I finally gave up on the fov algorithm from yesterday and implemented the one from this post.
It's way faster (previous one lagged a bit even on my 2700x and took >1s per turn on a raspberry pi 2), it's actually symmetric, and it light up walls correctly.
I made good progress on my #roguelike today.
- switched pathfinding to block diagonal movement on corners
- added mouse input (just prints what you hover over for now)
- started working on item and effect systems
- made the ui a bit better by splitting the status panel, showing the rest of the player stats, and adding more colors
I made a bunch of progress on the #roguelike today cleaning things up and making a single render interface and implementing it for tcod and termion.
I initially added a player health bar and message log, but then I realized how much of a mess I was making by writing everything twice to use both renderers.
Now that I have a single interface I can spend tomorrow writing a gui with player status, list of enemies in view, and prettier message log.
I've made some more progress on the #roguelike project.
It has a basic dungeon generator, player movement, fov, doors, and enemies(without any ai right now so they just stand there and take damage).
I'm trying to make it easy to extend it as I go so I'm storing tile/entity data in json and loading at launch.
I’m watching “Cells at Work!” and the platelets are way too cute. https://derpsin.space/media/mE6SVnxxdhuAmJf-7HY