOG_RECT
var sprite := Sprite2D.new()
sprite.texture = atlas
sprite.centered = false
sprite.position = pos
sprite.scale = Vector2(
TILE_SIZE / FOG_RECT.size.x,
TILE_SIZE / FOG_RECT.size.y,
)
add_child(sprite)

View File

@@ -0,0 +1 @@
uid://d1d1nbetdvynk

View File

@@ -11,24 +11,24 @@ func _ready() -> void:
var room_a := Room.new()
room_a.id = 0
room_a.tiles = [
Vector2i(0, 0), Vector2i(1, 0), Vector2i(2, 0),
Vector2i(0, 1), Vector2i(1, 1), Vector2i(2, 1),
Vector2i(0, 2), Vector2i(1, 2), Vector2i(2, 2),
Vector2i(2, 2), Vector2i(3, 2), Vector2i(4, 2),
Vector2i(2, 3), Vector2i(3, 3), Vector2i(4, 3),
Vector2i(2, 4), Vector2i(3, 4), Vector2i(4, 4),
]
var room_b := Room.new()
room_b.id = 1
room_b.tiles = [
Vector2i(3, 0), Vector2i(4, 0), Vector2i(5, 0),
Vector2i(3, 1), Vector2i(4, 1), Vector2i(5, 1),
Vector2i(3, 2), Vector2i(4, 2), Vector2i(5, 2),
Vector2i(5, 2), Vector2i(6, 2), Vector2i(7, 2),
Vector2i(5, 3), Vector2i(6, 3), Vector2i(7, 3),
Vector2i(5, 4), Vector2i(6, 4), Vector2i(7, 4),
]
var layout := MapLayout.new()
layout.rooms = [room_a, room_b]
# Opening between (2,1) in room_a and (3,1) in room_b
layout.openings = [Vector2i(2, 1), Vector2i(3, 1)]
layout.size = Vector2i(6, 3)
# Opening between (4,3) in room_a and (5,3) in room_b
layout.openings = [Vector2i(4, 3), Vector2i(5, 3)]
layout.size = Vector2i(10, 7)
combat_map.apply_layout(layout)
camera.set_map_bounds(combat_map.get_map_rect())