recalculate FOV only on movement or door opening

This commit is contained in:
Lukas Nöllemeyer 2024-08-17 12:41:41 +02:00
parent 1bd0ab372d
commit bbc958b36c
2 changed files with 14 additions and 6 deletions

View file

@ -25,19 +25,27 @@ class MainScreen(Screen):
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events for the in-game state."""
(player,) = g.world.Q.all_of(tags=[IsPlayer])
map: Map = g.world[None].components[Map]
match event:
case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS:
for door in g.world.Q.all_of(tags=[IsDoor]):
if (player.components[Position] - door.components[Position]).length() < 2:
player_pos = player.components[Position]
if (player_pos - door.components[Position]).length() < 2:
ACTION_KEYS[sym](door)
cam_map = world_pos_to_map_pos(player_pos)
map.compute_fov(cam_map.x, cam_map.y, 100)
case tcod.event.Quit():
raise SystemExit()
case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
new_pos = player.components[Position] + DIRECTION_KEYS[sym]
map_pos = world_pos_to_map_pos(new_pos)
if not g.world[None].components[Map].walkable[map_pos.y][map_pos.x]:
if not map.walkable[map_pos.y][map_pos.x]:
return None
player.components[Position] = new_pos
cam_map = world_pos_to_map_pos(new_pos)
map.compute_fov(cam_map.x, cam_map.y, 100)
# Auto pickup gold
for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]):
player.components[Gold] += gold.components[Gold]
@ -59,8 +67,6 @@ class MainScreen(Screen):
w = console.width//2
map: Map = g.world[None].components[Map]
cam_map = world_pos_to_map_pos(camera_pos)
map.compute_fov(cam_map.x, cam_map.y, 100)
def draw(e_pos, e_graph):
screen_pos = e_pos - camera_pos