BenMakesGames.FoV
is a collection of field-of-view algorithms designed for square tile grids. It features the following algorithms:
- Diamond-wall
- Milazzo's Beveled-wall
- Raycasting
- Shadowcasting
Field-of-view/line-of-sight is useful for roguelikes, and other tactical, tile-based games where vision plays an important role.
dotnet add package BenMakesGames.FoV
Your map must implement IFoVMap
, which requires a Width
and Height
property, and a method that returns whether or not a given tile is opaque:
For example:
public sealed class MyMap: IFoVMap
{
public int Width { get; }
public int Height { get; }
// store your tiles however you want; here's one possibility:
public MyTile[] Tiles { get; }
// BlocksLight is required by IFoVMap; here's one possible implementation:
bool BlocksLight(int x, int y)
{
if(x < 0 || x >= Width || y < 0 || y >= Height)
return true;
return Tiles[x + y * Width].IsOpaque;
}
...
}
Another common implementation is to use a Dictionary<(int X, int Y), MyTile>
collection to store the map.
All of the algorithms have the same signature:
HashSet<(int X, int Y)> Compute(IFoVMap map, (int X, int Y) origin, int radius)
They take a map, origin point, and sight radius, and returns a set of points that are visible from the origin.
Basic usage:
var visibleTiles = DiamondWallsFoV.Compute(Map, (Player.X, Player.Y), Player.SightRadius);
for(int y = 0; y < Map.Height; y++)
{
for(int x = 0; x < Map.Width; x++)
{
if(visibleTiles.Contains((x, y)))
{
// tile is visible; draw it!
}
else
{
// don't draw the tile, or draw it as a fog of war tile
}
}
}
When implementing field-of-view in your game, you should only compute a new field of view when the player moves, or the map changes (such as a door opening or closing).
DiamondWallsFoV
- Relatively fast algorithm. Compared to other algorithms, reveals more tiles in a given sight radius.
MilazzoFoV
- Medium speed; designed to have intuitive lines of sight, especially for maps which contain many single-tile walls/pillars.
RayCastFoV
- Slowest algorithm, with occasionally unintuitive lines of sight. Not generally recommended; included for historical reasons.
ShadowCastFoV
- The fastest algorithm of the bunch, especially when used in large, open spaces with large sight radii.