Changes on Lights

- adjusted lights so they are called to do something, instead of it 
being handled on game world 
- lights has only coordinate arguments + a table with all other optional 
ones.
- renamed a lot of lights components to radius instaed of range, as it 
was agreed before elsewhere
This commit is contained in:
lustlion
2022-03-17 00:37:14 +01:00
parent 0486787b98
commit f670f6bc87
3 changed files with 49 additions and 38 deletions

View File

@@ -79,19 +79,7 @@ function drawGameworldDarkness()
love.graphics.setBlendMode("replace")
love.graphics.setColor(0,0,0,0)
for _, light in pairs(LoadedObjects.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_value) / game.scale
love.graphics.circle(
"fill",
position.x,
position.y,
range
)
end
light:drawClear()
end
Canvas.Darkness:endDrawing()
Canvas.Darkness:draw()
@@ -99,23 +87,7 @@ end
function drawGameworldLights()
for _, light in pairs(LoadedObjects.Lights) do
if light.range ~= 0 then
love.graphics.setColor(light.color[1],light.color[2],light.color[3],1)
shader.circle_gradient:send("pos_x",- Camera.pos.x + light.pos.x)
shader.circle_gradient:send("pos_y",- Camera.pos.y + light.pos.y)
shader.circle_gradient:send("range",light.range)
shader.circle_gradient:send("scale",game.scale)
love.graphics.setShader(shader.circle_gradient)
love.graphics.circle(
"fill",
- Camera.pos.x + light.pos.x,
- Camera.pos.y + light.pos.y,
light.range
)
love.graphics.setShader()
end
light:drawShine()
end
end