Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.

This commit is contained in:
Zed A. Shaw 2024-12-26 04:39:07 -05:00
parent 31620adf7a
commit f46b5f15ef
8 changed files with 72 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, {6,2.1});
world.set<LightSource>(player.entity, {6,1.0});
auto enemy = world.entity();
world.set<Position>(enemy, {game_map.place_entity(1)});
@ -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, {3,2.4});
world.set<LightSource>(wall_torch, {4,3});
world.set<Tile>(wall_torch, {""});
}