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-rw-r--r--src/LivingVillage.Desktop/Game.fs12
1 files changed, 8 insertions, 4 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs
index 51fa74d..79c6fec 100644
--- a/src/LivingVillage.Desktop/Game.fs
+++ b/src/LivingVillage.Desktop/Game.fs
@@ -681,18 +681,22 @@ type LivingVillageGame() as this =
profile.WorldTint
// Warm lantern glows strengthen as night falls (pure function of tick phase).
+ // Soft radial falloff made of wide translucent rings; no hot white core,
+ // the lantern sprite itself stays readable underneath.
if profile.LanternGlow > 0.3f then
let glow = profile.LanternGlow
- let haloAlpha = int (90.0f * glow)
+ let haloAlpha = int (34.0f * glow)
+ let ringAlpha = int (18.0f * glow)
for prop in renderPlan.Props do
match prop.Kind with
| RiverLantern ->
let position = VillageArt.worldTile renderPlan prop.Position
let screenX = position.X * Sim.tilePixels - int camera.X + Sim.tilePixels / 2
let screenY = position.Y * Sim.tilePixels - int camera.Y - Sim.tilePixels / 2
- spriteBatch.Draw(pixel, Rectangle(screenX - 22, screenY - 22, 60, 60), Color(252, 216, 148, int (float32 haloAlpha * 0.35f)))
- spriteBatch.Draw(pixel, Rectangle(screenX - 14, screenY - 14, 44, 44), Color(252, 216, 148, haloAlpha))
- spriteBatch.Draw(pixel, Rectangle(screenX - 8, screenY - 8, 32, 32), Color(255, 236, 180, haloAlpha))
+ spriteBatch.Draw(pixel, Rectangle(screenX - 30, screenY - 30, 76, 76), Color(252, 196, 128, int (float32 ringAlpha * 0.5f)))
+ spriteBatch.Draw(pixel, Rectangle(screenX - 24, screenY - 24, 64, 64), Color(252, 206, 148, ringAlpha))
+ spriteBatch.Draw(pixel, Rectangle(screenX - 18, screenY - 18, 52, 52), Color(252, 216, 148, haloAlpha))
+ spriteBatch.Draw(pixel, Rectangle(screenX - 12, screenY - 12, 40, 40), Color(255, 226, 168, haloAlpha))
| _ -> ()
let avatarSpec = VillageArt.avatarSpriteSpec avatarFacing world.Tick