Shader for lighting, fairy line of view, tileset change, broke lights, sorry

This commit is contained in:
lustlion
2022-02-05 12:32:47 +01:00
parent 15f5ef8454
commit cbf29ced65
13 changed files with 176 additions and 31 deletions

View File

@@ -12,7 +12,7 @@ function Decoration:New(x,y,animation,lightRange)
if lightRange ~= nil then
o.lightRange = lightRange
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange,nil,60/6)
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
end
table.insert(LoadedEntities,o)

View File

@@ -5,7 +5,7 @@ Fairy = Entity:New(x,y)
-- behaviour
o.pos = {x = x, y = y}
o.speed = 0.23
o.speed = 1
o.range = 20
o.target = {x = x, y = y}
@@ -32,19 +32,22 @@ Fairy = Entity:New(x,y)
function Fairy:Smart()
self.target.x = main_Player.pos.x - main_Player.target_offset.x
self.target.y = main_Player.pos.y - main_Player.target_offset.y - 10
if self:CheckVisionLine(main_Player) then
self.target.x = main_Player.pos.x + main_Player.target_offset.x
self.target.y = main_Player.pos.y + main_Player.target_offset.y
end
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local angle = GetAngleFromVector(distance_x,distance_y)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
if distance < self.range then
self.vel.x = 0
self.vel.y = 0
else
self.vel.x = math.cos(angle)*self.speed*distance/8
self.vel.y = math.sin(angle)*self.speed*distance/8
self.vel.x = math.cos(angle)*self.speed
self.vel.y = math.sin(angle)*self.speed
end
self.particle_timer = self.particle_timer + 1
if self.particle_timer >= self.particle_time then
@@ -72,8 +75,8 @@ function Fairy:HandleAnimation()
end
function Fairy:DoPhysics()
local random_x = math.random(-4, 4)/100
local random_y = math.random(-4, 4)/100
local random_x = math.random(-2, 2)/10
local random_y = math.random(-2, 2)/10
self.vel.x = self.vel.x + random_x
self.vel.y = self.vel.y + random_y
-- move
@@ -81,3 +84,8 @@ function Fairy:DoPhysics()
self:CollisionMove()
self:LightAdjust()
end
function Fairy:Debug()
Entity.Debug(self)
self:CheckVisionLineDebug(main_Player)
end

View File

@@ -34,7 +34,7 @@
to = {x = 8, y = 0} -- gameworld pixels
}
o.lightRange = 344 -- screen pixels
o.lightRange = 0 -- screen pixels
-- status
o.isDashing = false
@@ -47,7 +47,7 @@
o.maskType = animation.moth_mask
-- sprite
o.target_offset = {x = 0, y = 12}
o.target_offset = {x = 0, y = 0}
o.body = Animation:New(animation.nancy.idle)
o.mask = Animation:New(animation.moth_mask.idle)
o:centerOffset(o.body)