feat(lighting): seed estable per emissor (no deriva pel moviment)

This commit is contained in:
JailDesigner committed 2026-05-12 22:37:27 +02:00
1 parent 0046d526b0
commit 5cc8e349a5
5 files changed
+35 -15

No files matched your search

+2 -2
View File
@@ -1022,13 +1022,13 @@ void GameScene::applyLightingPass() {
for (const auto& p : players_) {
if (p->isOutOfPlay()) { continue; }
const auto C = p->getLightCenter();
emitters.push_back({.cx = C.x, .cy = C.y, .radius = PLAYER_R, .flicker = PLAYER_FLICKER});
emitters.push_back({.cx = C.x, .cy = C.y, .radius = PLAYER_R, .seed = p->getLightSeed(), .flicker = PLAYER_FLICKER});
}
for (const auto* e : entity_manager_.getEntities()) {
const int R = e->getLightRadius();
if (R <= 0) { continue; }
const auto C = e->getLightCenter();
emitters.push_back({.cx = C.x, .cy = C.y, .radius = R, .flicker = e->getLightFlicker()});
emitters.push_back({.cx = C.x, .cy = C.y, .radius = R, .seed = e->getLightSeed(), .flicker = e->getLightFlicker()});
}
Lighting::apply(Screen::get().getCanvasArgb(),
Screen::get().getCanvasWidth(),