如果仅对播放器有效的直线标记点对您很重要,则可以使用以下算法(这是C ++代码),它比普通的Floodfill消耗更多的资源。可能存在一些小错误(如果有人更正我会很高兴的),因为我自己没有测试代码,但是您会明白的。
void straightlineFill(Point startPoint, Texture target)
{
    queue<Point> pointQueue;
    for (int dx = -1;dx <=1;dx ++)
            for(int dy = -1;dy <=1;dy++)
                if(dx != 0 && dy != 0)
                    pointQueue.push(point(startPoint.x + dx, startPoint.y + dy));
    while (!pointQueue.empty())
    {
        point front = pointQueue.front();
        pointQueue.pop();
        if (target.pixelAt(front) == COLOR_SPAWNABLE||
            target.pixelAt(front) == COLOR_WALL||
            target.pixelAt(front) == COLOR_NOT_SPAWNABLE)
                continue;
        taraget.setPixelAt(front, colorFilled); 
        for (int dx = -1;dx <=1;dx ++)
            for(int dy = -1;dy <=1;dy++)
                if(dx != 0 && dy != 0)
                    pointQueue.push(point(front.x + dx, front.y + dy));
        // up until now was the normal floodfill code
        // and here is the part that will do the real straight line checking
        // lineDX & lineDY will keep how much the line we are checking is skewed
        int lineDX = front.x - startPoint.x;
        int lineDY = front.y - startPoint.y;
        // step will show us how much we have to travel to reach each point of line
        point step;
        if (abs(lineDX) < abs(lineDY))
        {
            if (lineDX < 0)
                step = point(-1,0);
            if (lineDX == 0)
                if (lineDY < 0)
                    step = point(0,-1);
                else
                    step = point(0,1);
            if (lineDX > 0)
                step = point(1,0);
        }
        if (abs(lineDX) < abs(lineDY))
        {
            if (lineDY < 0)
                step = point(0,-1);
            if (lineDY == 0)
                if (lineDX < 0)
                    step = point(-1,0);
                else
                    step = point(1,0);
            if (lineDY > 0)
                step = point(0,1);
        }
        // moved will keep how much we have traveled so far, it's just some value that will speed up calculations and doesn't have any mathematical value
        point moved = 0;
        // spawnable will keep if the current pixel is a valid spawnpaint
        bool spawnable = true;
        // now we will travel on the straight line from player position to the edges of the map and check if whole line is valid spawn points or not.
        while (target.isInside(front))
        {
            front = front + step;
            moved = moved + point(step.x * lineDX, step.y * lineDY);
            if (step.x != 0 && moved.x < moved.y)
            {
                moved.x = moved.x - lineDY * sign(lineDY);
                front.y = front.y + sign(lineDY);
            }
            if (step.y != 0 && moved.y < moved.x)
            {
                moved.y = moved.y - lineDX * sign(lineDX);
                front.x = front.x + sign(lineDX);
            }
            if (target.getPixelAt(front) == COLOR_WALL)
                spawnable = false;
            if (spawnable)
            {
                target.setPixelAt(front,COLOR_SPAWNABLE);
                for (int dx = -1;dx <=1;dx ++)
                    for(int dy = -1;dy <=1;dy++)
                        if(dx != 0 && dy != 0)
                            pointQueue.push(point(front.x + dx, front.y + dy));             
            }
            else
            {
                target.setPixelAt(front,COLOR_NOT_SPAWNABLE);
            }
        }
    }
}