Nerf pillars

* make platforms one block high
This commit is contained in:
juliancoffee 2021-08-05 02:13:01 +03:00
parent 92b32b4c36
commit fadf53a6ba

View File

@ -1264,14 +1264,15 @@ impl Floor {
min: (tile_center - Vec2::broadcast(1 + pillar_thickness - 1))
.with_z(floor_z),
max: (tile_center + Vec2::broadcast(1 + pillar_thickness))
.with_z(floor_z + 3),
.with_z(floor_z + 1),
}));
let scale = (pillar_thickness + 2) as f32 / pillar_thickness as f32;
let mut lights =
prim(Primitive::Scale(pillar, Vec2::broadcast(scale).with_z(1.0)));
lights = prim(Primitive::And(lighting_plane, lights));
// Only add the base (and shift the lights up) for boss-room pillars
// Only add the base (and shift the lights up)
// for boss-rooms pillars
if room.kind == RoomKind::Boss {
lights = prim(Primitive::Translate(lights, 3 * Vec3::unit_z()));
pillar = prim(Primitive::Or(pillar, base));