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authorMatheus <matheus.guedes.mg.m@gmail.com>2025-08-28 00:38:48 -0300
committerMatheus <matheus.guedes.mg.m@gmail.com>2025-08-28 00:38:48 -0300
commit2fb787a744d4f7a37d81233d2913a5ef39122f73 (patch)
treef9595d6757203146aa8201a86275c2c842bae03b /scripts/map/FieldOfView.cs
parent6c7e2ac133986efa57b43df52a5498c6f7efcf75 (diff)
Comentarios
Diffstat (limited to 'scripts/map/FieldOfView.cs')
-rw-r--r--scripts/map/FieldOfView.cs2
1 files changed, 2 insertions, 0 deletions
diff --git a/scripts/map/FieldOfView.cs b/scripts/map/FieldOfView.cs
index eee1ae9..cadaf74 100644
--- a/scripts/map/FieldOfView.cs
+++ b/scripts/map/FieldOfView.cs
@@ -2,6 +2,8 @@ using Godot;
// Copiado e adaptado deste cara aqui: https://www.roguebasin.com/index.php?title=C%2B%2B_shadowcasting_implementation e deste também https://selinadev.github.io/08-rogueliketutorial-04/
+// Eu não vou mentir, li como o algoritmo funciona, mas mesmo assim não entendi.
+
public partial class FieldOfView : Node {
private Godot.Collections.Array<Tile> fov = [];