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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.
The text was updated successfully, but these errors were encountered:
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.
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 likeCol.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.The text was updated successfully, but these errors were encountered: