Closed sirvaulterscoff closed 12 years ago
Use CELL_OPEN for open cells, CELL_WALK blocks LOS
Maps start with all cells blocking LOS so you only need to mark those that are open. Remember to mark the origin open as well.
Hope that helps
Thanks for reply. It seems that i omited most important part, where i set CELL_OPEN for floor tiles etc. I will provide test case as soon as i have access to PC
Oh, excuse me. Seems to be the problem in my rendering code. Test case turned out to work perfectly. Many thanks for creating such a great library! PS is there a way to create non-passable los-non-blocking (i.e. window) tile?
Actualy this seems to be an issue with rlfl.fov mapping. Documentation states that it has 5 params, but accordint to source code in has 6 params. So if i call rlfl.fov(map, xy, radius, algo, True) - light walls will somehow reset to False. if i call it like rlfl.fov(map, xy, radius, algo) or rlfl.fov(map, xy, radius, algo, True, True) - everything seems to be fine.
Hello
Thanks, Ill look into the light walls strangeness.
About windows I usually use:
(CELL_OPEN | CELL_WALK) on floor: walkable and non blocking CELL_OPEN on wall: Window or glass wall CELL_WALK on wall: Illusion wall CELL_WALK on monster: (like dragon) Monster blocks LOS
Many thanks for all your help!
Hello, I create fov map and fill it parameters as follow
When i check CELL_SEEN flag on the wall i always get False.