diagnostic tool fixes
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@ -62,7 +62,7 @@ func (pp *precomputedPermissive) ComputeFov(coords types.Coords, radius int) {
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func (pp *precomputedPermissive) PrecomputeFovMap() {
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max := pp.MaxTorchRadius
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minusMax := (-1) * max
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zeroCoords := types.Coords{0, 0}
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zeroCoords := types.Coords{X: 0, Y: 0}
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var x, y int
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//fill list
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for x = minusMax; x < max+1; x++ {
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@ -70,7 +70,7 @@ func (pp *precomputedPermissive) PrecomputeFovMap() {
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if x == 0 && y == 0 {
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continue;
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}
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iterCoords := types.Coords{x, y}
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iterCoords := types.Coords{X: x, Y: y}
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distance := zeroCoords.DistanceTo(iterCoords)
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if distance <= float64(max) {
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pp.CellList = append(pp.CellList, &Cell{iterCoords, distance, nil})
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@ -101,7 +101,7 @@ func (pp *precomputedPermissive) PrecomputeFovMap() {
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roundedX := int(basic.Round(lineX))
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roundedY := int(basic.Round(lineY))
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idx, cell, err := pp.FindByCoords(types.Coords{roundedX, roundedY})
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idx, cell, err := pp.FindByCoords(types.Coords{X: roundedX, Y: roundedY})
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if err != nil {
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//inexistent coord found
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break;
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@ -8,12 +8,12 @@ import (
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)
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func TestPsDistance(t *testing.T) {
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iterCoords := types.Coords{0, 0}
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iterCoords := types.Coords{X: 0, Y: 0}
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fmt.Printf("\n dto: \t %v", iterCoords.DistanceTo(types.Coords{0, 1}))
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fmt.Printf("\n dto: \t %v", iterCoords.DistanceTo(types.Coords{0, 5}))
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fmt.Printf("\n dto: \t %v", iterCoords.DistanceTo(types.Coords{3, 3}))
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fmt.Printf("\n dto: \t %v", iterCoords.DistanceTo(types.Coords{100, 0}))
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fmt.Printf("\n dto: \t %v", iterCoords.DistanceTo(types.Coords{X: 0, Y: 1}))
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fmt.Printf("\n dto: \t %v", iterCoords.DistanceTo(types.Coords{X: 0, Y: 5}))
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fmt.Printf("\n dto: \t %v", iterCoords.DistanceTo(types.Coords{X: 3, Y: 3}))
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fmt.Printf("\n dto: \t %v", iterCoords.DistanceTo(types.Coords{X: 100, Y: 0}))
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}
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func TestPrecompShade(t *testing.T) {
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@ -44,7 +44,7 @@ func TestPrecompShade(t *testing.T) {
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}
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}
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playerCoords := types.Coords{10, 10}
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playerCoords := types.Coords{X: 10, Y: 10}
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level.SetTileByXY(8, 12, gamemap.NewWall())
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level.SetTileByXY(10, 8, gamemap.NewWall())
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