Better lighting and a circle algorithm that works more reliably.
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parent
03fe9b3d01
commit
35f2defc11
9 changed files with 97 additions and 87 deletions
13
systems.cpp
13
systems.cpp
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@ -189,20 +189,19 @@ void System::draw_map(DinkyECS::World &world, Map &game_map, const Matrix &light
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for(size_t x = 0; x < end_x; ++x) {
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const TileCell& tile = tiles.at(start.x+x, start.y+y);
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int light_value = debug.LIGHT ? 160 : lighting[start.y+y][start.x+x];
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int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
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if(debug.PATHS) {
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int dnum = paths[start.y+y][start.x+x];
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string num = format("{:x}", dnum);
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num = num.size() > 2 ? "*" : num;
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if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
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string num = dnum > 15 ? "*" : format("{:x}", dnum);
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canvas.DrawText(x * 2, y * 4, num, [dnum, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
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pixel.background_color = Color::HSV(30, 20, light_value / 5);
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pixel.background_color = Color::HSV(30, 20, light_value / 2);
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});
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} else {
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canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, light_value);
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pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, light_value / 2);
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pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, light_value - tile.fg_v);
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pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, light_value / tile.bg_v);
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});
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}
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}
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