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Make a colour palette of some kind #23

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fabio-t opened this issue Nov 12, 2017 · 2 comments
Open

Make a colour palette of some kind #23

fabio-t opened this issue Nov 12, 2017 · 2 comments
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@fabio-t
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fabio-t commented Nov 12, 2017

Having to work with RGB is quite annoying. I think a palette like libtcod's works much better.

A private-constructor class Col should do the job. In code, I should only use something like Col.red.lightest(), that finds the right colour in that cell. Colours would all be flyweights of course.

Then at rendering stage awt.Color is wrapped around the chosen colour.

@fabio-t fabio-t added this to the 0.3.0 milestone Nov 12, 2017
@fabio-t fabio-t self-assigned this Nov 12, 2017
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fabio-t commented Nov 12, 2017

Also, it's very important to have a separated palette for terrain, creatures and items (eg, subpalettes defined in yml, so that I can check at startup if there's any overlap). It's quite easy to play with colours and end up with invisible creatures. And items can be confused with creatures, which is weird.

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fabio-t commented Nov 14, 2017

fabio-t added a commit that referenced this issue Nov 27, 2017
@fabio-t fabio-t modified the milestones: 0.3.0, 0.9.0 Feb 28, 2018
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