Mothback/code/lights.lua

90 lines
1.9 KiB
Lua

Light = class(nil, {
type = "Light"
})
LoadedObjects.Lights = {}
function Light:new(x,y,data)
local o = {}
o.pos = {
x = x,
y = y
}
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
setmetatable(o, self)
self.__index = self
table.insert(LoadedObjects.Lights,o)
return o
end
function Light:flicker()
self.flicker_timer = self.flicker_timer + 1
if self.flicker_timer >= self.flicker_time then
self.flicker_timer = self.flicker_timer - self.flicker_time
self.flicker_value = math.random(0,1)
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.Entities do
enty = LoadedObjects.Entities[i]
if enty.dead then
table.remove(LoadedObjects.Entities,i)
end
end
end
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