colordance
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@ -39,8 +39,8 @@ type Tile struct {
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BlocksPass bool
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BlocksSight bool
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Explored bool
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Visible bool
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MustDraw bool
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Visible bool
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Colordance bool
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}
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@ -94,8 +94,9 @@ func NewWaterTile() *Tile {
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Explored: false,
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MustDraw: true, //fixme debug
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Colordance: true,
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Appearance: &Appearance{
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Char: ".",
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Char: " ",
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ColorSet: &TileColorSet{
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current: ch,
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Fg: func() uint32 { return blt.ColorFromARGB(255, 220, 220, 250) },
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@ -103,19 +104,20 @@ func NewWaterTile() *Tile {
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return blt.ColorFromARGB(
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255,
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ch.R,
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colordance(ch.G, 2, 42, 4),
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colordance(ch.B, 180, 229, 12),
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colordance(ch.G, 0, 15, 2),
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colordance(ch.B, 120, 220, 12),
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)
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},
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DarkFg: func() uint32 { return blt.ColorFromARGB(255, 30, 20, 50) },
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DarkBg: func() uint32 { return blt.ColorFromARGB(255, 7, 7, 30) },
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},
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},
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}
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}
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func NewDeepWaterTile() *Tile {
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ch := &ColorHolder{5, 2, 154}
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ch := &ColorHolder{5, 2, 122}
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return &Tile{
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Name: "Deep Water",
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Description: "Deep water",
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@ -133,8 +135,8 @@ func NewDeepWaterTile() *Tile {
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return blt.ColorFromARGB(
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255,
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ch.R,
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colordance(ch.G, 0, 15, 2),
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colordance(ch.B, 120, 180, 5),
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colordance(ch.G, 2, 42, 4),
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colordance(ch.B, 180, 229, 12),
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)
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},
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DarkFg: func() uint32 { return blt.ColorFromARGB(255, 30, 20, 50) },
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