Light fix... again

This commit is contained in:
2026-03-10 11:30:56 -04:00
parent a137d565a8
commit efd6ca2fa5
4 changed files with 23 additions and 5 deletions
+7 -5
View File
@@ -9,10 +9,11 @@ const INDICATOR_SIZE := 10.0
const INDICATOR_OFFSET := 20.0 # distance above door
# Indicator light colors - only for special rooms, matching floor colors but brighter
# Keys are int values to match what get_room_type_at() returns
const INDICATOR_COLORS := {
RoomData.RoomType.ITEM: Color(0.2, 0.45, 0.2), # green
RoomData.RoomType.SHOP: Color(0.9, 0.75, 0.1), # yellow
RoomData.RoomType.BOSS: Color(0.7, 0.15, 0.15), # red
2: Color(0.2, 0.45, 0.2), # ITEM = green
3: Color(0.9, 0.75, 0.1), # SHOP = yellow
4: Color(0.7, 0.15, 0.15), # BOSS = red
}
# ---------------------------------------------------------------------------
@@ -70,7 +71,8 @@ func _build_barrier() -> void:
func _build_indicator() -> void:
# Only show indicators for special rooms (ITEM, SHOP, BOSS)
if not INDICATOR_COLORS.has(adjacent_room_type):
var type_id := int(adjacent_room_type)
if not INDICATOR_COLORS.has(type_id):
return
_indicator = Polygon2D.new()
@@ -91,7 +93,7 @@ func _build_indicator() -> void:
"right": offset = Vector2(door_size.x / 2.0 + INDICATOR_OFFSET, 0)
_indicator.position = offset
_indicator.color = INDICATOR_COLORS[adjacent_room_type]
_indicator.color = INDICATOR_COLORS[type_id]
add_child(_indicator)