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

@ -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
}
}
}