FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.

This commit is contained in:
Zed A. Shaw 2025-07-21 13:10:03 -04:00
parent d264760405
commit 2997dc363b
7 changed files with 19 additions and 30 deletions

View file

@ -526,9 +526,10 @@ bool System::inventory_occupied(GameLevel& level, Entity container_id, const std
}
void System::draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& entity_map) {
void System::draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map) {
World &world = *level.world;
Map &map = *level.map;
Matrix &fow = level.lights->$fow;
size_t view_x = matrix::width(grid) - 1;
size_t view_y = matrix::height(grid) - 1;
@ -571,13 +572,15 @@ void System::draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& e
});
}
void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display) {
void System::render_map(GameLevel& level, Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display) {
sf::Vector2i tile_sprite_dim{MAP_TILE_DIM,MAP_TILE_DIM};
unsigned int width = matrix::width(tiles);
unsigned int height = matrix::height(tiles);
sf::Vector2u dim{width * tile_sprite_dim.x, height * tile_sprite_dim.y};
auto render_size = render.getSize();
Matrix &fow = level.lights->$fow;
(void)level;
(void)fow;
if(render_size.x != width || render_size.y != height) {
bool worked = render.resize(dim);
@ -608,6 +611,7 @@ void System::render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture
sprite.setPosition({float(point.x * tile_sprite_dim.x), float(point.y * tile_sprite_dim.y)});
}
render.draw(sprite);
}