uh, a lot happened, i murdered physics code, redesigned tiles & levels, now i need to make another level editor. I'm sorry game. I'm sorry git.

This commit is contained in:
lustlion
2021-11-28 03:38:30 +01:00
parent 8607399d16
commit dd2debc0bd
30 changed files with 701 additions and 693 deletions

View File

@@ -5,15 +5,19 @@ function CreateDarkness()
return love.graphics.newCanvas(game.width, game.height)
end
function CreateLight(x,y,range)
function CreateLight(x,y,range,lum,flicker)
local o = {}
o.pos = {
x = x,
y = y
}
o.range = range
o.lum = lum or 1
o.flicker_value = flicker or 1
o.flicker = 0
o.dim = 0
o.flicker_speed = flicker_speed or 10
o.flicker_time = 0
table.insert(Lights,o)
return o
end
@@ -23,54 +27,46 @@ function SetDarkness()
love.graphics.rectangle("fill",0,0,game.width,game.height)
end
function DoDarkness()
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill",0,0,game.width,game.height)
end
function DoLights()
LightTimer = LightTimer + 1
if LightTimer >= 3 then
LightTimer = LightTimer - 3
for _, light in pairs(Lights) do
light.flicker = math.random(-1,1)
light.dim = (light.range+light.flicker)/2
for _, light in pairs(Lights) do
light.flicker_time = light.flicker_time + 1
if light.flicker_time >= light.flicker_speed then
light.flicker_time = light.flicker_time - light.flicker_speed
light.flicker = 0 + math.random(-1,1)
light.flicker = math.min(math.max(light.flicker, -light.flicker_value),light.flicker_value)
end
end
love.graphics.setBlendMode("replace")
--[[
-- first, border
love.graphics.setColor(1,1,1)
for _, light in pairs(Lights) do
--[[love.graphics.circle(
"fill",
light.pos.x - Camera.pos.x,
light.pos.y - Camera.pos.y,
light.range + light.flicker + 1
)]]
love.graphics.circle(
"fill",
light.pos.x - Camera.pos.x,
light.pos.y - Camera.pos.y,
light.range + light.flicker + 1
)
end
]]
love.graphics.setBlendMode("replace")
for _, enty in pairs(LoadedEntities) do
end
love.graphics.setColor(0,0,0,0.5)
for _, light in pairs(Lights) do
love.graphics.circle(
"fill",
light.pos.x - Camera.pos.x,
light.pos.y - Camera.pos.y,
light.range + light.flicker
)
end
-- then, light
love.graphics.setColor(0,0,0,0)
for _, light in pairs(Lights) do
love.graphics.circle(
"fill",
light.pos.x - Camera.pos.x,
light.pos.y - Camera.pos.y,
light.range + light.flicker - light.dim
)
local shades = 200
for i=1, shades do
for _, light in pairs(Lights) do
local luminosity = shades*light.lum/100
love.graphics.setColor(0,0,0,math.min(1,math.max(0,(shades-i-luminosity+1)/(shades-luminosity+1))))
love.graphics.circle(
"fill",
light.pos.x - Camera.pos.x,
light.pos.y - Camera.pos.y,
(light.range + light.flicker)*(shades-i+1)/shades
)
end
end
love.graphics.setBlendMode("alpha")
end