In an effort to work on #74 , I did the following (commit by commit):
Fixed a couple bugs related to fog (#75)
Refactored code to allow for multiple fog radiuses
Created a basic framework which causes the fog to close in after a given interval
Added fog to safe rooms
Added darkness as a property to all rooms (based on tier). Basically, once a room is cleared, the visibility is equal to the darkness of that room (plus a torch modifier if you choose to use one)
I added this new variable game_duration, which determines how fast the fog will actually close in. Note that fog won't close in if the floor is cleared, so this is really game_duration_in_fight_rooms, but thats a little long.
I tested this pretty extensively in my own branch, but @mbkarle to check it out use the - key to remove monsters for the whole game and then on a single floor you can use = to clear the floor and see the base darkness kick in!
Oh and if you want to see the effects yourself faster, just change game_duration to be something around, say, 30000.
If you find any issues, please open a new issue and reference #74 so we can keep it all in one place!
Cheers,
Alex
In an effort to work on #74 , I did the following (commit by commit):
darkness
as a property to all rooms (based on tier). Basically, once a room is cleared, the visibility is equal to the darkness of that room (plus a torch modifier if you choose to use one)game_duration
, which determines how fast the fog will actually close in. Note that fog won't close in if the floor is cleared, so this is reallygame_duration_in_fight_rooms
, but thats a little long.I tested this pretty extensively in my own branch, but @mbkarle to check it out use the
-
key to remove monsters for the whole game and then on a single floor you can use=
to clear the floor and see the base darkness kick in!Oh and if you want to see the effects yourself faster, just change
game_duration
to be something around, say, 30000.If you find any issues, please open a new issue and reference #74 so we can keep it all in one place! Cheers, Alex