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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-05-24 15:55:31 -0400 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-05-24 15:55:31 -0400 |
commit | 39c7e5062ed85cd59f88bc3431e4a72f7d6936ab (patch) | |
tree | bb076f1f69fc732712ebc8119f65730a08399e9f /src/game.h | |
parent | 60e13fb891ce4cb534d90a9d6f11db36856ab72c (diff) | |
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caverns shift in the dark
after moving, any tile that just became dark will randomly become a wall or a floor. then, all of the dark tiles will be ticked three times. this is to cause a sense of being lost by having the caverns shift around you where you can't see. the radius of dust scattering after a lamp drops/pops increases with the number of pops that have occured due to that drop. this allows chain reactions of popping lamps to occur. both dust and the player are now considered illuminated (in addition to being light sources).
Diffstat (limited to 'src/game.h')
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