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: def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events for the in-game state.""" """Handle events for the in-game state."""
(player,) = g.world.Q.all_of(tags=[IsPlayer]) (player,) = g.world.Q.all_of(tags=[IsPlayer])
map: Map = g.world[None].components[Map]
match event: match event:
case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS: case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS:
for door in g.world.Q.all_of(tags=[IsDoor]): 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) 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(): case tcod.event.Quit():
raise SystemExit() raise SystemExit()
case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS: case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
new_pos = player.components[Position] + DIRECTION_KEYS[sym] new_pos = player.components[Position] + DIRECTION_KEYS[sym]
map_pos = world_pos_to_map_pos(new_pos) 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 return None
player.components[Position] = new_pos 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 # Auto pickup gold
for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]): for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]):
player.components[Gold] += gold.components[Gold] player.components[Gold] += gold.components[Gold]
@ -59,8 +67,6 @@ class MainScreen(Screen):
w = console.width//2 w = console.width//2
map: Map = g.world[None].components[Map] 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): def draw(e_pos, e_graph):
screen_pos = e_pos - camera_pos screen_pos = e_pos - camera_pos

View file

@ -46,10 +46,10 @@ def new_world() -> Registry:
map.transparent[:] = True map.transparent[:] = True
rng = world[None].components[Random] = Random() rng = world[None].components[Random] = Random()
player_pos = Position(5,5)
world.new_entity( world.new_entity(
components={ components={
Position: Position(5,5), Position: player_pos,
Graphic: Graphic(ord('@')), Graphic: Graphic(ord('@')),
Gold: 0 Gold: 0
}, },
@ -77,6 +77,8 @@ def new_world() -> Registry:
else: else:
add_wall(world, Position(10, i)) add_wall(world, Position(10, i))
cam_pos = world_pos_to_map_pos(player_pos)
map.compute_fov(cam_pos.x, cam_pos.y)
return world return world