function GameworldDrawPrepare() if game_resize then Camera.height = game.height Camera.width = game.width Darkness.Recreate() end pcr, pcg, pcb, pca = love.graphics.getColor() love.graphics.scale(game.scale,game.scale) love.graphics.setColor(1,1,1,1) end function GameworldDrawEnd() love.graphics.setColor(pcr, pcg, pcb, pca) pcr, pcg, pcb, pca = nil, nil, nil, nil end function GameworldDrawBackground() -- obscure a bit love.graphics.setColor(0.7,0.7,0.7) for i = 1, #LevelTiles do for j = 1, #LevelTiles[i] do if LevelTiles[i][j].id ~= 0 then local depth = TileData[LevelTiles[i][j].id].depth DrawTile( LevelTiles[i][j], tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x, tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y, "background" ) end end end end function GameworldDrawParticles() love.graphics.setColor(0.7,0.7,0.7) for _, particle in pairs(LoadedObjects.Particles) do particle:HandleAnimation() end end function GameworldDrawEntitiesBackground() for _, enty in pairs(LoadedObjects.Entities) do enty:DrawBackground() end end function GameworldDrawEntities() love.graphics.setColor(0.7,0.7,0.7) for _, enty in pairs(LoadedObjects.Entities) do enty:HandleAnimation() end end function GameworldDrawForeground() love.graphics.setColor(1,1,1) for i = 1, #LevelTiles do for j = 1, #LevelTiles[i] do if LevelTiles[i][j].id ~= 0 then local depth = TileData[LevelTiles[i][j].id].depth DrawTile( LevelTiles[i][j], tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x, tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y, "foreground" ) end end end end function GameworldDrawDarkness() Darkness.Reset() Darkness.DrawStart() love.graphics.setBlendMode("replace") love.graphics.setColor(0,0,0,0) for _, light in pairs(LoadedObjects.Lights) do 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.circle( "fill", position.x, position.y, range ) end end Darkness.DrawEnd() end function GameworldDrawLights() for _, light in pairs(LoadedObjects.Lights) do if light.range ~= 0 then love.graphics.setColor(light.color[1],light.color[2],light.color[3],1) Shader.RadiusGradient:send("pos_x",- Camera.pos.x + light.pos.x) Shader.RadiusGradient:send("pos_y",- Camera.pos.y + light.pos.y) Shader.RadiusGradient:send("range",light.range) Shader.RadiusGradient:send("scale",game.scale) love.graphics.setShader(Shader.RadiusGradient) love.graphics.circle( "fill", - Camera.pos.x + light.pos.x, - Camera.pos.y + light.pos.y, light.range ) love.graphics.setShader() end end end function GameWorldUpdateLights() for _, light in pairs(LoadedObjects.Lights) do light:Flicker() end end