Doors are now meshed into the walls better but I got rid of the wood wals. They suck.
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4c11829580
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9 changed files with 19 additions and 18 deletions
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@ -74,7 +74,7 @@ constexpr int COMBAT_UI_HEIGHT = SCREEN_HEIGHT - RAY_VIEW_HEIGHT;
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constexpr int INITIAL_MAP_W = 21;
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constexpr int INITIAL_MAP_H = 21;
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constexpr float DEFAULT_ROTATE=0.25f;
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constexpr float DEFAULT_ROTATE=0.5f;
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// for the panels/renderer
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constexpr wchar_t BG_TILE = L'█';
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@ -174,7 +174,7 @@ void WorldBuilder::place_doors(DinkyECS::World& world, GameConfig& config) {
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auto entity_data = device_config["DOOR_PLAIN"];
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auto& tiles = $map.tiles();
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size_t door_id = textures::get_id("door_plain");
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size_t door_id = textures::get_id("door_moss_wall");
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for(auto [door_at, _] : $map.$doors) {
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$map.$walls[door_at.y][door_at.x] = WALL_VALUE;
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@ -67,6 +67,7 @@ namespace textures {
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for(auto &el : tiles.items()) {
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auto &config = el.value();
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const string& texture_fname = config["texture"];
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// BUG: if the tiles.json ids aren't exactly in order this fails, but do I need this?
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size_t surface_i = config["id"];
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dbc::check(!TMGR.name_to_id.contains(el.key()),
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