refactor level, getting to tiles

This commit is contained in:
anton.gurov
2019-10-31 14:01:54 +03:00
parent e0bab00a23
commit c372670953
11 changed files with 189 additions and 180 deletions

View File

@ -37,7 +37,7 @@ func (f *FieldOfVision) SetTorchRadius(radius int) {
func (f *FieldOfVision) SetAllInvisible(level *gamemap.Level) {
for x := 0; x < level.W; x++ {
for y := 0; y < level.H; y++ {
level.Tiles[x][y].Visible = false
level.GetTileByXY(x,y).Visible = false
}
}
}
@ -57,7 +57,7 @@ func (f *FieldOfVision) RayCast(playerCoords types.Coords, level *gamemap.Level)
y := float64(playerCoords.Y)
// Mark the players current position as explored
tile := level.Tiles[playerCoords.X][playerCoords.Y]
tile := level.GetTile(playerCoords) //[playerCoords.X][playerCoords.Y]
tile.Explored = true
tile.Visible = true
@ -73,12 +73,12 @@ func (f *FieldOfVision) RayCast(playerCoords types.Coords, level *gamemap.Level)
break
}
tile := level.Tiles[roundedX][roundedY]
tile := level.GetTileByXY(roundedX, roundedY)
tile.Explored = true
tile.Visible = true
if level.Tiles[roundedX][roundedY].BlocksSight == true {
if level.GetTileByXY(roundedX, roundedY).BlocksSight == true {
// The ray hit a wall, go no further
break
}

View File

@ -192,7 +192,7 @@ func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords
radius = ps.MaxTorchRadius //fixme
}
level.Tiles[initCoords.X][initCoords.Y].Visible = true
level.GetTile(initCoords).Visible = true
var fullShade = make([]byte, 360)
for i := range fullShade {
@ -226,7 +226,7 @@ func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords
//fmt.Printf("\n level coords: %v", lc)
for _, angle := range cell.occludedAngles {
if level.Tiles[lc.X][lc.Y].BlocksSight {
if level.GetTile(lc).BlocksSight {
nextShade[angle] = 1
}
@ -236,8 +236,8 @@ func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords
}
if level.Tiles[lc.X][lc.Y].BlocksSight {
level.Tiles[lc.X][lc.Y].Visible = true
if level.GetTile(lc).BlocksSight {
level.GetTile(lc).Visible = true
}
}
@ -254,7 +254,7 @@ func (ps *precomputedShade) ComputeFov(level *gamemap.Level, initCoords types.Co
if err != nil {
continue
}
level.Tiles[cs.X][cs.Y].Visible = true
level.GetTile(cs).Visible = true
}
}
}

View File

@ -29,10 +29,7 @@ func TestPrecompShade(t *testing.T) {
Rect: types.NewRect(0, 0, 20, 20),
}
level.Tiles = make([][]*gamemap.Tile, level.W)
for i := range level.Tiles {
level.Tiles[i] = make([]*gamemap.Tile, level.H)
}
level.Tiles = make([]*gamemap.Tile, level.W * level.H)
var tile func() (*gamemap.Tile)
@ -43,21 +40,21 @@ func TestPrecompShade(t *testing.T) {
} else {
tile = gamemap.NewFloor
}
level.Tiles[x][y] = tile()
level.SetTileByXY(x, y, tile())
}
}
playerCoords := types.Coords{10, 10}
level.Tiles[8][12] = gamemap.NewWall()
level.Tiles[10][8] = gamemap.NewWall()
level.SetTileByXY(8, 12, gamemap.NewWall())
level.SetTileByXY(10, 8, gamemap.NewWall())
level.Tiles[7][9] = gamemap.NewWall()
level.Tiles[7][11] = gamemap.NewWall()
level.Tiles[5][10] = gamemap.NewWall()
level.SetTileByXY(7, 9, gamemap.NewWall())
level.SetTileByXY(7, 11, gamemap.NewWall())
level.SetTileByXY(5, 10, gamemap.NewWall())
level.Tiles[10][11] = gamemap.NewWall()
level.Tiles[11][10] = gamemap.NewWall()
level.SetTileByXY(10, 11, gamemap.NewWall())
level.SetTileByXY(11, 10, gamemap.NewWall())
ppFov.ComputeFov(level, playerCoords, 12)
@ -67,8 +64,8 @@ func TestPrecompShade(t *testing.T) {
if playerCoords.X == x && playerCoords.Y == y {
return "@"
}
result := level.Tiles[x][y].Char
if !level.Tiles[x][y].Visible {
result := level.GetTileByXY(x, y).Char
if !level.GetTileByXY(x, y).Visible {
result = "?"
}
return result