Fixed the problem! Fov works now

This commit is contained in:
Joel M. Southall 2019-07-17 18:37:24 -07:00
parent 8bbf6c4ff5
commit eea1fa9388
3 changed files with 28 additions and 27 deletions

5
fov.go
View File

@ -2,6 +2,7 @@ package main
import ( import (
"steel/mapping" "steel/mapping"
"github.com/kettek/goro/fov" "github.com/kettek/goro/fov"
) )
@ -18,6 +19,6 @@ func InitializeFoV(g *mapping.GameMap) fov.Map {
return fovMap return fovMap
} }
func RecomputeFov(fovMap fov.Map, centerX, centerY int, radius int, fov.Light) { func RecomputeFov(fovMap fov.Map, centerX, centerY int, radius int, fovLight fov.Light) {
fovMap.Recompute(centerX, centerY, radius, light) fovMap.Recompute(centerX, centerY, radius, fovLight)
} }

10
main.go
View File

@ -1,13 +1,12 @@
package main package main
import ( import (
"github.com/kettek/goro"
"github.com/kettek/goro-game/entity"
"github.com/kettek/goro-game/mapping"
"github.com/kettek/goro/fov"
"log" "log"
"steel/entity" "steel/entity"
"steel/mapping" "steel/mapping"
"github.com/kettek/goro"
"github.com/kettek/goro/fov"
) )
func main() { func main() {
@ -60,7 +59,7 @@ func main() {
for { for {
if fovRecompute { if fovRecompute {
RecomputeFoV(fovMap, player.X, player.Y, fovRadius, fov.Light{}) RecomputeFov(fovMap, player.X, player.Y, fovRadius, fov.Light{})
} }
// Draw screen. // Draw screen.
@ -77,6 +76,7 @@ func main() {
case ActionMove: case ActionMove:
if !gameMap.IsBlocked(player.X+action.X, player.Y+action.Y) { if !gameMap.IsBlocked(player.X+action.X, player.Y+action.Y) {
player.Move(action.X, action.Y) player.Move(action.X, action.Y)
fovRecompute = true
} }
case ActionQuit: case ActionQuit:
goro.Quit() goro.Quit()