5 releases
0.2.0 | Sep 23, 2022 |
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0.1.4 | May 25, 2022 |
0.1.3 | Jan 14, 2022 |
0.1.1 | Dec 26, 2021 |
0.1.0 | Dec 26, 2021 |
#1686 in Game dev
140KB
342 lines
An implementation of Adam Millazo's FOV algorithm
To use it you must implement the VisibilityMap
trait on your map type, or use the built in VisibilityMap2d
. Then you can call fov::compute
with your map which will populate visible tiles based on the map's opaque tiles.
Example
use adam_fov_rs::*;
// Create a 50x50 visibility map
let mut map = VisibilityMap2d::default([50,50]);
// Set the tile at (15,15) to opaque
map[[15,15]].opaque = true;
// Compute our visible tiles and add them to the map
fov::compute([15,14], 5, &mut map);
// The space directly above our opaque tile is not visible
assert!(map[[15,16]].visible == false);
Taken from the "terminal" example
Dependencies
~4.5MB
~129K SLoC