v0.6.0: improved visuals for wooden walls in some cases
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@ -271,10 +271,10 @@ public class DungeonTileSheet {
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private static final int WALL_INTERNAL = WALLS_INTERNAL+0;
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private static final int WALL_INTERNAL = WALLS_INTERNAL+0;
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private static final int WALL_INTERNAL_WOODEN = WALLS_INTERNAL+16;
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private static final int WALL_INTERNAL_WOODEN = WALLS_INTERNAL+16;
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public static int stitchInternalWallTile(int tile, int right, int rightBelow, int leftBelow, int left){
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public static int stitchInternalWallTile(int tile, int right, int rightBelow, int below, int leftBelow, int left){
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int result;
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int result;
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if (tile == Terrain.BOOKSHELF) result = WALL_INTERNAL_WOODEN;
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if (tile == Terrain.BOOKSHELF || below == Terrain.BOOKSHELF) result = WALL_INTERNAL_WOODEN;
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else result = WALL_INTERNAL;
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else result = WALL_INTERNAL;
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if (!wallStitcheable(right)) result += 1;
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if (!wallStitcheable(right)) result += 1;
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@ -52,6 +52,7 @@ public class DungeonWallsTilemap extends DungeonTilemap {
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tile,
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tile,
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(pos+1) % mapWidth != 0 ? map[pos + 1] : -1,
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(pos+1) % mapWidth != 0 ? map[pos + 1] : -1,
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(pos+1) % mapWidth != 0 && pos + mapWidth < size ? map[pos + 1 + mapWidth] : -1,
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(pos+1) % mapWidth != 0 && pos + mapWidth < size ? map[pos + 1 + mapWidth] : -1,
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pos + mapWidth < size ? map[pos + mapWidth] : -1,
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pos % mapWidth != 0 && pos + mapWidth < size ? map[pos - 1 + mapWidth] : -1,
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pos % mapWidth != 0 && pos + mapWidth < size ? map[pos - 1 + mapWidth] : -1,
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pos % mapWidth != 0 ? map[pos - 1] : -1
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pos % mapWidth != 0 ? map[pos - 1] : -1
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);
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);
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