Working on the lighting engine. The lights are smoothed out as the tiles detect how bright a certain light is then uses that value to calculate the tint. Lighting still is blocky in low resolution light maps.
Messing with lights and testing for brightness values
moved files from old CKB
Merge branch 'david' into matt
Merged Dave's and matt's files
organize files after merge
David's changes to the floor's and sprites. Lighting was also messed with to resemble a flashlight (currently broken)
added in objs, organized image class, pass floor in objet updates
Fixed lighting not following the correct animation moving around.
Pulled Dave's files
started messBox, objects now dectect the player
Merged succesful with working message box (kinda) just no input available
finished tripwires, finished message box, elevator and stairs work, need trash/phone/lights/door sounds
Floor's now pass their own set of lights to the component for rendering.
Added sounds and broken doors/elevators with the new sound class
edited the way objects display messages, added new door images
merge complete, MessageObject and sounds all implemented
Added new sounds with edited dialtone and added screams to floor 4
new object, more detail to the 3rd floor, added creepy girl, edited sounds, small level design changes
Fixed lag on third floor, kept resetting the lights even though they were already turned on