Shader for lighting, fairy line of view, tileset change, broke lights, sorry

This commit is contained in:
lustlion 2022-02-05 12:32:47 +01:00
parent 15f5ef8454
commit cbf29ced65
13 changed files with 176 additions and 31 deletions

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@ -1,7 +1,7 @@
DialogSequence = { DialogSequence = {}
Example = {
{Locale.dialogue.example[1],Locale.name.fairy}, DialogSequence.Example = {
{Locale.dialogue.example[2],Locale.name.chaos}, {Locale.dialogue.example[1],Locale.name.fairy},
{Locale.dialogue.example[3],Locale.name.life} {Locale.dialogue.example[2],Locale.name.chaos},
} {Locale.dialogue.example[3],Locale.name.life}
} }

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@ -5,9 +5,9 @@ return {
{ 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, 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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37},
{ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2}, { 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37},
{ 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
}, },
objects = {} objects = {}

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@ -1,5 +1,6 @@
-- data -- data
require "data/enums" require "data/enums"
require "data/shaders"
require "data/scripts/locale" require "data/scripts/locale"
-- support functions -- support functions
require "data/scripts/math" require "data/scripts/math"

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@ -12,7 +12,7 @@ function Decoration:New(x,y,animation,lightRange)
if lightRange ~= nil then if lightRange ~= nil then
o.lightRange = lightRange o.lightRange = lightRange
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange,nil,60/6) o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
end end
table.insert(LoadedEntities,o) table.insert(LoadedEntities,o)

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@ -5,7 +5,7 @@ Fairy = Entity:New(x,y)
-- behaviour -- behaviour
o.pos = {x = x, y = y} o.pos = {x = x, y = y}
o.speed = 0.23 o.speed = 1
o.range = 20 o.range = 20
o.target = {x = x, y = y} o.target = {x = x, y = y}
@ -32,19 +32,22 @@ Fairy = Entity:New(x,y)
function Fairy:Smart() function Fairy:Smart()
self.target.x = main_Player.pos.x - main_Player.target_offset.x if self:CheckVisionLine(main_Player) then
self.target.y = main_Player.pos.y - main_Player.target_offset.y - 10 self.target.x = main_Player.pos.x + main_Player.target_offset.x
self.target.y = main_Player.pos.y + main_Player.target_offset.y
end
local distance_x = self.target.x - self.pos.x local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y local distance_y = self.target.y - self.pos.y
local angle = GetAngleFromVector(distance_x,distance_y) local angle = GetAngleFromVector(distance_x,distance_y)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2) local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
if distance < self.range then if distance < self.range then
self.vel.x = 0 self.vel.x = 0
self.vel.y = 0 self.vel.y = 0
else else
self.vel.x = math.cos(angle)*self.speed*distance/8 self.vel.x = math.cos(angle)*self.speed
self.vel.y = math.sin(angle)*self.speed*distance/8 self.vel.y = math.sin(angle)*self.speed
end end
self.particle_timer = self.particle_timer + 1 self.particle_timer = self.particle_timer + 1
if self.particle_timer >= self.particle_time then if self.particle_timer >= self.particle_time then
@ -72,8 +75,8 @@ function Fairy:HandleAnimation()
end end
function Fairy:DoPhysics() function Fairy:DoPhysics()
local random_x = math.random(-4, 4)/100 local random_x = math.random(-2, 2)/10
local random_y = math.random(-4, 4)/100 local random_y = math.random(-2, 2)/10
self.vel.x = self.vel.x + random_x self.vel.x = self.vel.x + random_x
self.vel.y = self.vel.y + random_y self.vel.y = self.vel.y + random_y
-- move -- move
@ -81,3 +84,8 @@ function Fairy:DoPhysics()
self:CollisionMove() self:CollisionMove()
self:LightAdjust() self:LightAdjust()
end end
function Fairy:Debug()
Entity.Debug(self)
self:CheckVisionLineDebug(main_Player)
end

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@ -34,7 +34,7 @@
to = {x = 8, y = 0} -- gameworld pixels to = {x = 8, y = 0} -- gameworld pixels
} }
o.lightRange = 344 -- screen pixels o.lightRange = 0 -- screen pixels
-- status -- status
o.isDashing = false o.isDashing = false
@ -47,7 +47,7 @@
o.maskType = animation.moth_mask o.maskType = animation.moth_mask
-- sprite -- sprite
o.target_offset = {x = 0, y = 12} o.target_offset = {x = 0, y = 0}
o.body = Animation:New(animation.nancy.idle) o.body = Animation:New(animation.nancy.idle)
o.mask = Animation:New(animation.moth_mask.idle) o.mask = Animation:New(animation.moth_mask.idle)
o:centerOffset(o.body) o:centerOffset(o.body)

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@ -73,6 +73,31 @@ function Entity:Kill()
self = nil self = nil
end end
function Entity:CheckVisionLine(entity)
local target_x = entity.pos.x + entity.target_offset.x
local target_y = entity.pos.y + entity.target_offset.y
local distance_x = target_x - self.pos.x
local distance_y = target_y - self.pos.y
local angle = GetAngleFromVector(distance_x,distance_y)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
local is_colliding = false
for i=1, distance, game.scale do
if isThereObjectAt(
self.pos.x+math.cos(angle)*i,
self.pos.y+math.sin(angle)*i,
LoadedObjects.Collisions
) then
is_colliding = true
end
end
return not is_colliding
end
function Entity:Draw(animation) function Entity:Draw(animation)
local c1, c2, c3, a = love.graphics.getColor() local c1, c2, c3, a = love.graphics.getColor()
love.graphics.setColor(self.sprite_tint[1],self.sprite_tint[2],self.sprite_tint[3],self.sprite_alpha) love.graphics.setColor(self.sprite_tint[1],self.sprite_tint[2],self.sprite_tint[3],self.sprite_alpha)
@ -138,6 +163,39 @@ function Entity:isCollidingAtAll(x,y)
return result return result
end end
function Entity:CheckVisionLineDebug(entity)
local c1, c2, c3, a = love.graphics.getColor()
local target_x = entity.pos.x + entity.target_offset.x
local target_y = entity.pos.y + entity.target_offset.y
local distance_x = target_x - self.pos.x
local distance_y = target_y - self.pos.y
local angle = GetAngleFromVector(distance_x,distance_y)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
for i=1, distance, game.scale do
if isThereObjectAt(
self.pos.x+math.cos(angle)*i,
self.pos.y+math.sin(angle)*i,
LoadedObjects.Collisions
) then
love.graphics.setColor(1,0,0)
else
love.graphics.setColor(0,1,0)
end
love.graphics.line(
self.pos.x+math.cos(angle)*i-1 - Camera.pos.x,
self.pos.y+math.sin(angle)*i-1 - Camera.pos.y,
self.pos.x+math.cos(angle)*i - Camera.pos.x,
self.pos.y+math.sin(angle)*i - Camera.pos.y
)
end
love.graphics.setColor(c1,c2,c3,a)
end
function Entity:Debug() function Entity:Debug()
-- draw center GREEN -- draw center GREEN
love.graphics.setColor(0,1,0) love.graphics.setColor(0,1,0)

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@ -14,7 +14,7 @@ function GameStep()
for _, enty in pairs(LoadedEntities) do for _, enty in pairs(LoadedEntities) do
enty:DoPhysics() enty:DoPhysics()
end end
AnimateTiles() AnimateTiles()
Camera:positionCenterAt(main_Player.pos.x, main_Player.pos.y) Camera:positionCenterAt(main_Player.pos.x, main_Player.pos.y)
--camera:positionAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height) --camera:positionAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height)
@ -52,10 +52,10 @@ function GameDraw()
GameworldDrawPrepare() GameworldDrawPrepare()
GameworldDrawParticles() GameworldDrawParticles()
GameworldDrawBackground() GameworldDrawBackground()
GameworldDrawLighting()
GameworldDrawEntities() GameworldDrawEntities()
GameworldDrawForeground() GameworldDrawForeground()
GameworldDrawEnd() GameworldDrawEnd()
GameworldDrawLighting()
-- hud -- hud
textScale = 0.5 textScale = 0.5

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@ -38,12 +38,18 @@ function KillLight(light)
end end
function SetDarkness() function SetDarkness()
love.graphics.setCanvas(Canvas.Darkness)
love.graphics.setColor(0,0,0,1) love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill",0,0,game.width ,game.height) love.graphics.rectangle("fill",0,0,game.width ,game.height)
love.graphics.setCanvas()
end end
function DoLights() function DoLights()
love.graphics.setCanvas(Canvas.Darkness)
for _, light in pairs(Lights) do for _, light in pairs(Lights) do
light.flicker_time = light.flicker_time + 1 light.flicker_time = light.flicker_time + 1
@ -61,27 +67,53 @@ function DoLights()
"fill", "fill",
(light.pos.x - Camera.pos.x) / game.scale, (light.pos.x - Camera.pos.x) / game.scale,
(light.pos.y - Camera.pos.y) / game.scale, (light.pos.y - Camera.pos.y) / game.scale,
(light.range + light.flicker + 1) / game.scale (light.range + light.flicker + 0) / game.scale
) )
end end
end end
love.graphics.setColor(0,0,0,0)
myShader:send("game_scale", game.scale)
for _, light in pairs(Lights) do for _, light in pairs(Lights) do
if light.range ~= 0 then 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) / game.scale
love.graphics.setBlendMode("replace")
love.graphics.setColor(0,0,0,0)
love.graphics.setShader()
love.graphics.circle( love.graphics.circle(
"fill", "fill",
(light.pos.x - Camera.pos.x) / game.scale, position.x,
(light.pos.y - Camera.pos.y) / game.scale, position.y,
(light.range + light.flicker) / game.scale range
) )
love.graphics.setBlendMode("alpha")
love.graphics.setColor(1,1,1)
myShader:send("light_color", light.color)
myShader:send("light_pos", {position.x*game.scale, position.y*game.scale})
myShader:send("range", range)
love.graphics.setShader(myShader)
love.graphics.circle(
"fill",
position.x,
position.y,
range
)
love.graphics.setShader()
end end
end end
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas()
end end
function DoBorder() function DoBorder()
love.graphics.setCanvas(Canvas.Darkness)
love.graphics.setCanvas()
end end
function DrawDarkness() function DrawDarkness()
love.graphics.draw(Canvas.Darkness, 0, 0, 0, 2/game.scale) love.graphics.draw(Canvas.Darkness, 0, 0, 0, game.scale)
end end

31
data/shaders.lua Normal file
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@ -0,0 +1,31 @@
myShader = love.graphics.newShader[[
uniform vec2 light_pos;
uniform vec3 light_color;
uniform float range;
uniform float game_scale;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ){
vec4 pixel = Texel(texture, texture_coords );//This is the current pixel color
float distance_x = light_pos.x - screen_coords.x;
float distance_y = light_pos.y - screen_coords.y;
float distance = 1-sqrt( pow(distance_x,2) + pow(distance_y,2) ) / game_scale;
if (distance < range){
float alpha = (distance/range);
if (pixel.a > alpha){
pixel.a = alpha;
}
if (color.r<light_color.r){
color.r = light_color.r;
}
if (color.g<light_color.g){
color.g = light_color.g;
}
if (color.b<light_color.b){
color.b = light_color.b;
}
}
return pixel * color;
}
]]

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@ -10,6 +10,16 @@ properties[2] = {
depth = "foreground" depth = "foreground"
} }
properties[3] = {
type = "emtpy",
depth = "foreground"
}
properties[4] = {
type = "emtpy",
depth = "foreground"
}
properties[5] = { properties[5] = {
type = "emtpy", type = "emtpy",
depth = "background" depth = "background"
@ -30,6 +40,11 @@ properties[13] = {
depth = "foreground" depth = "foreground"
} }
properties[14] = {
type = "whole",
depth = "foreground"
}
properties[25] = { properties[25] = {
overlay = {17,19,21,23}, overlay = {17,19,21,23},
type = "emtpy", type = "emtpy",

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@ -50,8 +50,8 @@ function love.load()
--Kupo:New(100,150) --Kupo:New(100,150)
--Kupo:New(300,150) --Kupo:New(300,150)
--Decoration:New(200,89,animation.decoration.candelabra,80) Decoration:New(200,89,animation.decoration.candelabra,80)
--Fairy:New(200,88) Fairy:New(200,88)
--CursedBook:New(180,68) --CursedBook:New(180,68)
gravity = 0.2 gravity = 0.2