Remove separate wall color, should be handled by material type

This commit is contained in:
2025-10-23 21:27:14 +01:00
parent 819f0d37ea
commit 3c6d269d00
24 changed files with 136 additions and 123 deletions
+4 -5
View File
@@ -7,7 +7,6 @@ module Dodge.Item.BackgroundEffect (
) where
import Linear
import Color
import Control.Lens
import Dodge.Creature.Radius
import Dodge.Creature.Test
@@ -78,11 +77,11 @@ itEffectOnDrop itm cr w = case itm ^. itType of
shieldWall :: Int -> Wall
shieldWall crid =
defaultWall
{ _wlColor = yellow
, _wlOpacity = SeeAbove
, _wlWalkable = True
, _wlFireThrough = False
{ --_wlColor = yellow
_wlOpacity = SeeAbove
, _wlMaterial = Metal
, _wlRotateTo = False
, _wlStructure = CreaturePart crid -- shieldWallDamage
, _wlPathFlag = mempty
}
& wlPathFlag .~ mempty
+3 -2
View File
@@ -27,11 +27,12 @@ shootShatter _ cr w =
shatterWall :: World -> Point2 -> Point2 -> Point2 -> Wall -> World
shatterWall w sp ep p wl =
w
& makeDebris (_wlMaterial wl) (_wlColor wl) p
-- & makeDebris (_wlMaterial wl) (_wlColor wl) p
& makeDebris (_wlMaterial wl) p
& makeDebrisDirected
(pi / 2)
(argV $ vNormal $ uncurry (-) $ _wlLine wl)
(_wlMaterial wl)
(_wlColor wl)
-- (_wlColor wl)
p
& damageWall (Shattering 1000 p (ep - sp)) wl