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-rw-r--r--src/LivingVillage.Desktop/Game.fs15
1 files changed, 15 insertions, 0 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs
index 1d50f3d..9464c8b 100644
--- a/src/LivingVillage.Desktop/Game.fs
+++ b/src/LivingVillage.Desktop/Game.fs
@@ -676,6 +676,21 @@ type LivingVillageGame() as this =
world.Tick
profile.WorldTint
+ // Warm lantern glows strengthen as night falls (pure function of tick phase).
+ if profile.LanternGlow > 0.3f then
+ let glow = profile.LanternGlow
+ let haloAlpha = int (90.0f * 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))
+ | _ -> ()
+
let avatarSpec = VillageArt.avatarSpriteSpec avatarFacing world.Tick
VillageArt.drawCharacter spriteBatch artTextures camera world.Avatar.Pos avatarSpec profile.WorldTint