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

@@ -38,12 +38,18 @@ function KillLight(light)
end
function SetDarkness()
love.graphics.setCanvas(Canvas.Darkness)
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill",0,0,game.width ,game.height)
love.graphics.setCanvas()
end
function DoLights()
love.graphics.setCanvas(Canvas.Darkness)
for _, light in pairs(Lights) do
light.flicker_time = light.flicker_time + 1
@@ -61,27 +67,53 @@ function DoLights()
"fill",
(light.pos.x - Camera.pos.x) / game.scale,
(light.pos.y - Camera.pos.y) / game.scale,
(light.range + light.flicker + 1) / game.scale
(light.range + light.flicker + 0) / game.scale
)
end
end
love.graphics.setColor(0,0,0,0)
myShader:send("game_scale", game.scale)
for _, light in pairs(Lights) do
if light.range ~= 0 then
local position = {
x = (light.pos.x - Camera.pos.x) / game.scale,
y = (light.pos.y - Camera.pos.y) / game.scale
}
local range = (light.range + light.flicker) / game.scale
love.graphics.setBlendMode("replace")
love.graphics.setColor(0,0,0,0)
love.graphics.setShader()
love.graphics.circle(
"fill",
(light.pos.x - Camera.pos.x) / game.scale,
(light.pos.y - Camera.pos.y) / game.scale,
(light.range + light.flicker) / game.scale
position.x,
position.y,
range
)
love.graphics.setBlendMode("alpha")
love.graphics.setColor(1,1,1)
myShader:send("light_color", light.color)
myShader:send("light_pos", {position.x*game.scale, position.y*game.scale})
myShader:send("range", range)
love.graphics.setShader(myShader)
love.graphics.circle(
"fill",
position.x,
position.y,
range
)
love.graphics.setShader()
end
end
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas()
end
function DoBorder()
love.graphics.setCanvas(Canvas.Darkness)
love.graphics.setCanvas()
end
function DrawDarkness()
love.graphics.draw(Canvas.Darkness, 0, 0, 0, 2/game.scale)
love.graphics.draw(Canvas.Darkness, 0, 0, 0, game.scale)
end