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some lighting tweaks

This commit is contained in:
Alula 2020-09-29 02:58:07 +02:00
parent ac8d27197c
commit 69331f6925
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GPG key ID: 3E00485503A1D8BA

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@ -555,7 +555,7 @@ impl GameScene {
graphics::set_canvas(ctx, Some(&state.lightmap_canvas)); graphics::set_canvas(ctx, Some(&state.lightmap_canvas));
graphics::set_blend_mode(ctx, BlendMode::Add)?; 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")?; 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() { for bullet in self.bullet_manager.bullets.iter() {
self.draw_light(((bullet.x - self.frame.x) / 0x200) as f32, self.draw_light(((bullet.x - self.frame.x) / 0x200) as f32,
((bullet.y - self.frame.y) / 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() { for caret in state.carets.iter() {
@ -576,7 +576,7 @@ impl GameScene {
CaretType::ProjectileDissipation | CaretType::Shoot => { CaretType::ProjectileDissipation | CaretType::Shoot => {
self.draw_light(((caret.x - self.frame.x) / 0x200) as f32, self.draw_light(((caret.x - self.frame.x) / 0x200) as f32,
((caret.y - self.frame.y) / 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 { match npc.npc_type {
1 => self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, 1 => {
((npc.y - self.frame.y) / 0x200) as f32, self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
0.5, (255, 150, 0), batch), ((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, 4 | 7 => self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
((npc.y - self.frame.y) / 0x200) as f32, ((npc.y - self.frame.y) / 0x200) as f32,
1.0, (200, 200, 200), batch), 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, self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
((npc.y - self.frame.y) / 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 => { 20 if npc.direction == Direction::Right => {
self.draw_light(((npc.x - self.frame.x) / 0x200) as f32, self.draw_light(((npc.x - self.frame.x) / 0x200) as f32,
((npc.y - self.frame.y) / 0x200) as f32, ((npc.y - self.frame.y) / 0x200) as f32,