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

@ -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();