Fog of war: unexplored darkness until the dungeon's ground, creatures or towers come close
- explored tiles stay known (saved compactly as bits), enemies are only drawn while in sight; sight runs along open ground, walls block it - unexplored tiles are black blocks; units, towers, torches, furniture, portals, gate and rival cores in the dark are hidden; minimap and tile info too - the nearest portal is known from the start; the seer's eye opens a wide area for 20 seconds without remembering it Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
7f4d5ca7b4
commit
240e89d9cb
11 files changed
+244
-17
No files matched your search
@@ -114,6 +114,9 @@ pub fn draw_props_solid(g: &Game, cam: &Cam, t: f32) {
|
||||
for z in z0..=z1 {
|
||||
for x in x0..=x1 {
|
||||
let i = idx(x, z);
|
||||
if !g.map.shown(i) {
|
||||
continue;
|
||||
}
|
||||
let tile = &g.map.t[i];
|
||||
let l = light_of(tile);
|
||||
let c = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5);
|
||||
@@ -200,6 +203,9 @@ pub fn draw_props_glow(g: &Game, cam: &Cam, t: f32) {
|
||||
for z in z0..=z1 {
|
||||
for x in x0..=x1 {
|
||||
let i = idx(x, z);
|
||||
if !g.map.shown(i) {
|
||||
continue;
|
||||
}
|
||||
let tile = &g.map.t[i];
|
||||
let c = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5);
|
||||
let h = hash(x, z, 77);
|
||||
|
||||
Reference in new issue
Block a user