v1.4.0: improved locked exit visuals by properly overlapping the hero
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
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Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
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Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
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Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 24 KiB |
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Before Width: | Height: | Size: 20 KiB After Width: | Height: | Size: 21 KiB |
@@ -344,6 +344,9 @@ public class DungeonTileSheet {
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public static final int HIGH_GRASS_OVERHANG_ALT = WALL_OVERHANG+38;
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public static final int FURROWED_OVERHANG_ALT = WALL_OVERHANG+39;
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//exit visuals are rendered flat atm, so they actually underhand
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public static final int EXIT_UNDERHANG = WALL_OVERHANG+41;
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/**********************************************************************
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* Logic for the selection of tile visuals
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**********************************************************************/
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@@ -62,7 +62,10 @@ public class DungeonWallsTilemap extends DungeonTilemap {
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}
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if (pos + mapWidth < size && DungeonTileSheet.wallStitcheable(map[pos+mapWidth])) {
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if (map[pos] == Terrain.LOCKED_EXIT || map[pos] == Terrain.UNLOCKED_EXIT){
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return DungeonTileSheet.EXIT_UNDERHANG;
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} else if (pos + mapWidth < size && DungeonTileSheet.wallStitcheable(map[pos+mapWidth])) {
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return DungeonTileSheet.stitchWallOverhangTile(
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tile,
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