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A tutorials series on how to build a simple roguelike in the Godot Game Engine

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The standard method of performing a melee attack against an enemy in a roguelike is to "bump into" them; that is, attempt to step into the cell they occupy. In...

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The Fighter component will be where our script inheritance system for Things will start to work for us. Fighter will extend Thing, and provide all members and methods for a...

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First we need a `var discovered=false` property of Thing. All Things begin undiscovered, and become discovered the first time they enter a FOVmap. Next, Things get an `export(bool) var always_visible...

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When the player changes map position, calculate a FOVmap, which should be an array of `Vector2` map cells which are considered "visible". Iterate through all nodes in the "things" group...

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FOV.gd will be another singleton script. It will take the map data from our DataMap object and calculate the fov of an origin cell within a range. The script will...

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Whenever the player's Thing has its map pos set via its `set_map_pos()` function, emit the map_pos_changed signal. The script in charge of drawing FOV will connect to this signal, and...

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Use a setter method to hide/show the Thing's sprite when its visibility changes.

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