💄 Update textures and visual effects

This commit is contained in:
2025-08-28 21:41:26 +08:00
parent 19f7243101
commit af31914ada
12 changed files with 27 additions and 18 deletions

View File

@@ -71,7 +71,7 @@ public partial class NaturalResourceGenerator : Node2D
if (_rng.Randf() < IronDensity)
{
var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize);
PlaceVein(stoneCell, "stone_iron", veinSize, _ironTiles);
PlaceVein(stoneCell, "ore_iron", veinSize, _ironTiles);
}
}
}
@@ -93,10 +93,10 @@ public partial class NaturalResourceGenerator : Node2D
switch (tileType)
{
// For iron, make sure we're placing on stone
case "stone_iron" when !_stoneTiles.Contains(cell):
case "ore_iron" when !_stoneTiles.Contains(cell):
continue;
// Remove from previous layer if needed
case "stone_iron" when _stoneTiles.Contains(cell):
case "ore_iron" when _stoneTiles.Contains(cell):
_stoneTiles.Remove(cell);
break;
case "stone" when _groundTiles.Contains(cell):

View File

@@ -8,8 +8,6 @@ namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class BaseTile : Node2D
{
[Export] public string TileId { get; set; }
public BuildingData TileData { get; set; }
private CollisionShape2D _collisionShape;
private Sprite2D _sprite;

View File

@@ -4,5 +4,11 @@ namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class GroundTile : BaseTile
{
public override void _Ready()
{
var sprite = GetNode<Sprite2D>("Sprite2D");
sprite.Modulate = new Color(0.75f, 0.75f, 0.75f); // Makes the sprite 25% darker
base._Ready();
}
}