refactor, and overmap (heavy wip)
This commit is contained in:
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746de971f0
commit
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6 changed files with 89 additions and 56 deletions
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@ -1,9 +1,9 @@
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// POST-PROCESSING
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pub const WITH_SCANLINES: bool = false; // Adds scanlines to the screen.
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pub const WITH_SCREEN_BURN: bool = false; // Requires WITH_SCANLINES.
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pub const WITH_DARKEN_BY_DISTANCE: bool = true; // If further away tiles should get darkened, instead of a harsh transition to non-visible.
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pub const MAX_COLOUR_OFFSET: i32 = 30;
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pub const BRIGHTEN_FG_COLOUR_BY: i32 = 16;
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pub const GLOBAL_OFFSET_MIN_CLAMP: f32 = -0.5;
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pub const GLOBAL_OFFSET_MAX_CLAMP: f32 = 1.0;
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pub const WITH_SCANLINES_BRIGHTEN_AMOUNT: f32 = 0.1; // 0.0 = no brightening, 1.0 = full brightening.
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pub const NON_VISIBLE_MULTIPLIER: f32 = 0.3; // 0.0 = black, 1.0 = full colour.
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pub const NON_VISIBLE_MULTIPLIER_IF_SCANLINES: f32 = 0.8; // as above, but when using scanlines. should be higher.
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@ -20,23 +20,37 @@ pub const BLOODSTAIN_COLOUR: (u8, u8, u8) = (153, 0, 0);
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// DEFAULT THEME
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pub const DEFAULT_BG_COLOUR: (u8, u8, u8) = (29, 50, 50);
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pub const WALL_COLOUR: (u8, u8, u8) = (229, 191, 94);
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pub const WALL_OFFSETS: (i32, i32, i32) = (48, 48, 48);
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pub const FLOOR_COLOUR: (u8, u8, u8) = (25, 204, 122);
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pub const FLOOR_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const STAIR_COLOUR: (u8, u8, u8) = (200, 200, 0);
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pub const STAIR_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const WOOD_FLOOR_COLOUR: (u8, u8, u8) = (41, 30, 20);
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pub const WOOD_FLOOR_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const FENCE_FG_COLOUR: (u8, u8, u8) = (110, 24, 0);
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pub const FENCE_COLOUR: (u8, u8, u8) = (45, 30, 10);
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pub const FENCE_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const BRIDGE_COLOUR: (u8, u8, u8) = (42, 48, 37);
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pub const BRIDGE_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const GRAVEL_COLOUR: (u8, u8, u8) = (26, 26, 53);
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pub const GRAVEL_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const ROAD_COLOUR: (u8, u8, u8) = (8, 38, 40);
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pub const ROAD_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const GRASS_COLOUR: (u8, u8, u8) = (9, 65, 6);
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pub const GRASS_OFFSETS: (i32, i32, i32) = (3, 40, 3);
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pub const FOLIAGE_COLOUR: (u8, u8, u8) = (5, 60, 5);
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pub const FOLIAGE_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const HEAVY_FOLIAGE_COLOUR: (u8, u8, u8) = (5, 60, 5);
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pub const HEAVY_FOLIAGE_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const SAND_COLOUR: (u8, u8, u8) = (70, 70, 21);
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pub const SAND_OFFSETS: (i32, i32, i32) = (0, 0, 0);
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pub const SHALLOW_WATER_COLOUR: (u8, u8, u8) = (24, 47, 99);
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pub const SHALLOW_WATER_OFFSETS: (i32, i32, i32) = (3, 10, 45);
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pub const DEEP_WATER_COLOUR: (u8, u8, u8) = (18, 33, 63);
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pub const DEEP_WATER_OFFSETS: (i32, i32, i32) = (5, 10, 32);
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pub const BARS_COLOUR: (u8, u8, u8) = (100, 100, 100);
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pub const IMPASSABLE_MOUNTAIN_COLOUR: (u8, u8, u8) = (35, 38, 36);
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pub const IMPASSABLE_MOUNTAIN_FG_COLOUR: (u8, u8, u8) = (0, 0, 0);
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pub const IMPASSABLE_MOUNTAIN_COLOUR: (u8, u8, u8) = (20, 23, 20);
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pub const IMPASSABLE_MOUNTAIN_OFFSETS: (i32, i32, i32) = (4, 4, 4);
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// FOREST THEME
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pub const FOREST_WALL_COLOUR: (u8, u8, u8) = (0, 153, 0);
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@ -628,7 +628,7 @@ fn main() -> rltk::BError {
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.with_simple_console(DISPLAYWIDTH, DISPLAYHEIGHT, "curses14x16.png")
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.build()?;
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if config::CONFIG.visuals.with_scanlines {
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context.with_post_scanlines(data::visuals::WITH_SCREEN_BURN);
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context.with_post_scanlines(config::CONFIG.visuals.with_screen_burn);
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}
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let mut gs = State {
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@ -8,7 +8,7 @@ pub use interval_spawning_system::try_spawn_interval;
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pub mod dungeon;
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pub use dungeon::{ level_transition, MasterDungeonMap };
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pub mod themes;
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use crate::data::visuals::MAX_COLOUR_OFFSET;
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use crate::data::visuals::{ BRIGHTEN_FG_COLOUR_BY, GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP };
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// FIXME: If the map size gets too small, entities stop being rendered starting from the right.
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// i.e. on a map size of 40*40, only entities to the left of the player are rendered.
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@ -24,7 +24,7 @@ pub struct Map {
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pub visible_tiles: Vec<bool>,
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pub lit_tiles: Vec<bool>,
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pub telepath_tiles: Vec<bool>,
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pub colour_offset: Vec<(i32, i32, i32)>,
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pub colour_offset: Vec<((f32, f32, f32), (f32, f32, f32))>,
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pub additional_fg_offset: rltk::RGB,
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pub id: i32,
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pub name: String,
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@ -50,11 +50,11 @@ impl Map {
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visible_tiles: vec![false; map_tile_count],
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lit_tiles: vec![true; map_tile_count], // NYI: Light sources. Once those exist, we can set this to false.
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telepath_tiles: vec![false; map_tile_count],
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colour_offset: vec![(0, 0, 0); map_tile_count],
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colour_offset: vec![((0.0, 0.0, 0.0), (0.0, 0.0, 0.0)); map_tile_count],
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additional_fg_offset: rltk::RGB::from_u8(
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MAX_COLOUR_OFFSET as u8,
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MAX_COLOUR_OFFSET as u8,
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MAX_COLOUR_OFFSET as u8
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BRIGHTEN_FG_COLOUR_BY as u8,
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BRIGHTEN_FG_COLOUR_BY as u8,
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BRIGHTEN_FG_COLOUR_BY as u8
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),
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id: new_id,
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name: name.to_string(),
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@ -63,14 +63,19 @@ impl Map {
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view_blocked: HashSet::new(),
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};
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const TWICE_OFFSET: i32 = MAX_COLOUR_OFFSET * 2;
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let mut rng = rltk::RandomNumberGenerator::new();
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for idx in 0..map.colour_offset.len() {
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let red_roll: i32 = rng.roll_dice(1, TWICE_OFFSET) - MAX_COLOUR_OFFSET;
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let blue_roll: i32 = rng.roll_dice(1, TWICE_OFFSET) - MAX_COLOUR_OFFSET;
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let green_roll: i32 = rng.roll_dice(1, TWICE_OFFSET) - MAX_COLOUR_OFFSET;
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map.colour_offset[idx] = (red_roll, green_roll, blue_roll);
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map.colour_offset[idx].0 = (
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rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP),
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rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP),
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rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP),
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);
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map.colour_offset[idx].1 = (
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rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP),
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rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP),
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rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP),
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);
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}
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return map;
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@ -11,7 +11,7 @@ pub fn get_tile_renderables_for_id(
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other_pos: Option<Point>,
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debug: Option<bool>
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) -> (rltk::FontCharType, RGB, RGB) {
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let (glyph, mut fg, mut bg, offset_mod) = match map.id {
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let (glyph, mut fg, mut bg, offsets, bg_main_col) = match map.id {
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3 => get_forest_theme_renderables(idx, map, debug),
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_ => get_default_theme_renderables(idx, map, debug),
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};
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@ -24,7 +24,7 @@ pub fn get_tile_renderables_for_id(
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}
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fg = fg.add(map.additional_fg_offset);
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(fg, bg) = apply_colour_offset(fg, bg, map, idx, offset_mod);
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(fg, bg) = apply_colour_offset(fg, bg, map, idx, offsets, bg_main_col);
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if CONFIG.visuals.with_scanlines && WITH_SCANLINES_BRIGHTEN_AMOUNT > 0.0 {
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(fg, bg) = brighten_by(fg, bg, WITH_SCANLINES_BRIGHTEN_AMOUNT);
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}
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@ -60,53 +60,55 @@ pub fn get_tile_renderables_for_id(
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}
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#[rustfmt::skip]
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pub fn get_default_theme_renderables(idx: usize, map: &Map, debug: Option<bool>) -> (rltk::FontCharType, RGB, RGB, (f32, f32, f32)) {
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pub fn get_default_theme_renderables(idx: usize, map: &Map, debug: Option<bool>) -> (rltk::FontCharType, RGB, RGB, (i32, i32, i32), bool) {
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let glyph: rltk::FontCharType;
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#[allow(unused_assignments)]
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let mut fg: RGB = RGB::new();
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#[allow(unused_assignments)]
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let mut bg: RGB = RGB::new();
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let mut offset_mod: (f32, f32, f32) = (0.5, 0.2, 0.0);
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let mut offsets: (i32, i32, i32) = (0, 0, 0);
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let mut bg_main_col = true;
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match map.tiles[idx] {
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TileType::Floor => { glyph = rltk::to_cp437(FLOOR_GLYPH); fg = RGB::named(FLOOR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); }
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TileType::WoodFloor => { glyph = rltk::to_cp437(WOOD_FLOOR_GLYPH); bg = RGB::named(WOOD_FLOOR_COLOUR); }
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TileType::Fence => { glyph = rltk::to_cp437(FENCE_GLYPH); fg = RGB::named(FENCE_FG_COLOUR); bg = RGB::named(FENCE_COLOUR); }
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TileType::Wall => { let x = idx as i32 % map.width; let y = idx as i32 / map.width; glyph = wall_glyph(&*map, x, y, debug); fg = RGB::named(WALL_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); }
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TileType::DownStair => { glyph = rltk::to_cp437(DOWN_STAIR_GLYPH); fg = RGB::named(STAIR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); }
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TileType::UpStair => { glyph = rltk::to_cp437(UP_STAIR_GLYPH); fg = RGB::named(STAIR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); }
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TileType::Bridge => { glyph = rltk::to_cp437(BRIDGE_GLYPH); bg = RGB::named(BRIDGE_COLOUR); }
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TileType::Gravel => { glyph = rltk::to_cp437(GRAVEL_GLYPH); bg = RGB::named(GRAVEL_COLOUR); }
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TileType::Road => { glyph = rltk::to_cp437(ROAD_GLYPH); bg = RGB::named(ROAD_COLOUR); }
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TileType::Grass => { glyph = rltk::to_cp437(GRASS_GLYPH); bg = RGB::named(GRASS_COLOUR); }
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TileType::Foliage => { glyph = rltk::to_cp437(FOLIAGE_GLYPH); bg = RGB::named(FOLIAGE_COLOUR); }
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TileType::HeavyFoliage => { glyph = rltk::to_cp437(HEAVY_FOLIAGE_GLYPH); bg = RGB::named(HEAVY_FOLIAGE_COLOUR); }
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TileType::Sand => { glyph = rltk::to_cp437(SAND_GLYPH); bg = RGB::named(SAND_COLOUR); }
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TileType::ShallowWater => { glyph = rltk::to_cp437(SHALLOW_WATER_GLYPH); bg = RGB::named(SHALLOW_WATER_COLOUR); }
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TileType::DeepWater => { glyph = rltk::to_cp437(DEEP_WATER_GLYPH); bg = RGB::named(DEEP_WATER_COLOUR); }
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TileType::Floor => { glyph = rltk::to_cp437(FLOOR_GLYPH); fg = RGB::named(FLOOR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); offsets = FLOOR_OFFSETS; }
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TileType::WoodFloor => { glyph = rltk::to_cp437(WOOD_FLOOR_GLYPH); bg = RGB::named(WOOD_FLOOR_COLOUR); offsets = WOOD_FLOOR_OFFSETS; }
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TileType::Fence => { glyph = rltk::to_cp437(FENCE_GLYPH); fg = RGB::named(FENCE_FG_COLOUR); bg = RGB::named(FENCE_COLOUR); offsets = FENCE_OFFSETS; }
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TileType::Wall => { let x = idx as i32 % map.width; let y = idx as i32 / map.width; glyph = wall_glyph(&*map, x, y, debug); fg = RGB::named(WALL_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); offsets = WALL_OFFSETS; bg_main_col = false; }
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TileType::DownStair => { glyph = rltk::to_cp437(DOWN_STAIR_GLYPH); fg = RGB::named(STAIR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); offsets = STAIR_OFFSETS;}
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TileType::UpStair => { glyph = rltk::to_cp437(UP_STAIR_GLYPH); fg = RGB::named(STAIR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); offsets = STAIR_OFFSETS; }
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TileType::Bridge => { glyph = rltk::to_cp437(BRIDGE_GLYPH); bg = RGB::named(BRIDGE_COLOUR); offsets = BRIDGE_OFFSETS; }
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TileType::Gravel => { glyph = rltk::to_cp437(GRAVEL_GLYPH); bg = RGB::named(GRAVEL_COLOUR); offsets = GRAVEL_OFFSETS;}
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TileType::Road => { glyph = rltk::to_cp437(ROAD_GLYPH); bg = RGB::named(ROAD_COLOUR); offsets = ROAD_OFFSETS;}
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TileType::Grass => { glyph = rltk::to_cp437(GRASS_GLYPH); bg = RGB::named(GRASS_COLOUR); offsets = GRASS_OFFSETS; }
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TileType::Foliage => { glyph = rltk::to_cp437(FOLIAGE_GLYPH); bg = RGB::named(FOLIAGE_COLOUR); offsets = FOLIAGE_OFFSETS; }
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TileType::HeavyFoliage => { glyph = rltk::to_cp437(HEAVY_FOLIAGE_GLYPH); bg = RGB::named(HEAVY_FOLIAGE_COLOUR); offsets = HEAVY_FOLIAGE_OFFSETS; }
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TileType::Sand => { glyph = rltk::to_cp437(SAND_GLYPH); bg = RGB::named(SAND_COLOUR); offsets = SAND_OFFSETS; }
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TileType::ShallowWater => { glyph = rltk::to_cp437(SHALLOW_WATER_GLYPH); bg = RGB::named(SHALLOW_WATER_COLOUR); offsets = SHALLOW_WATER_OFFSETS; }
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TileType::DeepWater => { glyph = rltk::to_cp437(DEEP_WATER_GLYPH); bg = RGB::named(DEEP_WATER_COLOUR); offsets = DEEP_WATER_OFFSETS; }
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TileType::Bars => { glyph = rltk::to_cp437(BARS_GLYPH); fg = RGB::named(BARS_COLOUR); bg = RGB::named(FLOOR_COLOUR); }
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TileType::ImpassableMountain => { glyph = rltk::to_cp437(IMPASSABLE_MOUNTAIN_GLYPH); bg = RGB::named(IMPASSABLE_MOUNTAIN_COLOUR); fg = RGB::named((20, 20, 20)) }
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TileType::ImpassableMountain => { glyph = rltk::to_cp437(IMPASSABLE_MOUNTAIN_GLYPH); bg = RGB::named(IMPASSABLE_MOUNTAIN_COLOUR); offsets = IMPASSABLE_MOUNTAIN_OFFSETS }
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}
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return (glyph, fg, bg, offset_mod);
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return (glyph, fg, bg, offsets, bg_main_col);
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}
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#[rustfmt::skip]
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fn get_forest_theme_renderables(idx:usize, map: &Map, debug: Option<bool>) -> (rltk::FontCharType, RGB, RGB, (f32, f32, f32)) {
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fn get_forest_theme_renderables(idx:usize, map: &Map, debug: Option<bool>) -> (rltk::FontCharType, RGB, RGB, (i32, i32, i32), bool) {
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let glyph;
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#[allow(unused_assignments)]
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let mut fg = RGB::new();
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#[allow(unused_assignments)]
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let mut bg = RGB::new();
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let mut offset_mod: (f32, f32, f32) = (1.0, 1.0, 1.0);
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let mut offsets: (i32, i32, i32) = (0, 0, 0);
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let mut bg_main_col = true;
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match map.tiles[idx] {
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TileType::Wall => { glyph = rltk::to_cp437(FOREST_WALL_GLYPH); fg = RGB::named(FOREST_WALL_COLOUR); bg = RGB::named(GRASS_COLOUR) }
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TileType::Road => { glyph = rltk::to_cp437(ROAD_GLYPH); bg = RGB::named(ROAD_COLOUR); }
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TileType::ShallowWater => { glyph = rltk::to_cp437(SHALLOW_WATER_GLYPH); bg = RGB::named(SHALLOW_WATER_COLOUR); }
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_ => { (glyph, fg, _, offset_mod) = get_default_theme_renderables(idx, map, debug); bg = RGB::named(GRASS_COLOUR) }
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_ => { (glyph, fg, _, offsets, bg_main_col) = get_default_theme_renderables(idx, map, debug); bg = RGB::named(GRASS_COLOUR) }
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}
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(glyph, fg, bg, offset_mod)
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(glyph, fg, bg, offsets, bg_main_col)
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}
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fn is_revealed_and_wall(map: &Map, x: i32, y: i32, debug: Option<bool>) -> bool {
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@ -251,17 +253,30 @@ fn wall_glyph(map: &Map, x: i32, y: i32, debug: Option<bool>) -> rltk::FontCharT
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}
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}
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fn apply_colour_offset(mut fg: RGB, mut bg: RGB, map: &Map, idx: usize, offset_mod: (f32, f32, f32)) -> (RGB, RGB) {
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let mut offsets = map.colour_offset[idx];
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let mut additional_fg_offset = map.additional_fg_offset;
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offsets.0 = ((offsets.0 as f32) * offset_mod.0) as i32;
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offsets.1 = ((offsets.1 as f32) * offset_mod.1) as i32;
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offsets.2 = ((offsets.2 as f32) * offset_mod.2) as i32;
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additional_fg_offset.r *= offset_mod.0;
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additional_fg_offset.g *= offset_mod.1;
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additional_fg_offset.b *= offset_mod.2;
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fg = add_i32_offsets(fg.add(additional_fg_offset), offsets);
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bg = add_i32_offsets(bg, offsets);
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fn apply_colour_offset(
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mut fg: RGB,
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mut bg: RGB,
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map: &Map,
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idx: usize,
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offset: (i32, i32, i32),
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bg_main_col: bool
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) -> (RGB, RGB) {
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let offset_mod = map.colour_offset[idx];
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let fg_offset = (
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(offset.0 as f32) * offset_mod.0.0,
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(offset.1 as f32) * offset_mod.0.1,
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(offset.2 as f32) * offset_mod.0.2,
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);
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fg = add_i32_offsets(fg, fg_offset);
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if bg_main_col {
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let bg_offset = (
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(offset.0 as f32) * offset_mod.1.0,
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(offset.1 as f32) * offset_mod.1.1,
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(offset.2 as f32) * offset_mod.1.2,
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);
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bg = add_i32_offsets(bg, bg_offset);
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}
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return (fg, bg);
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}
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@ -272,7 +287,7 @@ fn apply_bloodstain_if_necessary(mut bg: RGB, map: &Map, idx: usize) -> RGB {
|
|||
return bg;
|
||||
}
|
||||
|
||||
pub fn add_i32_offsets(rgb: RGB, offsets: (i32, i32, i32)) -> RGB {
|
||||
pub fn add_i32_offsets(rgb: RGB, offsets: (f32, f32, f32)) -> RGB {
|
||||
let r = rgb.r + (offsets.0 as f32) / 255.0;
|
||||
let g = rgb.g + (offsets.1 as f32) / 255.0;
|
||||
let b = rgb.b + (offsets.2 as f32) / 255.0;
|
||||
|
|
|
|||
|
|
@ -320,7 +320,6 @@ fn random_shape_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Bui
|
|||
fn overmap_builder() -> BuilderChain {
|
||||
let mut builder = BuilderChain::new(true, 1, 69, 41, 0, "the world", 1);
|
||||
builder.start_with(PrefabBuilder::overmap());
|
||||
builder.with(AreaStartingPosition::new(XStart::CENTRE, YStart::CENTRE));
|
||||
return builder;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -93,7 +93,7 @@ const OVERMAP_TEMPLATE: &str =
|
|||
^^^^^^^........................≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈.....≈
|
||||
^^^^^^^^........@..............≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈....≈
|
||||
^^^^^^^^..................≈...≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈...≈≈≈...≈≈≈≈≈≈≈≈.≈≈
|
||||
^^^^^^^^^.................≈≈....≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈....≈≈......≈≈≈≈≈≈≈≈≈
|
||||
^^^^^^^^^.............>...≈≈....≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈....≈≈......≈≈≈≈≈≈≈≈≈
|
||||
^^^^^^^^^........≈≈≈≈...≈≈≈≈....≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈..≈≈≈......≈≈≈≈≈≈≈≈≈
|
||||
^^^^^^^^^^......≈≈≈≈≈≈≈≈≈≈≈≈≈..≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈........≈≈≈≈≈≈≈≈
|
||||
^^^^^^^^^^.....≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈........≈≈≈≈≈≈≈≈≈
|
||||
|
|
|
|||
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Add table
Add a link
Reference in a new issue