virtualx-engine/demos/2d/fog_of_war/fog.gd

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extends TileMap
# Member variables
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# Boundaries for the fog rectangle
var x_min = -20 # Left start tile
var x_max = 20 # Right end tile
var y_min = -20 # Top start tile
var y_max = 20 # Bottom end tile
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var position # Player's position
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# Iteration variables
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var x
var y
# Variables to check if the player moved
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var x_old
var y_old
# Array to build up the visible area like a square.
# First value determines the width/height of the tip.
# Here it would be 2*2 + 1 = 5 tiles wide/high.
# Second value determines the total squares size.
# Here it would be 5*2 + 1 = 10 tiles wide/high.
var l = range(2, 5)
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# Process that runs in realtime
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func _fixed_process(delta):
position = get_node("../troll").get_pos()
# Calculate the corresponding tile
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# from the players position
x = int(position.x/get_cell_size().x)
# Switching from positive to negative tile positions
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# causes problems because of rounding problems
if position.x < 0:
x -= 1 # Correct negative values
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y = int(position.y/get_cell_size().y)
if (position.y < 0):
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y -= 1
# Check if the player moved one tile further
if ((x_old != x) or (y_old != y)):
# Create the transparent part (visited area)
var end = l.size() - 1
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var start = 0
for steps in range(l.size()):
for m in range(x - l[end] - 1, x + l[end] + 2):
for n in range(y - l[start] - 1, y + l[start] + 2):
if (get_cell(m, n) != 0):
set_cell(m, n, 1, 0, 0)
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end -= 1
start += 1
# Create the actual and active visible part
var end = l.size() - 1
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var start = 0
for steps in range(l.size()):
for m in range(x - l[end], x + l[end] + 1):
for n in range(y - l[start], y + l[start] + 1):
set_cell(m, n, -1)
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end -= 1
start += 1
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x_old = x
y_old = y
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func _ready():
# Create a square filled with the 100% opaque fog
for x in range(x_min, x_max):
for y in range(y_min, y_max):
set_cell(x, y, 0, 0, 0)
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set_fixed_process(true)