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use strictly background color for terrain #1674
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I don't think I like the new lighter colors, not just on aesthetic grounds but also functional grounds: if the goal is to pass through the background color behind entities and robots, having bright background colors is going to make it very difficult to see. What would be the downside of abandoning 240-color support and assuming full color terminals? |
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Actually, this was simpler than I thought. We had been using the As a bonus, the PNG renderer is now more color-accurate (compare to previous version): |
Ah, that looks very nice indeed! |
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Looks great!
Co-authored-by: Brent Yorgey <[email protected]>
Towards #1662
Prerequisite for #1672
To allow a robot-occupied cell to take on the underlying terrain color as the background color of its cell, the terrain color must be representable strictly as a "background". However, currently, the
dirt
,stone
, andgrass
terrains are represented by a half-shaded foreground glyph uponblack
background.Currently the "Medium Shade" unicode character (
▒
) is used to "blend" a somewhat bright color with a black background, resulting in a moderately dark color in the terminal fordirt
,stone
, andgrass
. However, these same dark colors are not reproducible in the 240-color scheme without this foreground+background blending trick; the closest approximations as a background-only or foreground-only color come out quite a bit lighter.Visual comparison
Using:
Possible approaches
So, we need to decide whether to: