Fixed the problem! Fov works now
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parent
8bbf6c4ff5
commit
eea1fa9388
5
fov.go
5
fov.go
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@ -2,6 +2,7 @@ package main
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import (
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"steel/mapping"
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"github.com/kettek/goro/fov"
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)
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@ -18,6 +19,6 @@ func InitializeFoV(g *mapping.GameMap) fov.Map {
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return fovMap
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}
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func RecomputeFov(fovMap fov.Map, centerX, centerY int, radius int, fov.Light) {
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fovMap.Recompute(centerX, centerY, radius, light)
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func RecomputeFov(fovMap fov.Map, centerX, centerY int, radius int, fovLight fov.Light) {
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fovMap.Recompute(centerX, centerY, radius, fovLight)
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}
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10
main.go
10
main.go
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@ -1,13 +1,12 @@
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package main
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import (
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"github.com/kettek/goro"
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"github.com/kettek/goro-game/entity"
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"github.com/kettek/goro-game/mapping"
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"github.com/kettek/goro/fov"
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"log"
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"steel/entity"
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"steel/mapping"
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"github.com/kettek/goro"
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"github.com/kettek/goro/fov"
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)
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func main() {
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@ -60,7 +59,7 @@ func main() {
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for {
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if fovRecompute {
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RecomputeFoV(fovMap, player.X, player.Y, fovRadius, fov.Light{})
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RecomputeFov(fovMap, player.X, player.Y, fovRadius, fov.Light{})
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}
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// Draw screen.
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@ -77,6 +76,7 @@ func main() {
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case ActionMove:
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if !gameMap.IsBlocked(player.X+action.X, player.Y+action.Y) {
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player.Move(action.X, action.Y)
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fovRecompute = true
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}
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case ActionQuit:
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goro.Quit()
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