v0.5.0: improved visuals for locked doors
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
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@ -259,15 +259,17 @@ public class DungeonTileSheet {
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//+1 for open to the down-right, +2 for open to the down-left
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//+1 for open to the down-right, +2 for open to the down-left
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private static final int WALLS_OVERHANG = xy(1, 14); //32 slots
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private static final int WALLS_OVERHANG = xy(1, 14); //32 slots
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public static final int WALL_OVERHANG = WALLS_OVERHANG+0;
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public static final int WALL_OVERHANG = WALLS_OVERHANG+0;
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public static final int DOOR_SIDEWAYS_OVERHANG = WALLS_OVERHANG+4;
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public static final int DOOR_SIDEWAYS_OVERHANG = WALLS_OVERHANG+4;
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public static final int DOOR_SIDEWAYS_OVERHANG_OPEN = WALLS_OVERHANG+8;
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public static final int DOOR_SIDEWAYS_OVERHANG_OPEN = WALLS_OVERHANG+8;
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public static final int WALL_OVERHANG_WOODEN = WALLS_OVERHANG+12;
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public static final int DOOR_SIDEWAYS_OVERHANG_LOCKED = WALLS_OVERHANG+12;
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public static final int WALL_OVERHANG_WOODEN = WALLS_OVERHANG+16;
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public static int stitchWallOverhangTile(int tile, int rightBelow, int below, int leftBelow){
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public static int stitchWallOverhangTile(int tile, int rightBelow, int below, int leftBelow){
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int visual;
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int visual;
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if (tile == Terrain.DOOR || tile == Terrain.LOCKED_DOOR) visual = DOOR_SIDEWAYS_OVERHANG;
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if (tile == Terrain.DOOR) visual = DOOR_SIDEWAYS_OVERHANG;
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else if (tile == Terrain.OPEN_DOOR) visual = DOOR_SIDEWAYS_OVERHANG_OPEN;
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else if (tile == Terrain.OPEN_DOOR) visual = DOOR_SIDEWAYS_OVERHANG_OPEN;
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else if (tile == Terrain.LOCKED_DOOR) visual = DOOR_SIDEWAYS_OVERHANG_LOCKED;
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else if (below == Terrain.BOOKSHELF) visual = WALL_OVERHANG_WOODEN;
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else if (below == Terrain.BOOKSHELF) visual = WALL_OVERHANG_WOODEN;
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else visual = WALL_OVERHANG;
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else visual = WALL_OVERHANG;
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@ -278,12 +280,12 @@ public class DungeonTileSheet {
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}
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}
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//no attachment to adjacent walls
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//no attachment to adjacent walls
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public static final int DOOR_OVERHANG = WALL_OVERHANG+16;
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public static final int DOOR_OVERHANG = WALL_OVERHANG+21;
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public static final int DOOR_OVERHANG_OPEN = WALL_OVERHANG+17;
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public static final int DOOR_OVERHANG_OPEN = WALL_OVERHANG+22;
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public static final int DOOR_SIDEWAYS = WALL_OVERHANG+18;
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public static final int DOOR_SIDEWAYS = WALL_OVERHANG+23;
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public static final int DOOR_SIDEWAYS_LOCKED = WALL_OVERHANG+19;
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public static final int DOOR_SIDEWAYS_LOCKED = WALL_OVERHANG+24;
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public static final int BARRICADE_OVERHANG = WALL_OVERHANG+21;
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public static final int BARRICADE_OVERHANG = WALL_OVERHANG+26;
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/**********************************************************************
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/**********************************************************************
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* Logic for the selection of tile visuals
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* Logic for the selection of tile visuals
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