set viridian to night time lighting

This commit is contained in:
DramaticShape
2026-07-29 22:27:25 -04:00
parent 9c263f0937
commit 99e18f7b5b
4 changed files with 40 additions and 2 deletions
+12
View File
@@ -92,6 +92,18 @@ return function(game)
U.shot(game, DIR .. "/50_indoor_at_night.png")
end
-- ------- the forest, where only the TINT of it reaches: night falls
-- through the canopy, but there is no sky and the noon light stays put
setTime("night")
if game.data.maps.VIRIDIAN_FOREST then
U.teleport(game, "VIRIDIAN_FOREST", 17, 20, "up")
U.wait(120)
U.shot(game, DIR .. "/51_forest_night.png")
setTime("day")
U.wait(30)
U.shot(game, DIR .. "/52_forest_day.png")
end
setTime("day")
U.log("done -- " .. DIR)
end
+18
View File
@@ -2106,6 +2106,24 @@ Voxel3D.tint = { 1, 1, 1 }
Voxel3D.vp = nil
end
-- ------- night falls in the forest
--
-- Viridian Forest is not outdoor (no sky, and the light through the leaves
-- has no direction to swing) and not a sealed room either. Of everything
-- the clock does, exactly one thing reaches a canopy map: the hour's tint.
-- The scenes wire it as tint(outdoor or isCanopy(map)) over the unchanged
-- noon rig, so what is checked here is the classification itself.
do
local DayNight = run.loader.exports.DRAMATIC_SHAPE.lib.require("DayNight")
T.check(DayNight.isCanopy({ id = "VIRIDIAN_FOREST" }),
"Viridian Forest stands under a canopy")
T.check(not DayNight.isCanopy({ id = "MT_MOON_1F" }),
"a cave does not -- midnight there is exactly as dark as noon")
T.check(not DayNight.isCanopy({ id = "PALLET_TOWN" }),
"and an outdoor town is already the clock's in full")
T.check(not DayNight.isCanopy(nil), "no map, no canopy")
end
-- ------- a shadow keeps hold of the feet that throw it
--
-- The depth compare forgives `slack` world pixels so lit ground does not