Shader for lighting, fairy line of view, tileset change, broke lights, sorry
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15f5ef8454
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Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.1 KiB |
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@ -1,7 +1,7 @@
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DialogSequence = {
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Example = {
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{Locale.dialogue.example[1],Locale.name.fairy},
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{Locale.dialogue.example[2],Locale.name.chaos},
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{Locale.dialogue.example[3],Locale.name.life}
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}
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DialogSequence = {}
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DialogSequence.Example = {
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{Locale.dialogue.example[1],Locale.name.fairy},
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{Locale.dialogue.example[2],Locale.name.chaos},
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{Locale.dialogue.example[3],Locale.name.life}
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}
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@ -5,9 +5,9 @@ return {
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2},
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{ 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37},
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{ 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37},
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{ 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37, 37},
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{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
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},
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objects = {}
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@ -1,5 +1,6 @@
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-- data
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require "data/enums"
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require "data/shaders"
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require "data/scripts/locale"
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-- support functions
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require "data/scripts/math"
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@ -12,7 +12,7 @@ function Decoration:New(x,y,animation,lightRange)
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if lightRange ~= nil then
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o.lightRange = lightRange
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange,nil,60/6)
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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end
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table.insert(LoadedEntities,o)
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@ -5,7 +5,7 @@ Fairy = Entity:New(x,y)
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-- behaviour
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o.pos = {x = x, y = y}
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o.speed = 0.23
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o.speed = 1
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o.range = 20
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o.target = {x = x, y = y}
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@ -32,19 +32,22 @@ Fairy = Entity:New(x,y)
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function Fairy:Smart()
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self.target.x = main_Player.pos.x - main_Player.target_offset.x
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self.target.y = main_Player.pos.y - main_Player.target_offset.y - 10
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if self:CheckVisionLine(main_Player) then
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self.target.x = main_Player.pos.x + main_Player.target_offset.x
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self.target.y = main_Player.pos.y + main_Player.target_offset.y
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end
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local distance_x = self.target.x - self.pos.x
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local distance_y = self.target.y - self.pos.y
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local angle = GetAngleFromVector(distance_x,distance_y)
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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if distance < self.range then
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self.vel.x = 0
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self.vel.y = 0
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else
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self.vel.x = math.cos(angle)*self.speed*distance/8
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self.vel.y = math.sin(angle)*self.speed*distance/8
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self.vel.x = math.cos(angle)*self.speed
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self.vel.y = math.sin(angle)*self.speed
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end
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self.particle_timer = self.particle_timer + 1
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if self.particle_timer >= self.particle_time then
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@ -72,8 +75,8 @@ function Fairy:HandleAnimation()
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end
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function Fairy:DoPhysics()
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local random_x = math.random(-4, 4)/100
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local random_y = math.random(-4, 4)/100
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local random_x = math.random(-2, 2)/10
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local random_y = math.random(-2, 2)/10
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self.vel.x = self.vel.x + random_x
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self.vel.y = self.vel.y + random_y
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-- move
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@ -81,3 +84,8 @@ function Fairy:DoPhysics()
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self:CollisionMove()
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self:LightAdjust()
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end
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function Fairy:Debug()
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Entity.Debug(self)
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self:CheckVisionLineDebug(main_Player)
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end
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@ -34,7 +34,7 @@
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to = {x = 8, y = 0} -- gameworld pixels
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}
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o.lightRange = 344 -- screen pixels
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o.lightRange = 0 -- screen pixels
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-- status
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o.isDashing = false
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@ -47,7 +47,7 @@
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o.maskType = animation.moth_mask
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-- sprite
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o.target_offset = {x = 0, y = 12}
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o.target_offset = {x = 0, y = 0}
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o.body = Animation:New(animation.nancy.idle)
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o.mask = Animation:New(animation.moth_mask.idle)
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o:centerOffset(o.body)
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@ -73,6 +73,31 @@ function Entity:Kill()
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self = nil
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end
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function Entity:CheckVisionLine(entity)
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local target_x = entity.pos.x + entity.target_offset.x
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local target_y = entity.pos.y + entity.target_offset.y
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local distance_x = target_x - self.pos.x
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local distance_y = target_y - self.pos.y
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local angle = GetAngleFromVector(distance_x,distance_y)
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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local is_colliding = false
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for i=1, distance, game.scale do
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if isThereObjectAt(
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self.pos.x+math.cos(angle)*i,
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self.pos.y+math.sin(angle)*i,
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LoadedObjects.Collisions
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) then
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is_colliding = true
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end
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end
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return not is_colliding
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end
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function Entity:Draw(animation)
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local c1, c2, c3, a = love.graphics.getColor()
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love.graphics.setColor(self.sprite_tint[1],self.sprite_tint[2],self.sprite_tint[3],self.sprite_alpha)
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@ -138,6 +163,39 @@ function Entity:isCollidingAtAll(x,y)
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return result
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end
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function Entity:CheckVisionLineDebug(entity)
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local c1, c2, c3, a = love.graphics.getColor()
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local target_x = entity.pos.x + entity.target_offset.x
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local target_y = entity.pos.y + entity.target_offset.y
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local distance_x = target_x - self.pos.x
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local distance_y = target_y - self.pos.y
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local angle = GetAngleFromVector(distance_x,distance_y)
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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for i=1, distance, game.scale do
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if isThereObjectAt(
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self.pos.x+math.cos(angle)*i,
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self.pos.y+math.sin(angle)*i,
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LoadedObjects.Collisions
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) then
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love.graphics.setColor(1,0,0)
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else
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love.graphics.setColor(0,1,0)
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end
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love.graphics.line(
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self.pos.x+math.cos(angle)*i-1 - Camera.pos.x,
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self.pos.y+math.sin(angle)*i-1 - Camera.pos.y,
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self.pos.x+math.cos(angle)*i - Camera.pos.x,
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self.pos.y+math.sin(angle)*i - Camera.pos.y
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)
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end
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love.graphics.setColor(c1,c2,c3,a)
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end
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function Entity:Debug()
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-- draw center GREEN
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love.graphics.setColor(0,1,0)
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@ -52,10 +52,10 @@ function GameDraw()
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GameworldDrawPrepare()
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GameworldDrawParticles()
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GameworldDrawBackground()
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GameworldDrawLighting()
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GameworldDrawEntities()
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GameworldDrawForeground()
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GameworldDrawEnd()
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GameworldDrawLighting()
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-- hud
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textScale = 0.5
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@ -38,12 +38,18 @@ function KillLight(light)
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end
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function SetDarkness()
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love.graphics.setCanvas(Canvas.Darkness)
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love.graphics.setColor(0,0,0,1)
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love.graphics.rectangle("fill",0,0,game.width ,game.height)
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love.graphics.setCanvas()
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end
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function DoLights()
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love.graphics.setCanvas(Canvas.Darkness)
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for _, light in pairs(Lights) do
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light.flicker_time = light.flicker_time + 1
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@ -61,27 +67,53 @@ function DoLights()
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"fill",
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(light.pos.x - Camera.pos.x) / game.scale,
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(light.pos.y - Camera.pos.y) / game.scale,
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(light.range + light.flicker + 1) / game.scale
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(light.range + light.flicker + 0) / game.scale
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)
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end
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end
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love.graphics.setColor(0,0,0,0)
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myShader:send("game_scale", game.scale)
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for _, light in pairs(Lights) do
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if light.range ~= 0 then
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local position = {
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x = (light.pos.x - Camera.pos.x) / game.scale,
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y = (light.pos.y - Camera.pos.y) / game.scale
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}
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local range = (light.range + light.flicker) / game.scale
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love.graphics.setBlendMode("replace")
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love.graphics.setColor(0,0,0,0)
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love.graphics.setShader()
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love.graphics.circle(
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"fill",
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(light.pos.x - Camera.pos.x) / game.scale,
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(light.pos.y - Camera.pos.y) / game.scale,
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(light.range + light.flicker) / game.scale
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position.x,
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position.y,
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range
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)
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(1,1,1)
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myShader:send("light_color", light.color)
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myShader:send("light_pos", {position.x*game.scale, position.y*game.scale})
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myShader:send("range", range)
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love.graphics.setShader(myShader)
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love.graphics.circle(
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"fill",
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position.x,
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position.y,
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range
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)
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love.graphics.setShader()
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end
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end
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love.graphics.setBlendMode("alpha")
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love.graphics.setCanvas()
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end
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function DoBorder()
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love.graphics.setCanvas(Canvas.Darkness)
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love.graphics.setCanvas()
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end
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function DrawDarkness()
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love.graphics.draw(Canvas.Darkness, 0, 0, 0, 2/game.scale)
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love.graphics.draw(Canvas.Darkness, 0, 0, 0, game.scale)
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end
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@ -0,0 +1,31 @@
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myShader = love.graphics.newShader[[
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uniform vec2 light_pos;
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uniform vec3 light_color;
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uniform float range;
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uniform float game_scale;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ){
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vec4 pixel = Texel(texture, texture_coords );//This is the current pixel color
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float distance_x = light_pos.x - screen_coords.x;
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float distance_y = light_pos.y - screen_coords.y;
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float distance = 1-sqrt( pow(distance_x,2) + pow(distance_y,2) ) / game_scale;
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if (distance < range){
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float alpha = (distance/range);
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if (pixel.a > alpha){
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pixel.a = alpha;
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}
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if (color.r<light_color.r){
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color.r = light_color.r;
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}
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if (color.g<light_color.g){
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color.g = light_color.g;
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}
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if (color.b<light_color.b){
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color.b = light_color.b;
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}
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}
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return pixel * color;
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}
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]]
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@ -10,6 +10,16 @@ properties[2] = {
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depth = "foreground"
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}
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properties[3] = {
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type = "emtpy",
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depth = "foreground"
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}
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properties[4] = {
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type = "emtpy",
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depth = "foreground"
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}
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properties[5] = {
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type = "emtpy",
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depth = "background"
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@ -30,6 +40,11 @@ properties[13] = {
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depth = "foreground"
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}
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properties[14] = {
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type = "whole",
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depth = "foreground"
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}
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properties[25] = {
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overlay = {17,19,21,23},
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type = "emtpy",
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