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

10
main.go
View File

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