Commit graph

9 commits

Author SHA1 Message Date
Zed A. Shaw
f46b5f15ef Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better. 2024-12-26 04:39:07 -05:00
Zed A. Shaw
9ac8da30ea Circle adjusted to work better but now I think hirdrac was right that it's easier to just calculate a distance from center and use that to determine light levels rather than a whole dpath. 2024-12-25 06:03:11 -05:00
Zed A. Shaw
35f2defc11 Better lighting and a circle algorithm that works more reliably. 2024-12-25 00:27:45 -05:00
Zed A. Shaw
8e470df554 A bit of late night work designing the little iterators. 2024-12-14 11:00:52 -05:00
Zed A. Shaw
eb0ca38e30 Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT. 2024-12-05 08:41:10 -05:00
Zed A. Shaw
9abb39a3bf Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back. 2024-12-04 21:43:59 -05:00
Zed A. Shaw
3f7a9cc124 Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient. 2024-12-01 17:54:43 -05:00
Zed A. Shaw
988edf13d7 Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast. 2024-11-28 04:27:14 -05:00
Zed A. Shaw
54fa1a23ce Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted. 2024-11-28 02:41:01 -05:00