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https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-30 01:02:51 +00:00
better lighting for dark places
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parent
ebe070b77e
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930ac9a2fe
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@ -553,10 +553,6 @@ impl GameScene {
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}
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fn draw_light_map(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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if self.stage.data.background_type == BackgroundType::Black {
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return Ok(());
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}
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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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@ -633,7 +629,7 @@ impl GameScene {
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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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3.0, (0, 0, 255), batch),
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32 => {
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32 | 211 => {
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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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3.0, (255, 0, 0), batch);
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@ -1101,7 +1097,10 @@ impl Scene for GameScene {
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fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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self.draw_background(state, ctx)?;
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self.draw_tiles(state, ctx, TileLayer::Background)?;
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if state.settings.enhanced_graphics {
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if state.settings.enhanced_graphics
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&& self.stage.data.background_type != BackgroundType::Black
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&& self.stage.data.background_type != BackgroundType::Outside
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&& self.stage.data.background_type != BackgroundType::OutsideWind {
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self.draw_light_map(state, ctx)?;
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}
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@ -1115,6 +1114,11 @@ impl Scene for GameScene {
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self.draw_tiles(state, ctx, TileLayer::Foreground)?;
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self.draw_tiles(state, ctx, TileLayer::Snack)?;
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self.draw_carets(state, ctx)?;
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if state.settings.enhanced_graphics
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&& self.stage.data.background_type == BackgroundType::Black {
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self.draw_light_map(state, ctx)?;
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}
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self.draw_black_bars(state, ctx)?;
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if state.control_flags.control_enabled() {
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