Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.

This commit is contained in:
Zed A. Shaw 2024-12-29 04:53:59 -05:00
parent 59bbae0af0
commit 28d19d80a2
8 changed files with 36 additions and 29 deletions

View file

@ -57,8 +57,18 @@ const TileCell &TileMap::at(size_t x, size_t y) {
return $display[y][x];
}
std::vector<std::string> TileMap::tile_names() {
return $config.keys();
std::vector<std::string> TileMap::tile_names(bool collision) {
const auto &json = $config.json();
std::vector<std::string> keys;
for(const auto& el : json.items()) {
const auto &val = el.value();
if(val["collision"] == collision) {
keys.push_back(el.key());
}
}
return keys;
}
bool TileMap::INVARIANT() {