Day 6 - phentos/rl-tutorial-godot GitHub Wiki
Retrospective
Day 5 saw the implementation of fog of war using a faithful copy-paste of a shadowcasting algorithm supporting field of view. As I recall, tile states are spread between tile definitions (light / dark, where dark is the "previously encountered" color) and map data (previously encountered, currently visible).
FieldOfView review
Game -> Map -> FOV
Map -> map.gd -> MapData -> map_data.gd -> tiles
Progress
- Review the fov x mapdata x tile x game setup
- Start Part 5