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:
parent
59bbae0af0
commit
28d19d80a2
8 changed files with 36 additions and 29 deletions
|
@ -40,7 +40,7 @@ public:
|
|||
void load(matrix::Matrix &walls);
|
||||
const TileCell &at(size_t x, size_t y);
|
||||
void set_tile(size_t x, size_t y, std::string tile_name);
|
||||
std::vector<std::string> tile_names();
|
||||
std::vector<std::string> tile_names(bool collision);
|
||||
|
||||
void dump(int show_x=-1, int show_y=-1);
|
||||
bool INVARIANT();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue