fixed lit thresholds
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@ -21,8 +21,6 @@ import (
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// - Only lighting walls with light from the player (cheap trick, dutch)
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// - Match light value for walls with the highest light value in adjacent floor cell visible to player (seems costly)
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/*
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Why am I here? Well, I just don't know what to call it - I'm sure it's an established method, and I'm aware there are
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probably optimisations to be had. I thought if I roughed out the algorithm here, the r/roguelikedev community would
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@ -258,7 +256,7 @@ func (ps *precomputedShade) ComputeFov(level *gamemap.Level, initCoords types.Co
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for _, cell := range ps.CellList {
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//fmt.Printf("\n coords: %v, distance: %f, lit: %d", cell.Coords, cell.distance, cell.lit)
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cs, err := ps.toLevelCoords(level, initCoords, cell.Coords)
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if cell.lit > 0 {
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if cell.lit > 2 {
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if err != nil {
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continue
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}
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@ -275,7 +273,7 @@ func (ps *precomputedShade) ComputeFov(level *gamemap.Level, initCoords types.Co
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if //int(maybeNb.distance) == int(cell.distance-1) &&
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maybeNb.IsAdjacentTo(&cell.Coords) &&
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//(maybeNb.X == cell.X || maybeNb.Y == cell.Y) &&
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maybeNb.lit > 0 { //magic constant!
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maybeNb.lit > 5 { //magic constant!
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level.GetTile(cs).Visible = true
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level.GetTile(cs).Explored = true
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}
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