New lighting!
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@ -1 +1 @@
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[[1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[1,1,21,4,4,4,4,4,4,4,4,4,4,4,4,4,4,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[1,1,1,1,1,1,8,5,5,5,5,5,5,5,5,5,5,20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[1,1,1,1,1,8,20,0,0,41,0,41,0,41,0,0,41,0,0,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,10,17,17,17],[1,1,1,1,8,20,0,0,0,41,0,41,0,53,0,0,41,0,0,0,0,0,0,0,10,17,17,12,4,4,4,4,4,4,4,4,22,1,1,1],[1,1,1,8,20,0,0,0,0,54,0,41,0,0,0,0,41,0,0,0,0,6,4,4,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,41,0,0,0,0,41,0,0,0,0,19,5,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,49,50,50,50,50,51,0,0,0,0,0,0,19,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,49,50,50,50,50,50,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],[1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]]
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@ -5,11 +5,11 @@ Camera = {
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}
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function Camera:CenterAt(x,y,cx,cy)
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self.pos.x = x-self.width/(2*game.scale)
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self.pos.y = y-self.height/(2*game.scale)
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cx = cx - self.width
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cy = cy - self.height
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self.pos.x = x-self.width/game.scale/2
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self.pos.y = y-self.height/game.scale/2
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if not (cx == nil or cy == nil) then
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cx = cx - self.width
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cy = cy - self.height
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if self.pos.x > cx then self.pos.x = cx end
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if self.pos.y > cy then self.pos.y = cy end
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if self.pos.x < 0 then self.pos.x = 0 end
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@ -12,6 +12,7 @@ Arrow = Entity:New(x,y)
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}
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o.sprite_offset = {x = 13, y = 1}
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o.stuck = false
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o.illuminated = true
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setmetatable(o, self)
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self.__index = self
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@ -53,5 +54,6 @@ function Arrow:DoPhysics()
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self.pos.y = self.pos.y + self.vel.y / 5
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self.vel.x = 0
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self.vel.y = 0
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self.illuminated = false
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end
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end
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@ -19,8 +19,9 @@ Kupo = Entity:New(x,y)
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o.bow_frames = 6
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o.bow_extraframes = 18
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o.bow_aim_frames = 8
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o.hostile = false
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o.lightRange = o.range
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o.lightRange = o.range/10
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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setmetatable(o, self)
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@ -37,9 +38,8 @@ function Kupo:Smart()
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local distance_y = self.target.y - self.pos.y
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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local angle = math.atan(distance_y/distance_x)
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self.draw_bow = false
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if distance <= self.range then
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self.draw_bow = true
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if distance_x > 0 then
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self.sprite_flip.x = 1
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@ -48,55 +48,57 @@ function Kupo:Smart()
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self.sprite_flip.x = -1
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end
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-- fix so it can rotate from 0 to 360
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if math.deg(self.bow_rotation - angle) < 0 then
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self.bow_rotation = self.bow_rotation + math.rad(360)
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end
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-- fix so it can rotate from 360 to 0
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if math.deg(self.bow_rotation - angle) > 180 then
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self.bow_rotation = self.bow_rotation - math.rad(360)
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end
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-- actual rotation
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if self.bow_rotation < angle then
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self.bow_rotation = self.bow_rotation + math.rad(2)
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else
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self.bow_rotation = self.bow_rotation - math.rad(2)
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end
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--set in place
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if math.abs(math.deg(self.bow_rotation) - math.deg(angle)) < 2 then
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self.bow_rotation = angle
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end
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-- holding tight dispersion -- also affets arrows
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if self.bow_rotation == angle then
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self.bow_rotation = self.bow_rotation + math.rad(math.random(math.abs(self.bow_frame-self.bow_aim_frames-self.bow_frames)/2))
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end
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-- AIMING AI
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self.bow_subframe = self.bow_subframe + current_dt
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if self.bow_subframe > self.bow_speed then
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self.bow_subframe = self.bow_subframe - self.bow_speed
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if self.bow_frame == 3 then
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self.bow_aim_frame = self.bow_aim_frame + 1
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if self.bow_aim_frame > self.bow_aim_frames then
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self.bow_aim_frame = self.bow_aim_frame - self.bow_aim_frames
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self.bow_frame = self.bow_frame + 1
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Arrow:New(self.pos.x,self.pos.y,self.bow_rotation,15)
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end
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else
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self.bow_frame = self.bow_frame + 1
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if self.hostile == true then
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self.draw_bow = true
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-- fix so it can rotate from 0 to 360
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if math.deg(self.bow_rotation - angle) < 0 then
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self.bow_rotation = self.bow_rotation + math.rad(360)
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end
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if self.bow_frame > self.bow_frames + self.bow_extraframes then
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self.bow_frame = self.bow_frame - self.bow_frames - self.bow_extraframes
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-- fix so it can rotate from 360 to 0
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if math.deg(self.bow_rotation - angle) > 180 then
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self.bow_rotation = self.bow_rotation - math.rad(360)
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end
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-- actual rotation
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if self.bow_rotation < angle then
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self.bow_rotation = self.bow_rotation + math.rad(2)
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else
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self.bow_rotation = self.bow_rotation - math.rad(2)
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end
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--set in place
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if math.abs(math.deg(self.bow_rotation) - math.deg(angle)) < 2 then
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self.bow_rotation = angle
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end
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-- holding tight dispersion -- also affets arrows
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if self.bow_rotation == angle then
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self.bow_rotation = self.bow_rotation + math.rad(math.random(math.abs(self.bow_frame-self.bow_aim_frames-self.bow_frames)/2))
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end
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-- AIMING AI
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self.bow_subframe = self.bow_subframe + current_dt
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||||
|
||||
if self.bow_subframe > self.bow_speed then
|
||||
self.bow_subframe = self.bow_subframe - self.bow_speed
|
||||
if self.bow_frame == 3 then
|
||||
self.bow_aim_frame = self.bow_aim_frame + 1
|
||||
if self.bow_aim_frame > self.bow_aim_frames then
|
||||
self.bow_aim_frame = self.bow_aim_frame - self.bow_aim_frames
|
||||
self.bow_frame = self.bow_frame + 1
|
||||
Arrow:New(self.pos.x,self.pos.y,self.bow_rotation,15)
|
||||
end
|
||||
else
|
||||
self.bow_frame = self.bow_frame + 1
|
||||
end
|
||||
if self.bow_frame > self.bow_frames + self.bow_extraframes then
|
||||
self.bow_frame = self.bow_frame - self.bow_frames - self.bow_extraframes
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
self.bow_frame = 6
|
||||
self.draw_bow = true
|
||||
-- rest bow animation
|
||||
if distance_x > 0 then
|
||||
if self.bow_rotation > math.rad(45) then
|
||||
|
|
|
@ -15,6 +15,7 @@ function Entity:New(x,y)
|
|||
o.sprite_scale = {x = 1, y = 1}
|
||||
o.sprite_rotation = math.rad(0)
|
||||
o.sprite_flip = { x = 1, y = 1}
|
||||
o.illuminated = false
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
return o
|
||||
|
@ -113,7 +114,7 @@ function DrawAnimation(animation, x, y, rotate, sx, sy)
|
|||
end
|
||||
|
||||
function Entity:Animate()
|
||||
if game_paused ~= true then
|
||||
if game_paused ~= true and self.anim.path ~= nil then
|
||||
-- try to animate
|
||||
self.anim.subframe = self.anim.subframe + current_dt
|
||||
|
||||
|
|
|
@ -136,6 +136,14 @@ function TileGetDepth(tile_id)
|
|||
end
|
||||
end
|
||||
|
||||
function TileGetLight(tile_id)
|
||||
for _, properties in ipairs(Tiles) do
|
||||
if properties.id == tile_id then
|
||||
return properties.light
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function GridDisplay()
|
||||
for i = 1, #LevelTiles do
|
||||
for j = 1, #LevelTiles[i] do
|
||||
|
@ -160,10 +168,19 @@ function TileCreateObjects()
|
|||
if LevelTiles[i][j] ~= 0 then
|
||||
|
||||
local type = TileGetType(LevelTiles[i][j])
|
||||
|
||||
local light = TileGetLight(LevelTiles[i][j])
|
||||
local base_x = tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.height)
|
||||
local base_y = tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height)
|
||||
|
||||
|
||||
if light ~= 0 and light ~= nil then
|
||||
CreateLight(
|
||||
base_x + tileProperties.width/2 * tileProperties.scale,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale,
|
||||
light
|
||||
)
|
||||
end
|
||||
|
||||
if type == "whole" then
|
||||
local col = Collision:New(
|
||||
base_x,
|
||||
|
|
|
@ -13,12 +13,18 @@ function CreateLight(x,y,range)
|
|||
}
|
||||
o.range = range
|
||||
o.flicker = 0
|
||||
o.dim = 0
|
||||
table.insert(Lights,o)
|
||||
return o
|
||||
end
|
||||
|
||||
function SetDarkness()
|
||||
love.graphics.setColor(0,0,0,1)
|
||||
love.graphics.rectangle("fill",0,0,game.width,game.height)
|
||||
end
|
||||
|
||||
function DoDarkness()
|
||||
love.graphics.setColor(0,0,0)
|
||||
love.graphics.setColor(0,0,0,0.3)
|
||||
love.graphics.rectangle("fill",0,0,game.width,game.height)
|
||||
end
|
||||
|
||||
|
@ -28,7 +34,8 @@ function DoLights()
|
|||
if LightTimer >= 3 then
|
||||
LightTimer = LightTimer - 3
|
||||
for _, light in pairs(Lights) do
|
||||
light.flicker = math.random(-1,1)
|
||||
light.flicker = math.random(-2,2)
|
||||
light.dim = (light.range+light.flicker)/5
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -37,15 +44,19 @@ function DoLights()
|
|||
love.graphics.setColor(1,1,1)
|
||||
for _, light in pairs(Lights) do
|
||||
|
||||
love.graphics.circle(
|
||||
--[[love.graphics.circle(
|
||||
"fill",
|
||||
light.pos.x - Camera.pos.x,
|
||||
light.pos.y - Camera.pos.y,
|
||||
light.range + light.flicker + 1
|
||||
)
|
||||
)]]
|
||||
end
|
||||
love.graphics.setColor(0,0,0,0)
|
||||
-- then, light
|
||||
for _, enty in pairs(LoadedEntities) do
|
||||
if enty.illuminated == true then
|
||||
enty:Draw()
|
||||
end
|
||||
end
|
||||
love.graphics.setColor(0,0,0,0.5)
|
||||
for _, light in pairs(Lights) do
|
||||
love.graphics.circle(
|
||||
"fill",
|
||||
|
@ -54,6 +65,16 @@ function DoLights()
|
|||
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
|
||||
)
|
||||
end
|
||||
love.graphics.setBlendMode("alpha")
|
||||
end
|
||||
|
||||
|
|
|
@ -272,7 +272,8 @@ return {
|
|||
{
|
||||
id = 55,
|
||||
type = "empty",
|
||||
depth = "foreground"
|
||||
depth = "foreground",
|
||||
light = 60
|
||||
},
|
||||
{
|
||||
id = 56,
|
||||
|
@ -324,6 +325,21 @@ return {
|
|||
type = "whole",
|
||||
depth = "foreground"
|
||||
},
|
||||
{
|
||||
id = 66,
|
||||
type = "whole",
|
||||
depth = "foreground"
|
||||
},
|
||||
{
|
||||
id = 67,
|
||||
type = "whole",
|
||||
depth = "foreground"
|
||||
},
|
||||
{
|
||||
id = 68,
|
||||
type = "whole",
|
||||
depth = "foreground"
|
||||
},
|
||||
{
|
||||
id = 119,
|
||||
type = "whole",
|
||||
|
|
35
main.lua
35
main.lua
|
@ -20,17 +20,20 @@ function love.load()
|
|||
Canvas = {
|
||||
Darkness = CreateDarkness()
|
||||
}
|
||||
love.graphics.setCanvas(Canvas.Darkness)
|
||||
SetDarkness()
|
||||
love.graphics.setCanvas()
|
||||
Camera.width = game.width
|
||||
Camera.height = game.height
|
||||
levelList = {"level1","2","3","ewae","tileset"}
|
||||
levelNum = 1
|
||||
currLevel = levelList[levelNum]
|
||||
LoadedEntities = {}
|
||||
LevelLoadTiles()
|
||||
main_Player = Player:New(0,20)
|
||||
LoadedEntities = {}
|
||||
table.insert(LoadedEntities,main_Player)
|
||||
table.insert(LoadedEntities,Kupo:New(450,100))
|
||||
table.insert(LoadedEntities,Kupo:New(250,150))
|
||||
table.insert(LoadedEntities,Kupo:New(700,150))
|
||||
table.insert(LoadedEntities,Kupo:New(800,150))
|
||||
main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png")
|
||||
main_Player:LoadAnimation(animation.nancy.idle)
|
||||
end
|
||||
|
@ -47,16 +50,6 @@ function love.update(dt)
|
|||
fps_count = fps_count + 1
|
||||
current_dt = dt
|
||||
|
||||
-- saveproof to game resize
|
||||
if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then
|
||||
game.width = love.graphics.getWidth()
|
||||
game.height = love.graphics.getHeight()
|
||||
Camera.height = game.height
|
||||
Camera.width = game.width
|
||||
Canvas.Darkness:release()
|
||||
Canvas.Darkness = CreateDarkness()
|
||||
end
|
||||
|
||||
-- GAME STEP
|
||||
if not do_pause then
|
||||
SetCollisionFlags(main_Player)
|
||||
|
@ -65,7 +58,7 @@ function love.update(dt)
|
|||
enty:DoPhysics()
|
||||
end
|
||||
AnimateTiles()
|
||||
Camera:CenterAt(main_Player.pos.x, main_Player.pos.y,LevelInfo.Width,LevelInfo.Height)
|
||||
Camera:CenterAt(main_Player.pos.x, main_Player.pos.y)
|
||||
--camera:ScreenAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height)
|
||||
end
|
||||
end
|
||||
|
@ -110,6 +103,20 @@ function love.keypressed(key)
|
|||
end
|
||||
|
||||
function love.draw()
|
||||
|
||||
-- saveproof to game resize
|
||||
if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then
|
||||
game.width = love.graphics.getWidth()
|
||||
game.height = love.graphics.getHeight()
|
||||
Camera.height = game.height
|
||||
Camera.width = game.width
|
||||
Canvas.Darkness:release()
|
||||
Canvas.Darkness = CreateDarkness()
|
||||
love.graphics.setCanvas(Canvas.Darkness)
|
||||
SetDarkness()
|
||||
love.graphics.setCanvas()
|
||||
end
|
||||
|
||||
-- GAME WORLD
|
||||
love.graphics.scale(game.scale,game.scale)
|
||||
love.graphics.setColor(1,1,1,1)
|
||||
|
|
Loading…
Reference in New Issue