Add TODO notes for tile lighting stuff coming soon.

This commit is contained in:
2025-04-02 15:27:58 -05:00
parent b10d1e30dc
commit f9e4f93aaa

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@@ -32,6 +32,26 @@ namespace CaveGame::Core {
static std::map<std::string, TileTiccFunc> ticc_funcs;
// TODO: Tile light filling algorithm.
// TODO: Ambient light from surface / certain biomes.
// TODO: Directional lights.
// TODO: Entity lights.
// TODO: Tinting when interact with certain tiles.
// TODO: Research recursive flood-fill algorithm.
struct light {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t intensity;
};
// TODO: Implement params for tile color interaction
// * Opacity
// * Illumination
// * What if we want to make tiles reactive, glow under UV, absorb light energy?
struct Tile {
std::string mnemonic_id;
std::string display_name;
@@ -47,6 +67,9 @@ namespace CaveGame::Core {
TileTiccFunc random_ticc_func;
std::vector<std::string> tags;
bool gravity;
bool opaque = true;
std::optional<Color3> illumination;
};
/*
*