refactor, and overmap (heavy wip)
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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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