Пример #1
0
    def iterate_fov(self, x, y, range, action):
        xy = util.iterate_fov(x, y, range, self.current.width - 1, self.current.height - 1)
        for x,y in xy:
#            if libtcod.map_is_in_fov(self.current.fov_map, x, y):
            if rlfl.has_flag(self.current.fov_map0, (x, y), rlfl.CELL_SEEN):
                tile = self.current._map[y][x]
                if tile:
                    action(tile, x, y, self.current)
Пример #2
0
 def iterate_fov(self, x, y, range, action):
     xy = util.iterate_fov(x, y, range, self.current.width - 1,
                           self.current.height - 1)
     for x, y in xy:
         #            if libtcod.map_is_in_fov(self.current.fov_map, x, y):
         if rlfl.has_flag(self.current.fov_map0, (x, y), rlfl.CELL_SEEN):
             tile = self.current._map[y][x]
             if tile:
                 action(tile, x, y, self.current)
Пример #3
0
 def _nexttoplayer(self, crit, player, map):
     xyz = util.iterate_fov(crit.x, crit.y, 1, map.current.width, map.current.height)
     for xy in xyz:
         if xy == (player.x, player.y):
             return True
     return False