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https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-29 00:32:51 +00:00
some lighting tweaks
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ac8d27197c
commit
69331f6925
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@ -555,7 +555,7 @@ impl GameScene {
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graphics::set_canvas(ctx, Some(&state.lightmap_canvas));
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graphics::set_canvas(ctx, Some(&state.lightmap_canvas));
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graphics::set_blend_mode(ctx, BlendMode::Add)?;
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graphics::set_blend_mode(ctx, BlendMode::Add)?;
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graphics::clear(ctx, Color::from_rgb(150, 150, 150));
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graphics::clear(ctx, Color::from_rgb(120, 120, 120));
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{
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{
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/lightmap/spot")?;
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/lightmap/spot")?;
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@ -568,7 +568,7 @@ impl GameScene {
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for bullet in self.bullet_manager.bullets.iter() {
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for bullet in self.bullet_manager.bullets.iter() {
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self.draw_light(((bullet.x - self.frame.x) / 0x200) as f32,
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self.draw_light(((bullet.x - self.frame.x) / 0x200) as f32,
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((bullet.y - self.frame.y) / 0x200) as f32,
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((bullet.y - self.frame.y) / 0x200) as f32,
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1.0, (200, 200, 200), batch);
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0.7, (200, 200, 200), batch);
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}
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}
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for caret in state.carets.iter() {
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for caret in state.carets.iter() {
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@ -576,7 +576,7 @@ impl GameScene {
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CaretType::ProjectileDissipation | CaretType::Shoot => {
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CaretType::ProjectileDissipation | CaretType::Shoot => {
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self.draw_light(((caret.x - self.frame.x) / 0x200) as f32,
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self.draw_light(((caret.x - self.frame.x) / 0x200) as f32,
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((caret.y - self.frame.y) / 0x200) as f32,
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((caret.y - self.frame.y) / 0x200) as f32,
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4.0, (200, 200, 200), batch);
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1.0, (200, 200, 200), batch);
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}
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}
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_ => {}
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_ => {}
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}
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}
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@ -591,16 +591,28 @@ impl GameScene {
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}
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}
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match npc.npc_type {
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match npc.npc_type {
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1 => self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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1 => {
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self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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0.5, (255, 150, 0), batch),
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0.7, (255, 255, 0), batch);
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self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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1.2, (255, 150, 0), batch);
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}
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4 | 7 => self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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4 | 7 => self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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1.0, (200, 200, 200), batch),
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1.0, (200, 200, 200), batch),
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17 if npc.anim_num == 0 =>
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17 if npc.anim_num == 0 => {
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self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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2.0, (255, 30, 30), batch),
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2.0, (255, 0, 0), batch);
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self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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2.0, (255, 0, 0), batch);
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self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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1.0, (255, 0, 0), batch);
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}
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20 if npc.direction == Direction::Right => {
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20 if npc.direction == Direction::Right => {
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self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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((npc.y - self.frame.y) / 0x200) as f32,
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