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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349656589b
9 changed files with 19 additions and 18 deletions
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@ -232,7 +232,12 @@
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"frame_height": 256
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},
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"door_plain":
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{"path": "assets/sprites/door_plain.png",
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{"path": "assets/doors/door_plain.png",
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"frame_width": 256,
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"frame_height": 256
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},
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"door_moss_wall":
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{"path": "assets/doors/door_moss_wall.png",
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"frame_width": 256,
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"frame_height": 256
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},
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BIN
assets/doors/door_moss_wall.png
Normal file
BIN
assets/doors/door_moss_wall.png
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After Width: | Height: | Size: 100 KiB |
BIN
assets/doors/door_plain.png
Normal file
BIN
assets/doors/door_plain.png
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After Width: | Height: | Size: 86 KiB |
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@ -8,10 +8,5 @@
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"name": "Plain",
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"floor": "floor_tile",
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"walls": "wall_plain"
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},
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{
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"name": "Wood Walls",
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"floor": "floor_tile",
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"walls": "wood_wall"
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}
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]
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Before Width: | Height: | Size: 158 KiB After Width: | Height: | Size: 158 KiB |
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@ -50,26 +50,26 @@
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"background": "tiles/bg:gray_stone_floor_light",
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"id": 6
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},
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"wood_wall": {
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"texture": "assets/textures/wood_wall.png",
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"display": 10747,
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"light": 0,
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"foreground": "tiles/fg:wood_wall",
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"background": "tiles/bg:wood_wall",
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"id": 7
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},
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"zBUGceiling_blue_light": {
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"texture": "assets/textures/ceiling_blue_light.png",
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"display": 8285,
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"light": 0,
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"foreground": "color:BAD",
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"background": "color:BAD",
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"id": 8
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"id": 7
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},
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"door_plain": {
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"texture": "assets/doors/door_plain.png",
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"display": 1087,
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"light": 0,
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"light": 10,
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"foreground": "tiles/fg:wall_plain",
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"background": "tiles/bg:wall_plain",
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"id": 8
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},
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"door_moss_wall": {
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"texture": "assets/doors/door_moss_wall.png",
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"display": 1089,
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"light": 20,
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"foreground": "tiles/fg:wall_plain",
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"background": "tiles/bg:wall_plain",
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"id": 9
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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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