zondag 25 december 2011

Fog of War Example



Fog of War in games is hidden terrain and usually covered with black tiles. The player moves his unit across the map and the map around him gets visible. I programmed this a couple of times however I did not include the nice border finishings. I recreated the fog of war in Java this time. In the code the map is drawn if the fogmap on the draw position has a value of 1. It starts out as 0. I use a brush array to draw ontop of the player position that sets the fogmap to value 1.
Use r to reset the map and wsad keys to move.

I will see if I can program another couple of examples. I wanted to do a scrolltext example and am thinking about it tonight. I also had a turn based example planned and a bomberman example and a swinging bal platformer example. But I have no idea if these will be finished this weekend.

Well Merry christmas from me and if I do not post anymore till next year a happy new year.

 


import java.applet.*;
import java.awt.*;
import java.util.Random;
import java.awt.image.BufferedImage;


public class FogOfWarExample extends Applet implements Runnable {

 Random r = new Random();
 Graphics bufferGraphics;
    Image offscreen;
    Image image2;
    Image image3;
    Image image4;

 private short fogbrush[][]={
 {0,0,1,0,0},
 {0,1,1,1,0},
 {1,1,1,1,1},
 {0,1,1,1,0},
 {0,0,1,0,0},
 };

 private short map[][]={
 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1},
 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,2,0,1,1,1,1,1,1},
 {1,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,0,0,0,2,2,2,0,0,0,0,1,1,1},
 {1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,0,0,0,0,2,2,2,0,0,0,1,1,1},
 {1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,1,1},
 {1,1,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,1},
 {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
 {1,1,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
 {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,0,0,1},
 {1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,1,1},
 {1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},
 {1,1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},
 {1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},
 {1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1},
 {1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
 {1,1,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
 {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
 {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
 {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,1},
 {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
 {1,1,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
 {1,1,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,1,1},
 {1,0,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,1,1},
 {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
 {2,2,2,2,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
 {1,1,1,0,0,1,1,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,1,1},
 {1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,1,1,1,1,0,0,1,1,1,1,0,1,1},
 {1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,1,1},
 {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
 };
    // Here I have stored a sprite that will be drawn onto the screen.
 // Note : you have to switch the x and y in the create sprite part to get
 // the right sprite view since the layout of array data has switched x and y view.
 private short tree1[][]={
       {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0},
       {0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0},
       {0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0},
       {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
       {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
       {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
       {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
       {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
       {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
       {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
       {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
       {0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0},
       {0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0},
       {0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0},
       {0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0},
       {0,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0}
       };
 private short mountain1[][]={
       {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
       {0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0},
       {0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0},
       {0,0,0,0,0,0,3,3,3,3,0,0,0,0,0,0},
       {0,0,0,0,0,0,3,3,3,3,0,0,0,0,0,0},
       {0,0,0,0,0,3,3,3,3,3,3,0,0,0,0,0},
       {0,0,0,0,0,3,3,3,3,3,3,0,0,0,0,0},
       {0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0},
       {0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0},
       {0,0,0,3,3,3,3,3,3,3,3,3,3,0,0,0},
       {0,0,0,3,3,3,3,3,3,3,3,3,3,0,0,0},
       {0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0},
       {0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0},
       {0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0},
       {0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0},
       {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
       };

 private short ground1[][]={
       {4,4,4,4,5,5,4,4,4,4,4,4,5,4,4,4},
       {4,5,4,4,4,4,4,4,4,4,4,4,5,5,4,4},
       {4,4,5,4,4,4,4,4,4,4,4,4,5,5,4,4},
       {4,4,5,5,5,5,4,4,4,4,4,4,4,5,5,4},
       {4,4,5,5,5,5,4,4,4,5,4,4,4,4,5,4},
       {5,4,4,4,5,5,4,4,4,5,4,4,4,4,4,5},
       {5,4,4,4,4,4,4,4,4,5,4,4,4,4,4,4},
       {4,4,4,4,5,4,4,4,4,5,5,4,4,4,4,4},
       {4,4,4,4,4,5,4,4,4,5,5,5,4,4,4,4},
       {4,4,4,4,4,4,4,4,4,5,5,5,5,4,4,4},
       {4,4,5,4,4,4,4,4,4,4,5,5,5,4,4,4},
       {4,4,5,5,4,4,4,4,4,4,5,5,5,5,4,4},
       {4,5,5,5,4,4,4,4,5,4,4,5,5,5,4,4},
       {4,5,5,5,5,5,4,4,5,5,4,4,5,5,4,4},
       {4,4,4,4,5,5,5,4,4,4,4,4,4,5,4,4},
       {4,4,4,4,4,5,5,5,4,4,4,4,5,4,4,4},
       };

 int playerx;
 int playery;
 short[][] fogmap = new short[16][10];

     public void init(){
        setBackground(Color.black);
        offscreen = createImage(getSize().width,getSize().height);
        bufferGraphics = offscreen.getGraphics();

   image2 = new BufferedImage(16, 16, BufferedImage.TYPE_INT_ARGB);
    Graphics test1 = image2.getGraphics();
      for( int y = 0 ; y < 16 ; y++ ){
       for ( int x = 0 ; x < 16 ; x++ ){
    test1.setColor(getcolor(tree1[x][y]));
        test1.fillRect(y,x,1,1);
       }
      }
   image3 = new BufferedImage(16, 16, BufferedImage.TYPE_INT_ARGB);
    Graphics test2 = image3.getGraphics();
      for( int y = 0 ; y < 16 ; y++ ){
       for ( int x = 0 ; x < 16 ; x++ ){
    test2.setColor(getcolor(mountain1[x][y]));
        test2.fillRect(y,x,1,1);
       }
      }

   image4 = new BufferedImage(16, 16, BufferedImage.TYPE_INT_ARGB);
    Graphics test3 = image4.getGraphics();
      for( int y = 0 ; y < 16 ; y++ ){
       for ( int x = 0 ; x < 16 ; x++ ){
    test3.setColor(getcolor(ground1[x][y]));
        test3.fillRect(y,x,1,1);
       }
      }

  playerx = 16 / 2;
  playery = 10 / 2;
  unfog();
  new Thread(this).start();

     }

    public void run() {
        for(;;) { // animation loop never ends
         repaint();
         try {
             Thread.sleep(10);
             }
             catch (InterruptedException e) {
             }
     }
    }

 public Color getcolor(int c){
  if (c ==  0 ) return new Color(0,0,0,0);
  if (c ==  1 ) return new Color(0,240,0,255);
  if (c ==  2 ) return new Color(200,100,0,255);
  if (c ==  3 ) return new Color(200,200,200,255);
  if (c ==  4 ) return new Color(30,200,10,255);
  if (c ==  5 ) return new Color(50,220,20,255);
  return new Color(0,0,0,0);
 }

     public void update(Graphics g){
     bufferGraphics.clearRect(0,0,getSize().width,getSize().height);
     bufferGraphics.setColor(Color.red);
        bufferGraphics.drawString("Fog of War Example",10,10);
        bufferGraphics.drawString("Use w/s/a/d to move - r to reset",10,230);
        for( int y = 0 ; y < 10 ; y++){
         for( int x = 0 ; x < 16 ; x++){
          if (fogmap[x][y] == 1 ) {
           bufferGraphics.drawImage(image4,32+x*16,32+y*16,this);
          }
         }
        }

    int r1 = 0;
        for( int y = 0 ; y < 10 ; y++){
         for( int x = 0 ; x < 16 ; x++){
    if (map[y][x] == 1 && fogmap[x][y] == 1 ) {
       bufferGraphics.drawImage(image2,32+x*16,32+y*16,this);
      }
      if (map[y][x] == 2 && fogmap[x][y] == 1 ){
       bufferGraphics.drawImage(image3,32+x*16,32+y*16,this);
      }
         }
        }
      bufferGraphics.setColor(Color.white);
        bufferGraphics.fillRect(playerx * 16 , playery * 16 , 16 , 16);

        g.drawImage(offscreen,0,0,this);
     }

  public boolean keyDown (Event e, int key){

    if( key == 119 ) // w key
        {
        }
        if(key == 97) // a key
        {
        }
        if( key == 100 ) // d key
        {
        }
        if( key == 115 ) // s key
        {
        }


        System.out.println (" Integer Value: " + key);

   return true;
  }

 public void unfog(){
  for ( int y = 0 ; y < 5 ; y++){
  for ( int x = 0 ; x < 5 ; x++){
  if (fogbrush[x][y] == 1){
   if ( playerx - x > -1 && playerx - x < 16 ){
   if ( playery - y > -1 && playery - y < 10 ){
    fogmap[playerx - x][playery - y] = 1;
   }
   }
  }
  }
  }
 }

 public boolean keyUp (Event e, int key){
    if( key == 119 ) // w key
        {
         if( playery > 2 ) playery--;
         unfog();
        }
        if( key == 97 ) // a key
        {
         if( playerx > 2 ) playerx--;
         unfog();
        }
        if( key == 100 ) // d key
        {
         if( playerx < 17 ) playerx++;
         unfog();
        }
        if( key == 115 ) // s key
        {
         if( playery < 11 ) playery++;
   unfog();
        }
  if ( key == 114 ) // r key
  {
   // reset the fogmap
   for(int y = 0 ; y < 10 ; y++)
   {
    for ( int x = 0 ; x < 16 ; x++)
    {
     fogmap[x][y] = 0;
    }
   }
   unfog();
  }

  return true;
 }


 }



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