Search the Community
Showing results for tags 'field of view'.
-
Overriding default drawing for a Roguelike FOV calculation
YardGnomeNinja posted a topic in Phaser 2
To start, I'll say, there may be a better way than what I'm thinking, so I'm very open to suggestions. I'm making a Roguelike. I have rooms with attaching tunnels, a player that can move to free spaces, the VERY basics. I've reached the point of implementing an FOV (Field of View). I've got it in place for the most part. When the map is drawn, only the visible spaces within the player's FOV display their tiles, however when it comes to updating the display I'm getting nowhere, very...very... slowly. I've tried calling my "recalculateFOV" function in the Phaser "update" state, only to be fired when the player moves, then redrawing the entire map based on the results. This is agonizingly slow for some reason I can't quite decipher and just doesn't work properly. Then I thought maybe I needed to overwrite how Phaser handles drawing to get the job done. I Googled for any help on how to go about that and came up empty. I've read a couple of Phaser tutorials on creating a Roguelike, however the ones I've found left out handling FOV. Any help or suggestions would be greatly appreciated. Thanks!