public void Draw(RLConsole console, DungeonMap map) { if (!map.IsExplored(X, Y)) { return; } if (map.IsInFov(X, Y)) { console.Set(X, Y, Color, Colors.FloorBackgroundFov, Symbol); } else { console.Set(X, Y, RLColor.Blend(Color, RLColor.Gray, 0.5f), Colors.FloorBackground, Symbol); } }
public void Draw(RLConsole console, DungeonMap map) { // Don't draw actors in cells that haven't been explored if (!map.GetCell(X, Y).IsExplored) { return; } // Only draw the actor with the color and symbol when they are in field-of-view if (map.IsInFov(X, Y)) { console.Set(X, Y, Color, Colors.FloorBackgroundFov, Symbol); } else { // When not in field-of-view just draw a normal floor console.Set(X, Y, Colors.Floor, Colors.FloorBackground, '.'); } }
public void Draw(RLConsole console, DungeonMap map) { if (!map.GetCell(X, Y).IsExplored) { return; } Symbol = IsOpen ? '-' : '+'; if (map.IsInFov(X, Y)) { Color = Colors.DoorFov; BackgroundColor = Colors.DoorBackgroundFov; } else { Color = Colors.Door; BackgroundColor = Colors.DoorBackground; } console.Set(X, Y, Color, BackgroundColor, Symbol); }