[SOLVED] Why is my font not dimming?
Posted: Mon Aug 02, 2021 11:44 pm
This is probably a stupid question, FYI.
I'm working on a tiled roguelike, making the engine from scratch, and it's going well. However, I can't seem to do something very simple: draw the map memory (the part of the map that the player has explored but cannot currently see) in dimmer-than-full-bright characters.
I'm using a plain old courier.ttf for my font "tiles", and it looks about like this:
And if you move around a bit, I've set it up so that wherever you've been gets added to the "map memory", so that I can draw that in darker colors and retain a map of where you've been. Trouble is, even when I set the font color to something darker, it just looks like this:
And just so that there's no question, here's the code for drawing said map and map memory (taken from my Map class module)
and yes, I'm calling DrawMap after DrawMapMemory in main.lua. So... how come everything is full-bright, even outside of the FOV?
Update: If I change the color inside DrawMapMemory to love.graphics.setColor(1,1,0,1), I can get something like this:
What would I set it to to get plain old gray? lol
I'm working on a tiled roguelike, making the engine from scratch, and it's going well. However, I can't seem to do something very simple: draw the map memory (the part of the map that the player has explored but cannot currently see) in dimmer-than-full-bright characters.
I'm using a plain old courier.ttf for my font "tiles", and it looks about like this:
And if you move around a bit, I've set it up so that wherever you've been gets added to the "map memory", so that I can draw that in darker colors and retain a map of where you've been. Trouble is, even when I set the font color to something darker, it just looks like this:
And just so that there's no question, here's the code for drawing said map and map memory (taken from my Map class module)
Code: Select all
DrawMap = function(self)
love.graphics.setColor(255,255,255,255)
for i = 1, self.board_size.x do
for j = 1, self.board_size.y do
if mob_db.Player:LineOfSight(i, j) and mob_db.Player:DistToPoint(i, j) <= mob_db.Player.sight_dist then
love.graphics.print(self.map_table[i][j], i * self.tile_size, j * self.tile_size)
self.memory[i][j] = self.map_table[i][j]
end
end
end
end,
DrawMapMemory = function(self)
love.graphics.setColor(25,25,25,10)
for i = 1, self.board_size.x do
for j = 1, self.board_size.y do
love.graphics.print(self.memory[i][j], i * self.tile_size, j * self.tile_size)
end
end
end
Update: If I change the color inside DrawMapMemory to love.graphics.setColor(1,1,0,1), I can get something like this:
What would I set it to to get plain old gray? lol