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| author | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-08-28 00:38:48 -0300 |
|---|---|---|
| committer | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-08-28 00:38:48 -0300 |
| commit | 2fb787a744d4f7a37d81233d2913a5ef39122f73 (patch) | |
| tree | f9595d6757203146aa8201a86275c2c842bae03b /scripts/map/FieldOfView.cs | |
| parent | 6c7e2ac133986efa57b43df52a5498c6f7efcf75 (diff) | |
Comentarios
Diffstat (limited to 'scripts/map/FieldOfView.cs')
| -rw-r--r-- | scripts/map/FieldOfView.cs | 2 |
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 = []; |
