This article is part of a series.
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The last time around we connected the levels of our dungeon effectively adding a new dimension to our game. This is great, but it gets boring fast, as we can see everything! Let’s improve the situation by adding a vision system and Fog of War to our game!
Augmenting our Entities
Let’s think about how a vision system is supposed to work. First of all each Entity
that has vision should have some kind of Attribute
which holds their sight radius. There should also be some operation which determines what our Entity
can see around it. Finally I think we can agree that most creatures don’t have roentgen sight, so some other Attribute
which tells us whether something blocks vision or not would also be useful. Let’s see how we can go about implementing this!
The first thing to add is (you guessed right) an Attribute
that we can use to hold the vision radius of our entities:
package com.example.cavesofzircon.attributes
import org.hexworks.amethyst.api.base.BaseAttribute
data class Vision(val radius: Int) : BaseAttribute()
and a flag Attribute
which determines whether an Entity
blocks vision or not:
package com.example.cavesofzircon.attributes
import org.hexworks.amethyst.api.base.BaseAttribute
object VisionBlocker : BaseAttribute()
Seems straightforward, yes? Now if we think a bit about this, in our game VisionBlocker
belongs to the walls only, and Vision
is an attribute of the player since fungi don’t have eyes (yet?). Let’s augment EntityFactory
with these:
// edit EntityFactory with these changes
import com.example.cavesofzircon.attributes.Vision
import com.example.cavesofzircon.attributes.VisionBlocker
fun newWall() = newGameEntityOfType(Wall) {
attributes(
EntityPosition(),
BlockOccupier,
EntityTile(GameTileRepository.WALL),
VisionBlocker // 1
)
facets(Diggable)
}
fun newPlayer() = newGameEntityOfType(Player) {
attributes(
EntityPosition(),
EntityTile(GameTileRepository.PLAYER),
EntityActions(Dig::class, Attack::class),
CombatStats.create(
maxHp = 100,
attackValue = 10,
defenseValue = 5
),
Vision(9) // 2
)
behaviors(InputReceiver)
facets(Movable, CameraMover, StairClimber, StairDescender)
}
Here we:
- Add the flag
Attribute
to thenewWall
function - And set our player up with a vision radius of 9. This means that the player can see
9
tiles far around them.
Now let’s add a shorthand extension property to AnyGameEntity
to be able to tell whether it blocks vision:
// put these to EntityExtensions.kt
import com.example.cavesofzircon.attributes.VisionBlocker
val AnyGameEntity.blocksVision: Boolean
get() = this.findAttribute(VisionBlocker::class).isPresent
Now we have the data, but there is no behavior yet. What we want to able to do is to tell whether vision is blocked at a given position or not, and also to be able to draw a circle around an entity highlighting the visible tiles. The logical place to put this is World
:
import com.example.cavesofzircon.extensions.blocksVision
import org.hexworks.zircon.api.data.Position
import com.example.cavesofzircon.attributes.Vision
import org.hexworks.zircon.api.shape.EllipseFactory
import org.hexworks.zircon.api.shape.LineFactory
fun isVisionBlockedAt(pos: Position3D): Boolean {
return fetchBlockAt(pos).fold(whenEmpty = { false }, whenPresent = { // 1
it.entities.any(GameEntity<EntityType>::blocksVision) // 2
})
}
fun findVisiblePositionsFor(entity: GameEntity<EntityType>): Iterable<Position> {
val centerPos = entity.position.to2DPosition() // 3
return entity.findAttribute(Vision::class).map { (radius) -> // 4
EllipseFactory.buildEllipse( // 5
fromPosition = centerPos,
toPosition = centerPos.withRelativeX(radius).withRelativeY(radius)
)
.positions
.flatMap { ringPos ->
val result = mutableListOf<Position>()
val iter = LineFactory.buildLine(centerPos, ringPos).iterator() // 6
do {
val next = iter.next()
result.add(next)
} while (iter.hasNext() &&
isVisionBlockedAt(Position3D.from2DPosition(next, entity.position.z)).not()
) // 7
result
}
}.orElse(listOf()) // 8
}
EllipseFactory
andLineFactory
come as part of Zircon but they are abstract enough that we can use them in all kinds of situations like you can see here.
This seems a bit complex so let’s see what happens here!
- We use
fold
which lets us choose what happens when theMaybe
is empty and when present. - When present we find out whether
any
of its entities are blocking vision - Then in
findVisiblePositionsFor
we start with the position of theEntity
- Try to find its
Vision
Attribute
- Create a ring around the
Entity
using its radius - Then we try to draw a line from the center position to all of the ring positions
- And only take the positions from the line while the vision is not blocked at that point. Note
that we use
do/while
here since we need to take one more position after we find a vision-blockingTile
. Otherwise we would not be able to see the walls! - We return an empty list if the
Entity
has noVision
Attribute
Wait, what is this
flatMap
thing? What happens here anyway? What you see here is a bit of functional programming. WhatflatMap
does is that it flattens all the collections into one big collection from what we return from thetakeWhile
. So for examplelistOf(1, 2).flatMap { listOf(it, it) }
will return[1, 1, 2, 3]
in contrast tolistOf(1, 2).map { listOf(it, it) }
which would return [[1, 1], [2, 2]]
Now that we have the means to determine what the player can see, let’s add a Fog of War effect which the player can reveal as they explore the cave!
Adding the Fog of War
Let’s think about how Fog of War works. When we start the game everything is shrouded in darkness and only a small part is visible around the player. As we traverse the cave each step reveals some of the shadows and it will stay visible.
We could have a Field of View as well, but personally I’ve always found it annoying so we’ll stick with Fog of War only for this tutorial.
We’re going to implement it in a very simple way. By default we’ll cover everything with a shroud. Then the world will have a behavior that’ll reveal the shroud using the player’s vision attribute! Let’s start by adding the necessary tile and color:
// add this to GameColors:
val UNREVEALED_COLOR = TileColor.fromString("#090909")
// and this to GameTileRepository:
val UNREVEALED = Tile.newBuilder()
.withCharacter(' ')
.withBackgroundColor(GameColors.UNREVEALED_COLOR)
.buildCharacterTile()
For the FogOfWar
itself we’re going to use the TOP
tile of our Block
s, so let’s add this to the GameBlock
:
init {
top = GameTileRepository.UNREVEALED
updateContent()
}
Technically we could make an entity called
Shorud
and add it to allBlock
s but it would create hundreds of thousands of new objects. This is not ideal, so we’ll optimize a bit.
Now if we start the game, we’ll see the map is covered with Fog of War, so our next job is to create a new Behavior
that will autonomously reveal the shroud around the player on each update:
package com.example.cavesofzircon.systems
import com.example.cavesofzircon.builders.GameTileRepository
import com.example.cavesofzircon.extensions.position
import com.example.cavesofzircon.world.GameContext
import org.hexworks.amethyst.api.base.BaseBehavior
import org.hexworks.amethyst.api.entity.Entity
import org.hexworks.amethyst.api.entity.EntityType
import org.hexworks.zircon.api.data.Position3D
object FogOfWar : BaseBehavior<GameContext>() {
override suspend fun update(entity: Entity<EntityType, GameContext>, context: GameContext): Boolean {
val (world, _, _, player) = context
world.findVisiblePositionsFor(player).forEach { pos ->
world.fetchBlockAt(
Position3D.create(
x = pos.x,
y = pos.y,
z = player.position.z
)
).map { block ->
block.top = GameTileRepository.EMPTY
}
}
return true
}
}
How this works is that it simply finds the visible positions around the player and sets the top
tile of the block to EMPTY
effectively revealing the tile underneath.
Now to make this work we’re going to add this to our EntityTypes
:
object FOW : BaseEntityType(
name = "Fog of War"
)
and this to EntityFactory
:
import com.example.cavesofzircon.attributes.types.FOW
fun newFogOfWar() = newGameEntityOfType(FOW) {
behaviors(FogOfWar)
}
Now this fog of war entity won’t belong to a Block, and it will have no position. In order to see this in our game we have to have a way of adding a world entity to the World
:
// add this to World
fun addWorldEntity(entity: Entity<EntityType, GameContext>) {
engine.addEntity(entity)
}
and initialize it in the GameBuilder
:
fun buildGame(): Game {
prepareWorld()
val player = addPlayer()
addFungi()
world.addWorldEntity(EntityFactory.newFogOfWar())
return Game.create(
player = player,
world = world
)
}
If you look at this now you’ll still see the blackness. The reason for this is that the Player
haven’t moved yet and no update happened to our game world, so the shroud still encompasses the whole map.
An easy solution for this is to simply make an initializing update to our world. For this we can add the update in the PlayView
at the end of the init
block, we just have to make sure that we use a key that we can’t type:
game.world.update(
screen, KeyboardEvent(
type = KeyboardEventType.KEY_TYPED,
key = "",
code = KeyCode.DEAD_GRAVE
), game
)
Now let’s see what we created:
Conclusion
In this tutorial we’ve added a very simple vision system to our game which we put to good use by implementing a Fog of War effect. In the next article we’re going to add wandering monsters which will definitely lead to some jump scares!
Until then go forth and kode on!
The code of this article can be found in commit #10.
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