Doors are now meshed into the walls better but I got rid of the wood wals. They suck.

This commit is contained in:
Zed A. Shaw 2026-03-17 11:43:16 -04:00
parent 4c11829580
commit 349656589b
9 changed files with 19 additions and 18 deletions

View file

@ -74,7 +74,7 @@ constexpr int COMBAT_UI_HEIGHT = SCREEN_HEIGHT - RAY_VIEW_HEIGHT;
constexpr int INITIAL_MAP_W = 21;
constexpr int INITIAL_MAP_H = 21;
constexpr float DEFAULT_ROTATE=0.25f;
constexpr float DEFAULT_ROTATE=0.5f;
// for the panels/renderer
constexpr wchar_t BG_TILE = L'';

View file

@ -174,7 +174,7 @@ void WorldBuilder::place_doors(DinkyECS::World& world, GameConfig& config) {
auto entity_data = device_config["DOOR_PLAIN"];
auto& tiles = $map.tiles();
size_t door_id = textures::get_id("door_plain");
size_t door_id = textures::get_id("door_moss_wall");
for(auto [door_at, _] : $map.$doors) {
$map.$walls[door_at.y][door_at.x] = WALL_VALUE;

View file

@ -67,6 +67,7 @@ namespace textures {
for(auto &el : tiles.items()) {
auto &config = el.value();
const string& texture_fname = config["texture"];
// BUG: if the tiles.json ids aren't exactly in order this fails, but do I need this?
size_t surface_i = config["id"];
dbc::check(!TMGR.name_to_id.contains(el.key()),