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YAMS: Flightlight/Blindfold update #98
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- Added: Blindfold to darken rooms - TODO: better flashlight sprites
Codecov ReportAll modified lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## main #98 +/- ##
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Coverage 100.00% 100.00%
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Files 1 1
Lines 30 30
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Hits 30 30 ☔ View full report in Codecov by Sentry. |
new UndertaleSprite.TextureEntry() {Texture = gmData.TexturePageItems[nameToPageItemDict["sItemFlashlight_1"]] }, | ||
new UndertaleSprite.TextureEntry() {Texture = gmData.TexturePageItems[nameToPageItemDict["sItemFlashlight_2"]] }, | ||
new UndertaleSprite.TextureEntry() {Texture = gmData.TexturePageItems[nameToPageItemDict["sItemFlashlight_1"]] }, | ||
} | ||
}); | ||
gmData.Sprites.Add(new UndertaleSprite() | ||
{ | ||
Name = gmData.Strings.MakeString("sItemBlindfold"), Height = 16, Width = 16, MarginRight = 15, MarginBottom = 15, OriginX = 0, OriginY = 16, | ||
Textures = | ||
{ | ||
new UndertaleSprite.TextureEntry() {Texture = gmData.TexturePageItems[nameToPageItemDict["sItemBlindfold_1"]] }, | ||
new UndertaleSprite.TextureEntry() {Texture = gmData.TexturePageItems[nameToPageItemDict["sItemBlindfold_2"]] }, | ||
new UndertaleSprite.TextureEntry() {Texture = gmData.TexturePageItems[nameToPageItemDict["sItemBlindfold_3"]] }, | ||
new UndertaleSprite.TextureEntry() {Texture = gmData.TexturePageItems[nameToPageItemDict["sItemBlindfold_2"]] }, |
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This is probably fine for now. I was thinking in the future of refactoring sprite adding to just "import everyting in order by sprite name that exists" (so thatt i..e i can just add a new frame without needing to modify code) in which case this would break.
Tested with both flashlights and blindfolds at various lightlevels (0, 1, 2 ,3, 4) and they adjust properly.