FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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7 changed files with 19 additions and 30 deletions
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@ -39,6 +39,6 @@ namespace System {
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void inventory_swap(GameLevel &level, Entity container_id, const std::string& a_name, const std::string &b_name);
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bool inventory_occupied(GameLevel& level, Entity container_id, const std::string& name);
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void draw_map(GameLevel& level, Matrix& grid, Matrix& fow, EntityGrid& entity_map);
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void render_map(Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
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void draw_map(GameLevel& level, Matrix& grid, EntityGrid& entity_map);
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void render_map(GameLevel& level, Matrix& tiles, EntityGrid& entity_map, sf::RenderTexture& render, int compass_dir, wchar_t player_display);
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}
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