Fixed particles, reduced light radius of visible light
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a944192f67
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f0bc02c418
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@ -18,7 +18,7 @@ end
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function Darkness.Reset()
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love.graphics.setCanvas(Canvas.Darkness)
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love.graphics.setBlendMode("replace")
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love.graphics.setColor(0.1,0.1,0.1,1)
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love.graphics.setColor(0,0,0,0.95)
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love.graphics.rectangle(
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"fill",
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0,
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@ -28,9 +28,9 @@ end
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function HookAnchor:DrawBackground()
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Entity.DrawBackground(self)
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love.graphics.setColor(1,1,1,1)
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love.graphics.setColor(1,1,1,0)
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love.graphics.circle(
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"line",
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"fill",
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-Camera.pos.x + self.pos.x,
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-Camera.pos.y + self.pos.y,
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self.hookDistance
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@ -199,6 +199,16 @@ function Player:DoPhysics()
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if self.isHooked then
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local hook = Vector(self.pos.x, self.pos.y, self.hookAnchor.x, self.hookAnchor.y)
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if GetVectorValue(hook) > self.hookDistance then
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local hook_angle = GetAngleFromVector(hook[1],hook[2])-math.rad(180)
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if Keybind:CheckDown(Keybind.move.right) then
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hook_angle = hook_angle - math.rad(0.05)
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self.move_x = 0
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end
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if Keybind:CheckDown(Keybind.move.left) then
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hook_angle = hook_angle + math.rad(0.05)
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self.move_x = 0
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end
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local particle_data = {
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animation = self.body,
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sprite_tint = HEX2RGB("#fed100"),
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@ -209,15 +219,7 @@ function Player:DoPhysics()
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}
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}
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Particle:New(self.pos.x,self.pos.y,particle_data)
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local hook_angle = GetAngleFromVector(hook[1],hook[2])-math.rad(180)
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if Keybind:CheckDown(Keybind.move.right) then
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hook_angle = hook_angle - math.rad(0.05)
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self.move_x = 0
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end
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if Keybind:CheckDown(Keybind.move.left) then
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hook_angle = hook_angle + math.rad(0.05)
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self.move_x = 0
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end
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local pos_x = self.hookAnchor.x + self.hookDistance * math.cos(hook_angle)
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local pos_y = self.hookAnchor.y + self.hookDistance * math.sin(hook_angle)
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self.vel.x = self.vel.x + pos_x - self.pos.x
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@ -36,7 +36,7 @@ end
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function GameworldDrawParticles()
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love.graphics.setColor(0.7,0.7,0.7)
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for _, particle in pairs(LoadedParticles) do
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for _, particle in pairs(LoadedObjects.Particles) do
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particle:HandleAnimation()
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end
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end
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@ -13,7 +13,7 @@ Shader.RadiusGradient = love.graphics.newShader[[
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float distance_y = pos_y - screen_coords.y / scale;
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float distance = sqrt( pow(distance_x,2) + pow(distance_y,2) ) ;
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if (distance < range){
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float alpha = 1-(2*distance/range);
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float alpha = 1-(5*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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