diff --git a/src/scene/game_scene.rs b/src/scene/game_scene.rs index 1afc3ea..57605a3 100644 --- a/src/scene/game_scene.rs +++ b/src/scene/game_scene.rs @@ -555,7 +555,7 @@ impl GameScene { graphics::set_canvas(ctx, Some(&state.lightmap_canvas)); graphics::set_blend_mode(ctx, BlendMode::Add)?; - graphics::clear(ctx, Color::from_rgb(150, 150, 150)); + graphics::clear(ctx, Color::from_rgb(120, 120, 120)); { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/lightmap/spot")?; @@ -568,7 +568,7 @@ impl GameScene { for bullet in self.bullet_manager.bullets.iter() { self.draw_light(((bullet.x - self.frame.x) / 0x200) as f32, ((bullet.y - self.frame.y) / 0x200) as f32, - 1.0, (200, 200, 200), batch); + 0.7, (200, 200, 200), batch); } for caret in state.carets.iter() { @@ -576,7 +576,7 @@ impl GameScene { CaretType::ProjectileDissipation | CaretType::Shoot => { self.draw_light(((caret.x - self.frame.x) / 0x200) as f32, ((caret.y - self.frame.y) / 0x200) as f32, - 4.0, (200, 200, 200), batch); + 1.0, (200, 200, 200), batch); } _ => {} } @@ -591,16 +591,28 @@ impl GameScene { } match npc.npc_type { - 1 => self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, - ((npc.y - self.frame.y) / 0x200) as f32, - 0.5, (255, 150, 0), batch), + 1 => { + self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, + ((npc.y - self.frame.y) / 0x200) as f32, + 0.7, (255, 255, 0), batch); + self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, + ((npc.y - self.frame.y) / 0x200) as f32, + 1.2, (255, 150, 0), batch); + } 4 | 7 => self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, ((npc.y - self.frame.y) / 0x200) as f32, 1.0, (200, 200, 200), batch), - 17 if npc.anim_num == 0 => + 17 if npc.anim_num == 0 => { self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, ((npc.y - self.frame.y) / 0x200) as f32, - 2.0, (255, 30, 30), batch), + 2.0, (255, 0, 0), batch); + self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, + ((npc.y - self.frame.y) / 0x200) as f32, + 2.0, (255, 0, 0), batch); + self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, + ((npc.y - self.frame.y) / 0x200) as f32, + 1.0, (255, 0, 0), batch); + } 20 if npc.direction == Direction::Right => { self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, ((npc.y - self.frame.y) / 0x200) as f32,