Lighting is working way better and now for world generation work.

This commit is contained in:
Zed A. Shaw 2024-12-28 12:04:21 -05:00
parent 9c03e850b5
commit 194cc6664b
8 changed files with 57 additions and 63 deletions

View file

@ -33,7 +33,7 @@ void configure_world(DinkyECS::World &world, Map &game_map) {
world.set<Combat>(player.entity, {100, 10});
world.set<Tile>(player.entity, {config.PLAYER_TILE});
world.set<Inventory>(player.entity, {5});
world.set<LightSource>(player.entity, {6,1.0});
world.set<LightSource>(player.entity, {70,1.0});
auto enemy = world.entity();
world.set<Position>(enemy, {game_map.place_entity(1)});
@ -46,7 +46,7 @@ void configure_world(DinkyECS::World &world, Map &game_map) {
world.set<Motion>(enemy2, {0,0});
world.set<Combat>(enemy2, {20, 10});
world.set<Tile>(enemy2, {"*"});
world.set<LightSource>(enemy2, {7,0});
world.set<LightSource>(enemy2, {60,0.2f});
auto gold = world.entity();
world.set<Position>(gold, {game_map.place_entity(3)});
@ -55,7 +55,7 @@ void configure_world(DinkyECS::World &world, Map &game_map) {
auto wall_torch = world.entity();
world.set<Position>(wall_torch, {game_map.place_entity(4)});
world.set<LightSource>(wall_torch, {4,3});
world.set<LightSource>(wall_torch, {90,3.0f});
world.set<Tile>(wall_torch, {""});
}