Lighting system
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Subproject commit 38e8c5a4db22269d5d63d39c733b3802452b4c0b
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@ -11,6 +11,7 @@ require "data/scripts/collision"
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require "data/scripts/level"
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-- data
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require "data/scripts/camera"
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require "data/scripts/lights"
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require "data/scripts/objects"
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-- UI functions
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require "data/scripts/debug"
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@ -1,4 +1,11 @@
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function DebugUI()
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for _, light in pairs(Lights) do
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love.graphics.print(light.pos.x,light.pos.x,light.pos.y)
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love.graphics.print(light.pos.y,light.pos.x,light.pos.y+20)
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love.graphics.print(light.pos.x,light.pos.x,light.pos.y+40)
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end
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love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..math.floor(current_dt* 1000).."ms", 10*textScale, 0*textScale, 0, textScale)
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love.graphics.setColor(1,1,1)
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@ -19,6 +19,10 @@ 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.lightRange = o.range
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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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self.__index = self
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@ -11,6 +11,7 @@
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x = 0,
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y = 0
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}
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-- constants
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o.acc = 45
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o.friction = 20
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@ -20,7 +21,9 @@
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o.maxSpeed = 600
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o.jumpMaxSpeed = 9.5
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o.zeroSpeed = 0.001
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-- bools
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o.lightRange = 20
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-- status
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o.isJumping = false
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o.isOnGround = 0
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o.coyoteValue = 5
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@ -31,7 +34,12 @@
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-- sprite
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o.sprite_offset = {x = 8, y = 16}
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o.target_offset = {x = 4, y = 12}
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o.target_offset = {x = 0, y = 12}
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-- lights
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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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self.__index = self
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@ -78,6 +86,9 @@ function Player:Smart()
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end
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function Player:HandleAnimation()
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-- move light to position, :D
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self.light.pos.x = self.pos.x - self.target_offset.x
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self.light.pos.y = self.pos.y - self.target_offset.y
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-- flip sprite to look in the direction is moving
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if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
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@ -0,0 +1,65 @@
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Lights = {}
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LightTimer = 0
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function CreateDarkness()
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return love.graphics.newCanvas(game.width/2, game.height/2)
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end
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function CreateLight(x,y,range)
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local o = {}
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o.pos = {
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x = x,
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y = y
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}
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o.range = range
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o.flicker = 0
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table.insert(Lights,o)
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return o
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end
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function DoDarkness()
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love.graphics.setColor(0,0,0)
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love.graphics.rectangle("fill",0,0,game.width,game.height)
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end
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function DoLights()
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LightTimer = LightTimer + 1
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if LightTimer >= 3 then
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LightTimer = LightTimer - 3
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for _, light in pairs(Lights) do
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light.flicker = math.random(-1,1)
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end
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end
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love.graphics.setBlendMode("replace")
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-- first, border
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love.graphics.setColor(1,1,1)
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for _, light in pairs(Lights) do
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love.graphics.circle(
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"fill",
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light.pos.x - Camera.pos.x,
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light.pos.y - Camera.pos.y,
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light.range + light.flicker + 1
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)
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end
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love.graphics.setColor(0,0,0,0)
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-- then, light
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for _, light in pairs(Lights) do
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love.graphics.circle(
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"fill",
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light.pos.x - Camera.pos.x,
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light.pos.y - Camera.pos.y,
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light.range + light.flicker
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)
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end
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love.graphics.setBlendMode("alpha")
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end
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function DoBorder()
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end
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function DrawDarkness()
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love.graphics.draw(Canvas.Darkness, 0, 0, 0, 1, 1)
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end
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28
main.lua
28
main.lua
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@ -17,13 +17,16 @@ function love.load()
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paused = false
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}
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require "data/scripts"
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Canvas = {
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Darkness = CreateDarkness()
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}
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Camera.width = game.width
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Camera.height = game.height
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levelList = {"level1","2","3","ewae","tileset"}
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levelNum = 1
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currLevel = levelList[levelNum]
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LevelLoadTiles()
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main_Player = Player:New(1220,220)
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main_Player = Player:New(0,20)
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LoadedEntities = {}
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table.insert(LoadedEntities,main_Player)
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table.insert(LoadedEntities,Kupo:New(450,100))
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@ -45,10 +48,15 @@ function love.update(dt)
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current_dt = dt
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-- saveproof to game resize
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if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then
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game.width = love.graphics.getWidth()
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game.height = love.graphics.getHeight()
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Camera.height = game.height
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Camera.width = game.width
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Canvas.Darkness:release()
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Canvas.Darkness = CreateDarkness()
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end
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-- GAME STEP
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if not do_pause then
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SetCollisionFlags(main_Player)
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@ -104,6 +112,7 @@ end
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function love.draw()
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-- GAME WORLD
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love.graphics.scale(game.scale,game.scale)
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love.graphics.setColor(1,1,1,1)
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LevelDisplayBackground()
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for _, enty in pairs(LoadedEntities) do
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enty:HandleAnimation()
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@ -115,14 +124,19 @@ function love.draw()
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-- Save color
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local pcr, pcg, pcb, pca = love.graphics.getColor()
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-- HUD
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love.graphics.setCanvas(Canvas.Darkness)
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DoDarkness()
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DoLights()
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DoBorder()
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-- reset to screen
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love.graphics.setColor(1,1,1,1)
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love.graphics.setCanvas()
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love.graphics.scale(1,1)
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DrawDarkness()
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-- HUD
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-- Scale control
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if game.height > game.width then
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textScale = game.height/480/2
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else
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textScale = game.width/640/2
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end
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textScale = 0.5
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--debug
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if debug then DebugUI() end
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