Compare commits
18 Commits
Author | SHA1 | Date | |
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6fa7dcbeef |
Before Width: | Height: | Size: 92 B After Width: | Height: | Size: 92 B |
Before Width: | Height: | Size: 89 B After Width: | Height: | Size: 90 B |
Before Width: | Height: | Size: 88 B After Width: | Height: | Size: 88 B |
Before Width: | Height: | Size: 97 B After Width: | Height: | Size: 97 B |
@ -10,6 +10,8 @@ function Animation:new(anim_data,speed)
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o.frame = 1
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o.speed = speed or 1
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o.was_updated = false
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setmetatable(o, self)
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self.__index = self
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return o
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@ -49,6 +51,9 @@ end
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-- to linearly animate
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function Animation:animate()
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if self.was_updated then
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self.was_updated = false
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end
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if self.frames[self.frame] ~= 0 then
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-- try to animate
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self.subframe = self.subframe + self.speed
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@ -56,6 +61,7 @@ function Animation:animate()
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if self.subframe > self.frames[self.frame]*game.framerate then
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self.subframe = self.subframe - self.frames[self.frame]*game.framerate
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self.frame = self.frame + 1
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self.was_updated = true
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end
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-- cycle
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17
code/class.lua
Normal file
@ -0,0 +1,17 @@
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function class(super, self)
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assert(super == nil or super.__index == super)
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self = self or {}
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self.__index = self
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setmetatable(self, super)
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return self
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end
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function getAncestors(self)
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local family = self
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local list = {}
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while family ~= nil do
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family = getmetatable(family)
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table.insert(list,family)
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end
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return list
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end
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@ -1,4 +1,4 @@
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Collision = {}
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Collision = class()
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LoadedObjects.Collisions = {}
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LoadedObjects.Platforms = {}
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@ -48,7 +48,6 @@ function Collision:new(ox,oy,tx,ty)
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end
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setmetatable(o, self)
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self.__index = self
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return o
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end
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@ -1,5 +1,7 @@
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Arrow = Entity:new()
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Arrow.type = "Arrow"
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Arrow = class(Entity, {
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type = "Arrow",
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display = Animation:new(animation.kupo.arrow),
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})
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function Arrow:new(x,y,rotation,speed)
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@ -1,6 +1,7 @@
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CursedBook = Entity:new()
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CursedBook.type = "CursedBook"
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CursedBook.display = Animation:new(animation.cursed_book.flying)
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CursedBook = class(Entity, {
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type = "CursedBook",
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display = Animation:new(animation.cursed_book.flying),
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})
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function CursedBook:new(x,y)
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local o = Entity:new(x,y)
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@ -28,10 +29,12 @@ function CursedBook:new(x,y)
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o:createBox(o.body)
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-- light
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o.light_range = 500
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--o.light = Light:new(o.pos.x,o.pos.y,o.light_range,2,hex2rgb("#fe00d1"))
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o:id()
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local light_data = {}
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light_data.radius = 500
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light_data.shine_radius = 0
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light_data.flicker = nil
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light_data.color = nil
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o.light = Light:new(o.pos.x,o.pos.y,light_data)
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setmetatable(o, self)
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self.__index = self
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@ -1,23 +1,23 @@
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Decoration = Entity:new()
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Decoration.type = "Decoration"
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Decoration.display = nil
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Decoration = class(Entity, {
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type = "Decoration",
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supertype = Entity.type,
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display = Animation:new(animation.particle.simple),
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})
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function Decoration:new(x,y,animation,light_radius)
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function Decoration:new(x,y,animation,light_data)
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local o = Entity:new(x,y)
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o.pos = {x = x, y = y}
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-- animations
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o.body = Animation:new(animation)
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o:centerOffset(o.body)
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o:createBox(o.body)
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if light_radius ~= nil then
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o.light_radius = light_radius
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o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
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if animation then
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o.body = Animation:new(animation)
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o:centerOffset(o.body)
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o:createBox(o.body)
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end
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o:id()
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if light_data then
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o.light = Light:new(o.pos.x,o.pos.y,light_data)
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end
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setmetatable(o, self)
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self.__index = self
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@ -29,5 +29,4 @@ function Decoration:handleAnimation()
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self:draw(self.body)
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end
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function Decoration:doPhysics()
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end
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require "code/entities/decorations/candelabra"
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54
code/entities/decorations/candelabra.lua
Normal file
@ -0,0 +1,54 @@
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Candelabra = class(Decoration, {
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type = "Candelabra",
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display = Animation:new(animation.decoration.candelabra),
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})
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function Candelabra:new(x,y)
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local light_data = {}
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light_data.radius = 100
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light_data.color = hex2rgb("#fed100")
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local o = Decoration:new(x,y,animation.decoration.candelabra,light_data)
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o.particle_rate = 5
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o.particle_count = 0
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Candelabra:handleAnimation()
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if self.body.was_updated then
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self.particle_count = self.particle_count + 1
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while self.particle_count >= self.particle_rate do
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local pos = math.floor(math.random(1,3))-2
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local particle_data = {}
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particle_data.animation = animation.particle.simple
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particle_data.sprite_tint = hex2rgb("#ffffff")
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particle_data.sprite_alpha_fade = true
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particle_data.direction = -math.rad(90)
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particle_data.speed = 0.5 + math.random(2)*0.005
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particle_data.time = 0.5+math.random(0.5)
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particle_data.animation_speed = 1/particle_data.time
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particle_data.func = function(self)
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--COSINE WAVE FUNCTION
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--init variables and constants
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self.t = self.t or 0
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self.phase = self.phase or math.random(2*math.pi)
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local dt = 0.5
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local amplitude = 0.5
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local frequency = 0.5/game.framerate
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--calc
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self.t = self.t + dt
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self:moveX(amplitude*math.cos(2*math.pi*frequency*self.t+self.phase))
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end
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Particle:new(self.pos.x+pos*5,self.pos.y-3,particle_data)
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self.particle_count = self.particle_count - self.particle_rate
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end
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end
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Decoration.handleAnimation(self)
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end
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@ -1,6 +1,7 @@
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Fairy = Entity:new()
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Fairy.type = "Fairy"
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Fairy.display = Animation:new(animation.fairy.flying)
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Fairy = class(Entity, {
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type = "Fairy",
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display = Animation:new(animation.fairy.flying),
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})
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function Fairy:new(x,y)
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local o = Entity:new(x,y)
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@ -19,15 +20,17 @@ function Fairy:new(x,y)
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o:createBox(o.body)
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-- light
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o.light_radius = 80
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o.light = Light:new(o.pos.x,o.pos.y,o.light_radius,nil,hex2rgb("#fed100"))
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local light_data = {}
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light_data.radius = 80
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light_data.shine_radius = 80
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light_data.flicker = nil
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light_data.color = hex2rgb("#fed100")
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o.light = Light:new(o.pos.x,o.pos.y,light_data)
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-- timer
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||||
o.particle_timer = 0
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o.particle_time = 5
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o:id()
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setmetatable(o, self)
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self.__index = self
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return o
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@ -88,16 +91,19 @@ function Fairy:handleAnimation()
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local vector = vector(self.vel.x,self.vel.y)
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local angle = getAngleFromVector(vector)
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self.particle_timer = 0
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local particle_data = {
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animation = animation.particle.simple,
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animation_speed = 1,
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sprite_tint = hex2rgb("#fed100"),
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sprite_alpha_fade = true,
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direction = angle-math.rad(180+math.random(60)-30),
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speed = 1,
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speed_increase = -0.01,
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time = 0.75
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}
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local particle_data = {}
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particle_data.animation = animation.particle.simple
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particle_data.animation_speed = 1
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particle_data.sprite_tint = hex2rgb("#fed100")
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particle_data.sprite_alpha_fade = true
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particle_data.direction = angle-math.rad(180+math.random(60)-30)
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particle_data.speed = 1
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particle_data.time = 0.75
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particle_data.func = function(self)
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self.speed = self.speed - 0.01
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self.vel.x = self.speed * math.cos(self.direction)
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self.vel.y = self.speed * math.sin(self.direction)
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end
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Particle:new(self.pos.x,self.pos.y,particle_data)
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end
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||||
end
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@ -1,6 +1,7 @@
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HookAnchor = Entity:new()
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HookAnchor.type = "HookAnchor"
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HookAnchor.display = Animation:new(animation.fairy.flying)
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HookAnchor = class(Entity, {
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type = "HookAnchor",
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display = Animation:new(animation.fairy.flying),
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})
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function HookAnchor:new(x,y,hook_distance)
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local o = Entity:new(x,y)
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@ -13,8 +14,6 @@ function HookAnchor:new(x,y,hook_distance)
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o:centerOffset(o.body)
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o:createBox(o.body)
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o:id()
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setmetatable(o, self)
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self.__index = self
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return o
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@ -1,6 +1,7 @@
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Kupo = Entity:new()
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Kupo.type = "Kupo"
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Kupo.display = Animation:new(animation.kupo.body)
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Kupo = class(Entity, {
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type = "Kupo",
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display = Animation:new(animation.kupo.body),
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})
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function Kupo:new(x,y)
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local o = Entity:new(x,y)
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@ -27,10 +28,13 @@ function Kupo:new(x,y)
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o.bow_aim_frames = 8
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o.hostile = true
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|
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o.light_radius = o.range/2
|
||||
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
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|
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o:id()
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-- light values
|
||||
local light_data = {}
|
||||
light_data.radius = 100
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light_data.shine_radius = 20
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light_data.flicker = nil
|
||||
light_data.color = nil
|
||||
o.light = Light:new(o.pos.x,o.pos.y,light_data)
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||||
|
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setmetatable(o, self)
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self.__index = self
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||||
|
@ -1,8 +1,8 @@
|
||||
LoadedObjects.Particles = {}
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||||
|
||||
Particle = Entity:new()
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Particle.type = "Particle"
|
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Particle.display = Animation:new(animation.particle.simple)
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Particle = class(Entity, {
|
||||
type = "Particle",
|
||||
display = Animation:new(animation.particle.simple),
|
||||
})
|
||||
|
||||
function Particle:new(x,y,particle_data)
|
||||
local o = Entity:new(x,y)
|
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@ -10,18 +10,19 @@ function Particle:new(x,y,particle_data)
|
||||
o.pos = {x = x, y = y}
|
||||
|
||||
o.speed = particle_data.speed or 0
|
||||
o.direction = particle_data.direction or o.direction
|
||||
o.sprite_rotation = particle_data.sprite_rotation or o.sprite_rotation
|
||||
o.sprite_offset = particle_data.sprite_offset or o.sprite_offset
|
||||
o.sprite_scale = particle_data.sprite_scale or o.sprite_scale
|
||||
o.sprite_tint = particle_data.sprite_tint or o.sprite_tint
|
||||
o.sprite_alpha = particle_data.sprite_alpha or o.sprite_alpha
|
||||
o.direction = particle_data.direction or 0
|
||||
o.sprite_rotation = particle_data.sprite_rotation or 0
|
||||
o.sprite_offset = particle_data.sprite_offset or vector(0,0)
|
||||
o.sprite_scale = particle_data.sprite_scale or vector(1,1)
|
||||
o.sprite_tint = particle_data.sprite_tint or {1,1,1}
|
||||
o.sprite_alpha = particle_data.sprite_alpha or 1
|
||||
o.sprite_alpha_fade = particle_data.sprite_alpha_fade or false
|
||||
o.sprite_alpha_base = o.sprite_alpha
|
||||
o.sprite_flip = particle_data.sprite_flip or o.sprite_flip
|
||||
|
||||
o.sprite_flip = particle_data.sprite_flip or vector(1,1)
|
||||
o.func = particle_data.func or nil
|
||||
o.time = particle_data.time or nil
|
||||
if o.time ~= nil then
|
||||
|
||||
if o.time then
|
||||
if particle_data.time_unit ~= nil
|
||||
and particle_data.time_unit == "frames" then
|
||||
o.time = o.time
|
||||
@ -36,44 +37,34 @@ function Particle:new(x,y,particle_data)
|
||||
y = o.speed * math.sin(o.direction)
|
||||
}
|
||||
|
||||
o.speed_increase = particle_data.speed_increase or 0
|
||||
|
||||
if particle_data.light ~= nil then
|
||||
o.light_range = particle_data.light
|
||||
local flicker = particle_data.light_flicker or nil
|
||||
local color = particle_data.light_color or nil
|
||||
o.light = Light:new(o.pos.x,o.pos.y,o.light_range,flicker,color)
|
||||
if particle_data.light then
|
||||
local light_data = {}
|
||||
light_data.radius = particle_data.light
|
||||
light_data.shine_radius = particle_data.light_shine or nil
|
||||
light_data.flicker = particle_data.light_flicer or nil
|
||||
light_data.color = particle_data.light_color or nil
|
||||
o.light = Light:new(o.pos.x,o.pos.y,light_data)
|
||||
end
|
||||
|
||||
-- animations
|
||||
if particle_data.animation ~= nil then
|
||||
if particle_data.animation then
|
||||
o.body = Animation:new(particle_data.animation,particle_data.animation_speed)
|
||||
o:centerOffset(o.body)
|
||||
o:createBox(o.body)
|
||||
end
|
||||
|
||||
-- particle id handled differently from other entities
|
||||
table.remove(LoadedObjects.Entities,#LoadedObjects.Entities)
|
||||
table.insert(LoadedObjects.Particles,o)
|
||||
o.id = #LoadedObjects.Particles
|
||||
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
return o
|
||||
end
|
||||
|
||||
function Particle:kill()
|
||||
if self.light ~= nil then
|
||||
if self.light then
|
||||
self.light:kill()
|
||||
end
|
||||
if self.id ~= nil then
|
||||
for _, e in pairs(LoadedObjects.Particles) do
|
||||
if e.id > self.id then
|
||||
e.id = e.id - 1
|
||||
end
|
||||
end
|
||||
table.remove(LoadedObjects.Particles,self.id)
|
||||
end
|
||||
self = nil
|
||||
self.dead = true
|
||||
end
|
||||
|
||||
function Particle:handleAnimation()
|
||||
@ -83,25 +74,31 @@ function Particle:handleAnimation()
|
||||
self.sprite_alpha = self.sprite_alpha_base*(self.time-self.timer)/self.time
|
||||
end
|
||||
|
||||
if self.body ~= nil then
|
||||
if self.body then
|
||||
self.body:animate()
|
||||
self:draw(self.body)
|
||||
end
|
||||
end
|
||||
|
||||
function Particle:doLogic()
|
||||
-- adjust speed
|
||||
if self.speed_increase ~= 0 then
|
||||
self.speed = self.speed + self.speed_increase
|
||||
self.vel.x = self.speed * math.cos(self.direction)
|
||||
self.vel.y = self.speed * math.sin(self.direction)
|
||||
if self.func then
|
||||
self:func()
|
||||
end
|
||||
|
||||
if self.time ~= nil then
|
||||
if self.time then
|
||||
if self.timer >= self.time then self:kill() end
|
||||
end
|
||||
end
|
||||
|
||||
function cleanDeadParticles()
|
||||
for i=1, #LoadedObjects.Particles do
|
||||
part = LoadedObjects.Particles[i]
|
||||
if part.kill then
|
||||
table.remove(LoadedObjects.Particles,i)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Particle:doPhysics()
|
||||
-- horizontal collision
|
||||
self:moveX(
|
||||
@ -120,3 +117,16 @@ function Particle:debug()
|
||||
love.graphics.setColor(0,1,1)
|
||||
love.graphics.circle("fill", -Camera.pos.x + self.pos.x, -Camera.pos.y + self.pos.y, 1)
|
||||
end
|
||||
|
||||
---------------
|
||||
|
||||
function cleanDeadParticles()
|
||||
for i=1, #LoadedObjects.Particles do
|
||||
part = LoadedObjects.Particles[i]
|
||||
if part and part.dead then
|
||||
table.remove(LoadedObjects.Particles,i)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---------------
|
||||
|
@ -1,6 +1,7 @@
|
||||
Player = Entity:new()
|
||||
Player.type = "Player"
|
||||
Player.display = Animation:new(animation.nancy.idle)
|
||||
Player = class(Entity, {
|
||||
type = "Player",
|
||||
display = Animation:new(animation.nancy.idle),
|
||||
})
|
||||
|
||||
function Player:new(x,y)
|
||||
local o = Entity:new(x,y)
|
||||
@ -41,9 +42,6 @@ function Player:new(x,y)
|
||||
o.walljump_nodrift_amount = 12
|
||||
o.walljump_impulse = { x = 2.5, y = 3.5 }
|
||||
|
||||
-- light values
|
||||
o.light_radius = 40 -- screen pixels
|
||||
|
||||
-- status
|
||||
o.can_jump = true
|
||||
o.can_fall = true
|
||||
@ -75,9 +73,12 @@ function Player:new(x,y)
|
||||
o:createBox(o.body,0,4,-1,-5)
|
||||
|
||||
-- lights
|
||||
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
|
||||
|
||||
o:id()
|
||||
local light_data = {}
|
||||
light_data.radius = 40
|
||||
light_data.shine_radius = 20
|
||||
light_data.flicker = nil
|
||||
light_data.color = nil
|
||||
o.light = Light:new(o.pos.x,o.pos.y,light_data)
|
||||
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
|
@ -1,5 +1,5 @@
|
||||
Entity = {class = "Entity"}
|
||||
LoadedObjects.Entities = {}
|
||||
Entity = class(nil, {type = "Entity"})
|
||||
|
||||
function Entity:new(x,y)
|
||||
local o = {}
|
||||
@ -23,19 +23,13 @@ function Entity:new(x,y)
|
||||
o.sprite_tint = {1,1,1}
|
||||
o.sprite_alpha = 1
|
||||
o.sprite_flip = { x = 1, y = 1}
|
||||
o.illuminated = false
|
||||
|
||||
table.insert(LoadedObjects.Entities,o)
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
|
||||
return o
|
||||
end
|
||||
|
||||
function Entity:id()
|
||||
table.insert(LoadedObjects.Entities,self)
|
||||
self.id = #LoadedObjects.Entities
|
||||
end
|
||||
|
||||
function Entity:checkNearest(type,maxdistance)
|
||||
local return_entity = nil
|
||||
local shortest = -1
|
||||
@ -67,9 +61,6 @@ function Entity:checkNearest(type,maxdistance)
|
||||
return return_entity
|
||||
end
|
||||
|
||||
function Entity:doLogic()
|
||||
end
|
||||
|
||||
function Entity:moveX(amount, func)
|
||||
self.move_remainder.x = self.move_remainder.x + amount
|
||||
local move = math.round(self.move_remainder.x)
|
||||
@ -133,15 +124,7 @@ function Entity:kill()
|
||||
if self.light ~= nil then
|
||||
self.light:kill()
|
||||
end
|
||||
if self.id ~= nil then
|
||||
table.remove(LoadedObjects.Entities,self.id)
|
||||
for _, e in pairs(LoadedObjects.Entities) do
|
||||
if e.id > self.id then
|
||||
e.id = e.id - 1
|
||||
end
|
||||
end
|
||||
end
|
||||
self = nil
|
||||
self.dead = true
|
||||
end
|
||||
|
||||
function Entity:checkVisionLine(entity,range)
|
||||
@ -309,6 +292,9 @@ function Entity:debug()
|
||||
end
|
||||
end
|
||||
|
||||
function Entity:doLogic()
|
||||
end
|
||||
|
||||
function Entity:doPhysics()
|
||||
end
|
||||
|
||||
@ -318,6 +304,19 @@ end
|
||||
function Entity:drawBackground()
|
||||
end
|
||||
|
||||
---------------
|
||||
|
||||
function cleanDeadEntities()
|
||||
for i=1, #LoadedObjects.Entities do
|
||||
enty = LoadedObjects.Entities[i]
|
||||
if enty and enty.dead then
|
||||
table.remove(LoadedObjects.Entities,i)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---------------
|
||||
|
||||
require "code/entities/kupo"
|
||||
require "code/entities/arrow"
|
||||
require "code/entities/decoration"
|
||||
|
@ -68,6 +68,10 @@ function stepGame()
|
||||
Demo:startPlayback()
|
||||
end
|
||||
end
|
||||
|
||||
cleanDeadParticles()
|
||||
cleanDeadEntities()
|
||||
cleanDeadLights()
|
||||
end
|
||||
|
||||
function drawGame()
|
||||
|
@ -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
|
||||
|
||||
|
@ -1,41 +1,30 @@
|
||||
Light = {}
|
||||
Light = class(nil, {
|
||||
type = "Light"
|
||||
})
|
||||
LoadedObjects.Lights = {}
|
||||
|
||||
function Light:new(x,y,range,flicker,color,lum)
|
||||
function Light:new(x,y,data)
|
||||
local o = {}
|
||||
o.pos = {
|
||||
x = x,
|
||||
y = y
|
||||
}
|
||||
o.range = range
|
||||
o.lum = lum or 1
|
||||
o.color = color or {1,1,1}
|
||||
o.flicker_amount = flicker or 2
|
||||
o.radius = data.radius
|
||||
o.shine_radius = data.shine_radius or 0
|
||||
o.lum = data.lum or 1
|
||||
o.color = data.color or {1,1,1}
|
||||
o.flicker_amount = data.flicker or 2
|
||||
o.flicker_value = 0
|
||||
o.dim = 0
|
||||
o.flicker_time = 60/12
|
||||
o.flicker_timer = 0
|
||||
|
||||
table.insert(LoadedObjects.Lights,o)
|
||||
o.id = #LoadedObjects.Lights
|
||||
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
table.insert(LoadedObjects.Lights,o)
|
||||
return o
|
||||
end
|
||||
|
||||
function Light:kill()
|
||||
if self.id ~= nil then
|
||||
table.remove(LoadedObjects.Lights,self.id)
|
||||
for _, e in pairs(LoadedObjects.Lights) do
|
||||
if e.id > self.id then
|
||||
e.id = e.id - 1
|
||||
end
|
||||
end
|
||||
end
|
||||
self = nil
|
||||
end
|
||||
|
||||
function Light:flicker()
|
||||
self.flicker_timer = self.flicker_timer + 1
|
||||
|
||||
@ -45,3 +34,56 @@ function Light:flicker()
|
||||
self.flicker_value = math.min(math.max(self.flicker_value, -self.flicker_amount), self.flicker_amount)
|
||||
end
|
||||
end
|
||||
|
||||
function Light:drawClear()
|
||||
if self.radius ~= 0 then
|
||||
local position = {
|
||||
x = (self.pos.x - Camera.pos.x) / game.scale,
|
||||
y = (self.pos.y - Camera.pos.y) / game.scale
|
||||
}
|
||||
local radius = (self.radius + self.flicker_value) / game.scale
|
||||
love.graphics.circle(
|
||||
"fill",
|
||||
position.x,
|
||||
position.y,
|
||||
radius
|
||||
)
|
||||
end
|
||||
end
|
||||
|
||||
function Light:drawShine()
|
||||
if self.radius ~= 0 then
|
||||
love.graphics.setColor(self.color[1],self.color[2],self.color[3],1)
|
||||
|
||||
shader.circle_gradient:send("pos_x",- Camera.pos.x + self.pos.x)
|
||||
shader.circle_gradient:send("pos_y",- Camera.pos.y + self.pos.y)
|
||||
shader.circle_gradient:send("radius",self.shine_radius)
|
||||
shader.circle_gradient:send("scale",game.scale)
|
||||
|
||||
love.graphics.setShader(shader.circle_gradient)
|
||||
love.graphics.circle(
|
||||
"fill",
|
||||
- Camera.pos.x + self.pos.x,
|
||||
- Camera.pos.y + self.pos.y,
|
||||
self.radius
|
||||
)
|
||||
love.graphics.setShader()
|
||||
end
|
||||
end
|
||||
|
||||
function Light:kill()
|
||||
self.dead = true
|
||||
end
|
||||
|
||||
---------------
|
||||
|
||||
function cleanDeadLights()
|
||||
for i=1, #LoadedObjects.Lights do
|
||||
light = LoadedObjects.Lights[i]
|
||||
if light and light.dead then
|
||||
table.remove(LoadedObjects.Lights,i)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---------------
|
||||
|
@ -7,6 +7,7 @@ require "data/sfx"
|
||||
require "code/locale"
|
||||
|
||||
-- support functions
|
||||
require "code/class"
|
||||
require "code/math"
|
||||
require "code/draw"
|
||||
require "code/hex"
|
||||
|
@ -244,7 +244,13 @@ function drawSpawns()
|
||||
)
|
||||
|
||||
if spawn.selected then
|
||||
local text = spawn.archetype.type.."\n---\nPosition\n["..spawn.args[1]..","..spawn.args[2].."]"
|
||||
local text = spawn.archetype.type .."\n("
|
||||
local ancestors = getAncestors(spawn.archetype)
|
||||
for i=1, #ancestors do
|
||||
if i > 1 then text = text .. ", " end
|
||||
text = text .. ancestors[i].type
|
||||
end
|
||||
text = text ..")\n---\nPosition\n["..spawn.args[1]..","..spawn.args[2].."]"
|
||||
if #spawn.args > 2 then
|
||||
text = text .. "\n---\nData:\n"
|
||||
for i=3, #spawn.args do
|
||||
|
@ -13,7 +13,7 @@ local function backspace(text)
|
||||
return ""
|
||||
end
|
||||
|
||||
Prompt = {
|
||||
Prompt = class(nil, {
|
||||
-- defaults for instance variables
|
||||
pos = { x = 10, y = 10 },
|
||||
input = "",
|
||||
@ -23,7 +23,7 @@ Prompt = {
|
||||
color = {1,1,1,1},
|
||||
background_color = {0,0,0,1},
|
||||
active_prompt = nil,
|
||||
}
|
||||
})
|
||||
function Prompt:cancelActive()
|
||||
if Prompt.active_prompt then
|
||||
Prompt.active_prompt.canceled = true
|
||||
@ -33,7 +33,6 @@ end
|
||||
function Prompt:new(o)
|
||||
o = o or {}
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
return o
|
||||
end
|
||||
|
||||
|
@ -2,7 +2,7 @@ return {
|
||||
name = "Dev Level",
|
||||
tileset = tileset.library,
|
||||
properties = {
|
||||
darkness = false
|
||||
darkness = true
|
||||
},
|
||||
tiles = {
|
||||
{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
@ -32,7 +32,8 @@ return {
|
||||
spawns = {
|
||||
{Fairy,{100,88}},
|
||||
{HookAnchor,{200,89,100}},
|
||||
{HookAnchor,{400,89,120}}
|
||||
{HookAnchor,{400,89,120}},
|
||||
{Candelabra,{328,297}}
|
||||
},
|
||||
rooms = {
|
||||
{{96,64},{544,320}},
|
||||
|
@ -2,7 +2,7 @@ shader = {}
|
||||
shader.circle_gradient = love.graphics.newShader[[
|
||||
uniform float pos_x;
|
||||
uniform float pos_y;
|
||||
uniform float range;
|
||||
uniform float radius;
|
||||
uniform float scale;
|
||||
|
||||
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ){
|
||||
@ -12,11 +12,13 @@ shader.circle_gradient = love.graphics.newShader[[
|
||||
float distance_x = pos_x - screen_coords.x / scale;
|
||||
float distance_y = pos_y - screen_coords.y / scale;
|
||||
float distance = sqrt( pow(distance_x,2) + pow(distance_y,2) ) ;
|
||||
if (distance < range){
|
||||
float alpha = 1-(5*distance/range);
|
||||
if (distance < radius){
|
||||
float alpha = 1-(5*distance/radius);
|
||||
if (pixel.a > alpha){
|
||||
pixel.a = alpha;
|
||||
}
|
||||
} else {
|
||||
pixel.a = 0;
|
||||
}
|
||||
return pixel * color * color;
|
||||
}
|
||||
|