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

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