cells revealed since the last call, by width/height already given to the constructor
Removes all internal references and listeners as well as removes children from the display list.
Do not use a Container after calling destroy.
Optionaloptions: DestroyOptions
Options parameter. A boolean will act as if all options have been set to that value
forgets everything baked, so the next sync repaints from a clean texture - a fresh floor
positions a marker at a cell, optionally pointing it in a facing direction (radians)
Optionalfacing: numberreplaces the current overlay with zero or more unit/quest markers
Bakes every cell in explored that has not been drawn yet, at whatever colour
colorFor reports for it. A cell already baked is never revisited even if colorFor
would now answer differently - explored terrain does not usually change colour, and a
game that wants it to can reset() and resync from a clean texture.
A downscaled picture of a level, built from exactly the data
roguelike.FieldOfViewalready tracks -explored, distinct fromvisible- plus a per-cell colour a game supplies, sincemwghas no opinion on what a wall or a floor should look like.The same widget serves both sizes a map screen comes in: a small corner HUD element at a coarse
cellSize, or a full,Window-sized pause-and-look screen at a larger one - nothing here is specific to either. Quest markers or a tracked-quest location (seerpg.QuestLog.markerFor/trackedLocation) are a game's own overlay on top ofworld, same as they would be over any other rendered view.Revealed cells are painted once into a persistent
RenderTextureand never revisited -synconly rasterises whatnewlyRevealedreports as new, rather than redrawing the whole map from scratch on every call, which is the one open engineering question this item named: how an explored-cell set becomes a small texture without becoming a per-frame cost that grows with how much of the level has been seen.Example