Doors are placed and you can walk through them, also fixed the way the jankifier renders so that it uses a consistent bit depth for all the textures.

This commit is contained in:
Zed A. Shaw 2026-03-16 23:53:06 -04:00
parent 0add3b29ae
commit 4c11829580
30 changed files with 16 additions and 3 deletions

View file

@ -77,12 +77,17 @@ PathingResult Pathing::find_path(Point &out, int direction, bool diag)
// get the current dijkstra number
int cur = $paths[out.y][out.x];
int target = cur;
// BUG: can I shortcut if target == 0 now?
bool found = false;
// a lambda makes it easy to capture what we have to change
auto next_step = [&](size_t x, size_t y) -> bool {
target = $paths[y][x];
// don't go through walls
// BUG: should actually do a collision check
// BUG: can I shortcut if target == 0 now?
if(target == WALL_PATH_LIMIT) return false;
int weight = cur - target;
@ -104,6 +109,7 @@ PathingResult Pathing::find_path(Point &out, int direction, bool diag)
if(diag) {
// BUG: maybe a special alternative to box that doesn't do the central cell?
for(matrix::box it{$paths, out.x, out.y, 1}; it.next();) {
bool should_stop = next_step(it.x, it.y);
if(should_stop) break;