fixed hiddendoor tiles, now uses destruct shader no spriteset

This commit is contained in:
2024-03-24 19:36:00 +01:00
parent f8c09fda76
commit 5b7c88a1a9
116 changed files with 843 additions and 561 deletions

View File

@@ -109,10 +109,17 @@ func NewGrid(world *ecs.World,
entity := doormapper.New()
pos, render, destroyable = doormapper.Get(entity)
destroyable.Sprites = tile.Tiles
render.DamageImage = tile.Alpha
render.Shader = tile.Shader
render.Damaged = 0
default:
log.Fatalln("unsupported tile type encountered")
}
// FIXME: this image is never being used because it is
// being overwritten in game/levels.go:LevelToSlice(). The
// image is taken from the LDTK map, not from the Tile{}
// definition anymore
render.Image = tile.Sprite
default: