tile variants, and applying colour offsets again
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396d548bf2
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5 changed files with 532 additions and 459 deletions
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@ -9,7 +9,7 @@ edition = "2021"
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notan = { version = "0.10.0", features = ["text", "audio"] }
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notan = { version = "0.10.0", features = ["text", "audio"] }
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bracket-lib = { git = "https://github.com/amethyst/bracket-lib.git", rev = "851f6f08675444fb6fa088b9e67bee9fd75554c6", features = ["serde"] }
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bracket-lib = { git = "https://github.com/amethyst/bracket-lib.git", rev = "851f6f08675444fb6fa088b9e67bee9fd75554c6", features = ["serde"] }
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regex = "1.3.6"
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regex = "1.3.6"
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specs = { version = "0.16.1", features = ["serde"] }
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specs = { version = "0.20.0", features = ["serde"] }
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specs-derive = "0.4.1"
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specs-derive = "0.4.1"
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serde = { version = "1.0.93", features = ["derive"]}
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serde = { version = "1.0.93", features = ["derive"]}
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serde_json = "1.0.39"
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serde_json = "1.0.39"
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@ -41,7 +41,7 @@ pub fn get_sprite_for_id(idx: usize, map: &Map, other_pos: Option<Point>) -> (&s
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}
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}
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};
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};
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// Apply our offsets to our base colour.
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// Apply our offsets to our base colour.
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colour = apply_colour_offset(colour, map, idx, offset, false);
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colour = apply_colour_offset(colour, map, idx, offset, true);
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// Apply our visibility modifier
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// Apply our visibility modifier
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colour = colour.mul(visibility);
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colour = colour.mul(visibility);
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// Convert to a notan colour.
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// Convert to a notan colour.
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@ -49,12 +49,21 @@ impl TileType {
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TileType::ImpassableMountain => vec!["wall_b"],
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TileType::ImpassableMountain => vec!["wall_b"],
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TileType::Wall => vec!["wall"],
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TileType::Wall => vec!["wall"],
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TileType::DeepWater => vec!["water", "water2"],
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TileType::DeepWater => vec!["water", "water2"],
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TileType::Fence => vec!["fence"],
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TileType::Fence => vec!["tiles4"],
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TileType::Bars => vec!["wall_b"],
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TileType::Bars => vec!["wall_b"],
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TileType::Floor => vec!["dot", "fluff", "fluff2"],
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TileType::Floor => vec!["dot"],
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TileType::WoodFloor => vec!["planks", "planks_missing", "planks_missing2"],
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TileType::WoodFloor => vec!["planks", "planks_missing", "planks_missing2"],
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TileType::Gravel => vec!["fluff", "fluff2"],
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TileType::Gravel => vec!["fluff", "fluff2"],
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TileType::Road => vec!["tiles"],
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TileType::Road =>
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vec![
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"tiles",
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"tiles_missing",
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"tiles_missing2",
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"tiles_missing3",
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"tiles_missing4",
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"tiles_missing5",
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"tiles_missing6"
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],
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TileType::Grass => vec!["fluff", "fluff2"],
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TileType::Grass => vec!["fluff", "fluff2"],
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TileType::Foliage => vec!["grass_small", "grass"],
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TileType::Foliage => vec!["grass_small", "grass"],
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TileType::HeavyFoliage => vec!["grass_flower"],
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TileType::HeavyFoliage => vec!["grass_flower"],
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