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is there any reason to have +1 tile for the absence of floor in a room ? #61

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dougmencken opened this issue Feb 13, 2024 · 2 comments
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@dougmencken
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moreover, the related image files are completely identical, isn’t one of both enough?

$ sha256sum gamedata/gfx/jail.png/jail-nofloor-south.png 
5dbcdda3e12a78d0ca94d32a2e612606558a50204c8e0dd14eab7286f67c0e5a  gamedata/gfx/jail.png/jail-nofloor-south.png
$ sha256sum gamedata/gfx/jail.png/jail-nofloor-north.png 
5dbcdda3e12a78d0ca94d32a2e612606558a50204c8e0dd14eab7286f67c0e5a  gamedata/gfx/jail.png/jail-nofloor-north.png
$ sha256sum gamedata/gfx/jail.png/jail-nofloor-east.png 
ded0f8b77d99f8cea39d961bbec13e2d8124d9616cad4009edb26416db9471cc  gamedata/gfx/jail.png/jail-nofloor-east.png
$ sha256sum gamedata/gfx/jail.png/jail-nofloor-west.png 
ded0f8b77d99f8cea39d961bbec13e2d8124d9616cad4009edb26416db9471cc  gamedata/gfx/jail.png/jail-nofloor-west.png
@dougmencken
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dougmencken commented Feb 13, 2024

! mediator->getRoom()->hasFloor() ) )

! mediator->getRoom()->hasFloor() ) )

I can get it for doors but not for the lack of floor

if ( ( ! hasFloor() || ( ! hasDoorAt( "north" ) && ! hasDoorAt( "northeast" ) && ! hasDoorAt( "northwest" ) ) )

bounds[ "north" ] = hasDoorAt( "north" ) || hasDoorAt( "northeast" ) || hasDoorAt( "northwest" ) || ! hasFloor() ? oneTileLong : 0 ;

@dougmencken dougmencken self-assigned this Feb 13, 2024
dougmencken added a commit that referenced this issue Feb 16, 2024
and be sure, it’s —(somehow)— related to the issue #61

   for each’n‘every set of graphics except for gfx.simple which I’ll deal with later
   all of such pairs are (were) really the same files, up to every single bit
   ... all but “blacktooth-nofloor-east|west” in gfx.2009 and gfx

      $ sha256sum gamedata/gfx.2009/blacktooth.png/blacktooth-nofloor-*st.png
      1afce93d02f7dbb2333331b74bf7c7267b477ec4fcfb4bf96747428718add714  gamedata/gfx.2009/blacktooth.png/blacktooth-nofloor-east.png
      e6df4bab14032d9e96dd97bfffa79269724152539a531dfc236e08b39d54e269  gamedata/gfx.2009/blacktooth.png/blacktooth-nofloor-west.png

   to figure out the difference in pixels, I used imagemagick’s compare

      $ compare -metric ae \
                    gamedata/gfx.2009/blacktooth.png/blacktooth-nofloor-east.png \
                    gamedata/gfx.2009/blacktooth.png/blacktooth-nofloor-west.png \
                    blacktooth-nofloor-east-west-diff.png

   and finally
           gfx/blacktooth-nofloor-east.png  became  gfx/blacktooth-nofloor-y.png
      gfx.2009/blacktooth-nofloor-west.png  became  gfx.2009/blacktooth-nofloor-y.png
@dougmencken
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Unfortunately, the renaming in 49aaa21 changed the sequence in which the floor tiles are drawn

Before the rename, it looked so

nofloor-blacktooth3-before-49aaa21
nofloor-blacktooth22-before-49aaa21

and then it became

nofloor-blacktooth3-after-49aaa21
nofloor-blacktooth22-after-49aaa21

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