v0.6.0: improved visuals for wooden walls in some cases

This commit is contained in:
Evan Debenham 2017-04-26 16:09:58 -04:00
parent 25b01c2e7d
commit 8a9c5746b5
2 changed files with 3 additions and 2 deletions

View File

@ -271,10 +271,10 @@ public class DungeonTileSheet {
private static final int WALL_INTERNAL = WALLS_INTERNAL+0;
private static final int WALL_INTERNAL_WOODEN = WALLS_INTERNAL+16;
public static int stitchInternalWallTile(int tile, int right, int rightBelow, int leftBelow, int left){
public static int stitchInternalWallTile(int tile, int right, int rightBelow, int below, int leftBelow, int left){
int result;
if (tile == Terrain.BOOKSHELF) result = WALL_INTERNAL_WOODEN;
if (tile == Terrain.BOOKSHELF || below == Terrain.BOOKSHELF) result = WALL_INTERNAL_WOODEN;
else result = WALL_INTERNAL;
if (!wallStitcheable(right)) result += 1;

View File

@ -52,6 +52,7 @@ public class DungeonWallsTilemap extends DungeonTilemap {
tile,
(pos+1) % mapWidth != 0 ? map[pos + 1] : -1,
(pos+1) % mapWidth != 0 && pos + mapWidth < size ? map[pos + 1 + mapWidth] : -1,
pos + mapWidth < size ? map[pos + mapWidth] : -1,
pos % mapWidth != 0 && pos + mapWidth < size ? map[pos - 1 + mapWidth] : -1,
pos % mapWidth != 0 ? map[pos - 1] : -1
);