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

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@ -232,7 +232,12 @@
"frame_height": 256
},
"door_plain":
{"path": "assets/sprites/door_plain.png",
{"path": "assets/doors/door_plain.png",
"frame_width": 256,
"frame_height": 256
},
"door_moss_wall":
{"path": "assets/doors/door_moss_wall.png",
"frame_width": 256,
"frame_height": 256
},

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assets/doors/door_plain.png Normal file

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@ -8,10 +8,5 @@
"name": "Plain",
"floor": "floor_tile",
"walls": "wall_plain"
},
{
"name": "Wood Walls",
"floor": "floor_tile",
"walls": "wood_wall"
}
]

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@ -50,26 +50,26 @@
"background": "tiles/bg:gray_stone_floor_light",
"id": 6
},
"wood_wall": {
"texture": "assets/textures/wood_wall.png",
"display": 10747,
"light": 0,
"foreground": "tiles/fg:wood_wall",
"background": "tiles/bg:wood_wall",
"id": 7
},
"zBUGceiling_blue_light": {
"texture": "assets/textures/ceiling_blue_light.png",
"display": 8285,
"light": 0,
"foreground": "color:BAD",
"background": "color:BAD",
"id": 8
"id": 7
},
"door_plain": {
"texture": "assets/doors/door_plain.png",
"display": 1087,
"light": 0,
"light": 10,
"foreground": "tiles/fg:wall_plain",
"background": "tiles/bg:wall_plain",
"id": 8
},
"door_moss_wall": {
"texture": "assets/doors/door_moss_wall.png",
"display": 1089,
"light": 20,
"foreground": "tiles/fg:wall_plain",
"background": "tiles/bg:wall_plain",
"id": 9

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@ -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'';

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@ -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;

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@ -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()),