restructured folder
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133
code/lights.lua
Normal file
133
code/lights.lua
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Lights = {}
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LightTimer = 0
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function CreateDarkness()
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return love.graphics.newCanvas(game.width/game.scale, game.height/game.scale)
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end
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function CreateLight(x,y,range,flicker,color,lum)
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local o = {}
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o.pos = {
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x = x,
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y = y
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}
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o.range = range
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o.lum = lum or 1
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o.color = color or {1,1,1}
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o.flicker_value = flicker or 2
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o.flicker = 0
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o.dim = 0
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o.flicker_speed = flicker_speed or 60/12
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o.flicker_time = 0
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table.insert(Lights,o)
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o.id = #Lights
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return o
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end
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function KillLight(light)
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if light.id ~= nil then
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for _, e in pairs(Lights) do
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if e.id > light.id then
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e.id = e.id - 1
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end
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end
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table.remove(Lights,light.id)
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end
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light = nil
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end
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function SetDarkness()
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love.graphics.setCanvas(Canvas.Darkness)
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love.graphics.setColor(0,0,0,1)
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love.graphics.rectangle("fill",0,0,game.width ,game.height)
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love.graphics.setCanvas()
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end
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function DoLights()
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love.graphics.setCanvas(Canvas.Darkness)
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for _, light in pairs(Lights) do
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light.flicker_time = light.flicker_time + 1
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if light.flicker_time >= light.flicker_speed then
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light.flicker_time = light.flicker_time - light.flicker_speed
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light.flicker = 0 + math.random(0,1)
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light.flicker = math.min(math.max(light.flicker, -light.flicker_value),light.flicker_value)
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end
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end
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love.graphics.setBlendMode("replace")
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for _, light in pairs(Lights) do
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if light.range ~= 0 then
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love.graphics.setColor(light.color[1],light.color[2],light.color[3],1)
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local position = {
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x = (light.pos.x - Camera.pos.x) / game.scale,
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y = (light.pos.y - Camera.pos.y) / game.scale
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}
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local range = (1 + light.range + light.flicker) / game.scale
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love.graphics.circle(
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"fill",
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position.x,
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position.y,
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range
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)
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end
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end
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love.graphics.setColor(0,0,0,0)
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for _, light in pairs(Lights) do
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if light.range ~= 0 then
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local position = {
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x = (light.pos.x - Camera.pos.x) / game.scale,
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y = (light.pos.y - Camera.pos.y) / game.scale
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}
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local range = (light.range + light.flicker) / game.scale
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love.graphics.circle(
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"fill",
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position.x,
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position.y,
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range
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)
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end
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end
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(0,0,0,1)
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Shaders.InsideLight:send("game_scale", game.scale)
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for _, light in pairs(Lights) do
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if light.range ~= 0 then
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local position = {
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x = (light.pos.x - Camera.pos.x) / game.scale,
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y = (light.pos.y - Camera.pos.y) / game.scale
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}
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local range = (light.range + light.flicker) / game.scale
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Shaders.InsideLight:send("light_color", light.color)
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Shaders.InsideLight:send("light_pos", {position.x*game.scale, position.y*game.scale})
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Shaders.InsideLight:send("range", range)
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love.graphics.setShader(Shaders.InsideLight)
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love.graphics.circle(
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"fill",
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position.x,
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position.y,
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range
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)
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love.graphics.setShader()
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end
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end
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love.graphics.setCanvas()
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end
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function DoBorder()
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love.graphics.setCanvas(Canvas.Darkness)
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love.graphics.setCanvas()
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end
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function DrawDarkness()
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love.graphics.draw(Canvas.Darkness, 0, 0, 0, 1/game.scale)
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end
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