Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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5 changed files with 55 additions and 14 deletions
9
main.cpp
9
main.cpp
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@ -33,7 +33,7 @@ void configure_world(DinkyECS::World &world, Map &game_map) {
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world.set<Combat>(player.entity, {100, 10});
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world.set<Tile>(player.entity, {config.PLAYER_TILE});
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world.set<Inventory>(player.entity, {5});
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world.set<LightSource>(player.entity, {150});
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world.set<LightSource>(player.entity, {50});
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auto enemy = world.entity();
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world.set<Position>(enemy, {game_map.place_entity(1)});
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@ -46,11 +46,18 @@ void configure_world(DinkyECS::World &world, Map &game_map) {
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world.set<Motion>(enemy2, {0,0});
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world.set<Combat>(enemy2, {20, 10});
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world.set<Tile>(enemy2, {"*"});
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world.set<LightSource>(enemy2, {100});
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auto gold = world.entity();
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world.set<Position>(gold, {game_map.place_entity(3)});
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world.set<Loot>(gold, {100});
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world.set<Tile>(gold, {"$"});
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auto wall_torch = world.entity();
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world.set<Position>(wall_torch, {game_map.place_entity(4)});
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world.set<LightSource>(wall_torch, {200});
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world.set<Tile>(wall_torch, {"!"});
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}
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const int GAME_MAP_X = 40;
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