quick_fov(x,
y,
callback,
fov=' PERMISSIVE ' ,
radius=7.5,
lightWalls=True,
sphere=True)
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All field-of-view functionality in one call.
Before using this call be sure to make a function, lambda, or method
that takes 2 positional parameters and returns True if light can pass
through the tile or False for light-blocking tiles and for indexes that
are out of bounds of the dungeon.
This function is 'quick' as in no hassle but can quickly become a very
slow function call if a large radius is used or the callback provided
itself isn't optimized.
Always check if the index is in bounds both in the callback and in the
returned values. These values can go into the negatives as well.
- Parameters:
x (int) - x center of the field-of-view
y (int) - y center of the field-of-view
callback (function) - This should be a function that takes two positional arguments x,y
and returns True if the tile at that position is transparent or
False if the tile blocks light or is out of bounds.
fov (string) - The type of field-of-view to be used. Available types are:
'BASIC', 'DIAMOND', 'SHADOW', 'RESTRICTIVE', 'PERMISSIVE',
'PERMISSIVE0', 'PERMISSIVE1', ..., 'PERMISSIVE8'
radius (float) - Raduis of the field-of-view.
When sphere is True a floating point can be used to fine-tune
the range. Otherwise the radius is just rounded up.
Be careful as a large radius has an exponential affect on how
long this function takes.
lightWalls (boolean) - Include or exclude wall tiles in the field-of-view.
sphere (boolean) - True for a spherical field-of-view. False for a square one.
- Returns: set((x, y), ...)
- Returns a set of (x, y) points that are within the field-of-view.
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