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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@ -100,12 +100,8 @@ TEST_CASE("map image test", "[map-sprite]") {
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for(matrix::each_row it{level.map->walls()}; it.next();) {
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player_pos.location.x = it.x;
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player_pos.location.y = it.y;
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size_t width = level.map->width();
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size_t height = level.map->height();
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Matrix fow = matrix::make(width, height);
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System::draw_map(level, map_tiles, fow, entity_map);
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System::render_map(map_tiles, entity_map, *render, 2, player_display);
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System::draw_map(level, map_tiles, entity_map);
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System::render_map(level, map_tiles, entity_map, *render, 2, player_display);
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#ifdef TEST_RENDER
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// confirm we get two different maps
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