light_world.lua/examples/complex.lua

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-- Example: Complex Example
require "lib/postshader"
local LightWorld = require "lib/light_world"
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function initScene()
-- physic world
physicWorld = love.physics.newWorld(0, 9.81 * 64, true)
wall1 = {}
wall1.body = love.physics.newBody(physicWorld, 400, 605, "static")
wall1.shape = love.physics.newRectangleShape(0, 0, 800, 10)
wall1.fixture = love.physics.newFixture(wall1.body, wall1.shape)
wall2 = {}
wall2.body = love.physics.newBody(physicWorld, -5, 300, "static")
wall2.shape = love.physics.newRectangleShape(0, 0, 10, 600)
wall2.fixture = love.physics.newFixture(wall2.body, wall2.shape)
wall3 = {}
wall3.body = love.physics.newBody(physicWorld, 805, 300, "static")
wall3.shape = love.physics.newRectangleShape(0, 0, 10, 600)
wall3.fixture = love.physics.newFixture(wall3.body, wall3.shape)
wall4 = {}
wall4.body = love.physics.newBody(physicWorld, 400, -5, "static")
wall4.shape = love.physics.newRectangleShape(0, 0, 800, 10)
wall4.fixture = love.physics.newFixture(wall4.body, wall4.shape)
phyCnt = 0
phyLight = {}
phyBody = {}
phyShape = {}
phyFixture = {}
end
function love.load()
love.graphics.setBackgroundColor(0, 0, 0)
love.graphics.setDefaultFilter("nearest", "nearest")
-- load image font
font = love.graphics.newImageFont("gfx/font.png", " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,!?-+/():;%&`'*#=[]\"")
love.graphics.setFont(font)
-- set background
quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth() + 32, love.window.getHeight() + 24, 32, 24)
imgFloor = love.graphics.newImage("gfx/floor.png")
imgFloor:setWrap("repeat", "repeat")
-- load image examples
circle = love.graphics.newImage("gfx/circle.png")
circle_normal = love.graphics.newImage("gfx/circle_normal.png")
cone = love.graphics.newImage("gfx/cone.png")
cone_large = love.graphics.newImage("gfx/cone_large.png")
cone_large_normal = love.graphics.newImage("gfx/cone_large_normal.png")
cone_normal = love.graphics.newImage("gfx/cone_normal.png")
chest = love.graphics.newImage("gfx/chest.png")
chest_normal = love.graphics.newImage("gfx/chest_normal.png")
machine = love.graphics.newImage("gfx/machine.png")
machine_normal = love.graphics.newImage("gfx/machine_normal.png")
machine_glow = love.graphics.newImage("gfx/machine_glow.png")
machine2 = love.graphics.newImage("gfx/machine2.png")
machine2_normal = love.graphics.newImage("gfx/machine2_normal.png")
machine2_glow = love.graphics.newImage("gfx/machine2_glow.png")
blopp = love.graphics.newImage("gfx/blopp.png")
tile = love.graphics.newImage("gfx/tile.png")
tile_normal = love.graphics.newImage("gfx/tile_normal.png")
tile_glow = love.graphics.newImage("gfx/tile_glow.png")
refraction_normal = love.graphics.newImage("gfx/refraction_normal.png")
water = love.graphics.newImage("gfx/water.png")
led = love.graphics.newImage("gfx/led.png")
led2 = love.graphics.newImage("gfx/led2.png")
led3 = love.graphics.newImage("gfx/led3.png")
led_normal = love.graphics.newImage("gfx/led_normal.png")
led_glow = love.graphics.newImage("gfx/led_glow.png")
led_glow2 = love.graphics.newImage("gfx/led_glow2.png")
led_glow3 = love.graphics.newImage("gfx/led_glow3.png")
ape = love.graphics.newImage("gfx/ape.png")
ape_normal = love.graphics.newImage("gfx/ape_normal.png")
ape_glow = love.graphics.newImage("gfx/ape_glow.png")
imgLight = love.graphics.newImage("gfx/light.png")
-- materials
material = {}
local files = love.filesystem.getDirectoryItems("gfx/sphere")
for i, file in ipairs(files) do
material[i] = love.graphics.newImage("gfx/sphere/" .. file)
end
-- light world
lightRange = 400
lightSmooth = 1.0
lightWorld = LightWorld({
ambient = {15,15,15},
refractionStrength = 16.0,
reflectionVisibility = 0.75,
drawBackground = drawBackground,
drawForground = drawForground
})
mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange)
mouseLight:setGlowStrength(0.3)
mouseLight:setSmooth(lightSmooth)
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mouseLight.z = 63
lightDirection = 0.0
colorAberration = 0.0
-- init physic world
initScene()
helpOn = false
physicOn = false
lightOn = true
gravityOn = 1
shadowBlur = 2.0
bloomOn = 0.25
textureOn = true
normalOn = false
glowBlur = 1.0
effectOn = 0.0
offsetX = 0.0
offsetY = 0.0
offsetOldX = 0.0
offsetOldY = 0.0
offsetChanged = false
tileX = 0
tileY = 0
end
function love.update(dt)
love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")")
mouseLight:setPosition(love.mouse.getX(), love.mouse.getY(), 16.0 + (math.sin(lightDirection) + 1.0) * 64.0)
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mx = love.mouse.getX()
my = love.mouse.getY()
lightDirection = lightDirection + dt
colorAberration = math.max(0.0, colorAberration - dt * 10.0)
if love.keyboard.isDown("w") then
for i = 1, phyCnt do
if phyBody[i] then
phyBody[i]:applyForce(0, -2000)
end
end
elseif love.keyboard.isDown("s") then
for i = 1, phyCnt do
if phyBody[i] then
phyBody[i]:applyForce(0, 2000)
end
end
end
if love.keyboard.isDown("a") then
for i = 1, phyCnt do
if phyBody[i] then
phyBody[i]:applyForce(-2000, 0)
end
end
elseif love.keyboard.isDown("d") then
for i = 1, phyCnt do
if phyBody[i] then
phyBody[i]:applyForce(2000, 0)
end
end
end
if love.keyboard.isDown("up") then
offsetY = offsetY + dt * 200
elseif love.keyboard.isDown("down") then
offsetY = offsetY - dt * 200
end
if love.keyboard.isDown("left") then
offsetX = offsetX + dt * 200
elseif love.keyboard.isDown("right") then
offsetX = offsetX - dt * 200
end
if offsetX ~= offsetOldX or offsetY ~= offsetOldY then
offsetChanged = true
for i = 2, lightWorld:getLightCount() do
local light = lightWorld:getLight(i)
light:setPosition(light:getX() + (offsetX - offsetOldX), light:getY() + (offsetY - offsetOldY))
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end
else
offsetChanged = false
end
for i = 1, lightWorld:getLightCount() do
lightWorld:getLight(i):setDirection(lightDirection)
end
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tileX = tileX + dt * 32.0
tileY = tileY + dt * 8.0
for i = 1, phyCnt do
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if phyBody[i] and (phyBody[i]:isAwake() or offsetChanged) then
if offsetChanged then
phyBody[i]:setX(phyBody[i]:getX() + (offsetX - offsetOldX))
phyBody[i]:setY(phyBody[i]:getY() + (offsetY - offsetOldY))
end
if phyLight[i]:getType() == "polygon" then
phyLight[i]:setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints()))
elseif phyLight[i]:getType() == "circle" then
phyLight[i]:setPosition(phyBody[i]:getX(), phyBody[i]:getY())
elseif phyLight[i]:getType() == "image" then
phyLight[i]:setPosition(phyBody[i]:getX(), phyBody[i]:getY())
elseif phyLight[i]:getType() == "refraction" then
--phyLight[i]:setPosition(phyBody[i]:getX(), phyBody[i]:getY())
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end
end
if phyLight[i]:getType() == "refraction" then
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--if math.mod(i, 2) == 0 then
phyLight[i]:setNormalTileOffset(tileX, tileY)
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--end
if offsetChanged then
phyLight[i]:setPosition(phyLight[i]:getX() + (offsetX - offsetOldX), phyLight[i]:getY() + (offsetY - offsetOldY))
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end
end
end
if physicOn then
physicWorld:update(dt)
end
offsetOldX = offsetX
offsetOldY = offsetY
end
function love.draw()
-- set shader buffer
if bloomOn then
love.postshader.setBuffer("render")
end
lightWorld:draw()
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love.graphics.draw(imgLight, mx - 5, (my - 5) - (16.0 + (math.sin(lightDirection) + 1.0) * 64.0))
-- draw help
if helpOn then
love.graphics.setBlendMode("alpha")
love.graphics.setColor(0, 0, 0, 191)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 44)
love.graphics.rectangle("fill", 0, love.graphics.getHeight() - 68, 240, 68)
love.graphics.rectangle("fill", love.graphics.getWidth() - 244, love.graphics.getHeight() - 84, 244, 84)
love.graphics.setColor(0, 255, 0)
love.graphics.print("F1: Help (on)", 4 + 152 * 0, 4)
if physicOn then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F2: Physic (on)", 4 + 152 * 1, 4)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F2: Physic (off)", 4 + 152 * 1, 4)
end
if lightOn then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F3: Light (on)", 4 + 152 * 2, 4)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F3: Light (off)", 4 + 152 * 2, 4)
end
if gravityOn == 1.0 then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F4: Gravity (on)", 4 + 152 * 3, 4)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F4: Gravity (off)", 4 + 152 * 3, 4)
end
if shadowBlur >= 1.0 then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F5: Shadowblur (" .. shadowBlur .. ")", 4 + 152 * 4, 4)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F5: Shadowblur (off)", 4 + 152 * 4, 4)
end
if bloomOn > 0.0 then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F6: Bloom (" .. (bloomOn * 4) .. ")", 4 + 152 * 0, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F6: Bloom (off)", 4 + 152 * 0, 4 + 20 * 1)
end
if textureOn then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F7: Texture (on)", 4 + 152 * 1, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F7: Texture (off)", 4 + 152 * 1, 4 + 20 * 1)
end
if normalOn then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F8: Normal (on)", 4 + 152 * 2, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F8: Normal (off)", 4 + 152 * 2, 4 + 20 * 1)
end
if glowBlur >= 1.0 then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F9: Glow Blur (" .. glowBlur .. ")", 4 + 152 * 3, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F9: Glow Blur (off)", 4 + 152 * 3, 4 + 20 * 1)
end
if effectOn >= 1.0 then
love.graphics.setColor(0, 255, 0)
love.graphics.print("F10: Effects (" .. effectOn .. ")", 4 + 152 * 4, 4 + 20 * 1)
else
love.graphics.setColor(255, 0, 0)
love.graphics.print("F10: Effects (off)", 4 + 152 * 4, 4 + 20 * 1)
end
love.graphics.setColor(255, 0, 255)
love.graphics.print("F11: Clear obj.", 4 + 152 * 4, 4 + 20 * 2)
love.graphics.print("F12: Clear lights", 4 + 152 * 4, 4 + 20 * 3)
love.graphics.setColor(0, 127, 255)
love.graphics.print("WASD Keys: Move objects", 4, love.graphics.getHeight() - 20 * 3)
love.graphics.print("Arrow Keys: Move map", 4, love.graphics.getHeight() - 20 * 2)
love.graphics.print("0-9 Keys: Add object", 4, love.graphics.getHeight() - 20 * 1)
love.graphics.setColor(255, 127, 0)
love.graphics.print("M.left: Add cube", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 4)
love.graphics.print("M.middle: Add light", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 3)
love.graphics.print("M.right: Add circle", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 2)
love.graphics.print("M.scroll: Change smooth", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 1)
love.graphics.setColor(255, 127, 0)
else
love.graphics.setColor(255, 255, 255, 191)
love.graphics.print("F1: Help", 4, 4)
end
-- draw shader
if colorAberration > 0.0 then
-- vert / horz blur
love.postshader.addEffect("blur", 2.0, 2.0)
love.postshader.addEffect("chromatic", math.sin(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * colorAberration, math.sin(lightDirection * 10.0) * -colorAberration, math.sin(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * -colorAberration)
end
if bloomOn > 0.0 then
-- blur, strength
love.postshader.addEffect("bloom", 2.0, bloomOn)
end
if effectOn == 1.0 then
love.postshader.addEffect("4colors", {15, 56, 15}, {48, 98, 48}, {139, 172, 15}, {155, 188, 15})
--love.postshader.addEffect("4colors", {108, 108, 78}, {142, 139, 87}, {195, 196, 165}, {227, 230, 201})
elseif effectOn == 2.0 then
love.postshader.addEffect("monochrom")
elseif effectOn == 3.0 then
love.postshader.addEffect("scanlines")
elseif effectOn == 4.0 then
love.postshader.addEffect("tiltshift", 4.0)
end
love.postshader.draw()
end
function drawBackground(l,t,w,h)
love.graphics.setBlendMode("alpha")
if normalOn then
love.graphics.setColor(127, 127, 255)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
else
love.graphics.setColor(255, 255, 255)
if textureOn then
love.graphics.draw(imgFloor, quadScreen, offsetX % 32 - 32, offsetY % 24 - 24)
else
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
end
end
for i = 1, phyCnt do
if phyLight[i]:getType() == "refraction" then
if not normalOn then
love.graphics.setBlendMode("alpha")
love.graphics.setColor(255, 255, 255, 191)
love.graphics.draw(water, phyLight[i].x - phyLight[i].ox, phyLight[i].y - phyLight[i].oy)
end
end
end
end
function drawForground(l,t,w,h)
for i = 1, phyCnt do
math.randomseed(i)
love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
if phyLight[i]:getType() == "polygon" then
love.graphics.polygon("fill", phyLight[i]:getPoints())
elseif phyLight[i]:getType() == "circle" then
love.graphics.circle("fill", phyLight[i]:getX(), phyLight[i]:getY(), phyLight[i]:getRadius())
end
end
love.graphics.setBlendMode("alpha")
for i = 1, phyCnt do
if phyLight[i]:getType() == "image" then
if normalOn and phyLight[i].normal then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(phyLight[i].normal, phyLight[i].x - phyLight[i].nx, phyLight[i].y - phyLight[i].ny)
elseif not phyLight[i].material then
math.randomseed(i)
love.graphics.setColor(math.random(127, 255), math.random(127, 255), math.random(127, 255))
love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ix, phyLight[i].y - phyLight[i].iy)
end
end
end
if not normalOn then
lightWorld:drawMaterial(l,t,w,h)
end
end
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function love.mousepressed(x, y, c)
if c == "m" then
-- add light
local r = lightWorld:getLightCount() % 3
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local light
if r == 0 then
light = lightWorld:newLight(x, y, 31, 127, 63, lightRange)
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elseif r == 1 then
light = lightWorld:newLight(x, y, 127, 63, 31, lightRange)
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else
light = lightWorld:newLight(x, y, 31, 63, 127, lightRange)
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end
light:setSmooth(lightSmooth)
light:setGlowStrength(0.3)
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elseif c == "l" then
-- add rectangle
math.randomseed(love.timer.getTime())
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newPolygon()
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phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, math.random(32, 64), math.random(32, 64))
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif c == "r" then
-- add circle
math.randomseed(love.timer.getTime())
cRadius = math.random(8, 32)
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newCircle(x, y, cRadius)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic")
phyShape[phyCnt] = love.physics.newCircleShape(0, 0, cRadius)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif c == "wu" then
if lightSmooth < 4.0 then
lightSmooth = lightSmooth * 1.1
mouseLight:setSmooth(lightSmooth)
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end
elseif c == "wd" then
if lightSmooth > 0.5 then
lightSmooth = lightSmooth / 1.1
mouseLight:setSmooth(lightSmooth)
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end
end
end
function love.keypressed(k, u)
-- debug options
if k == "f1" then
helpOn = not helpOn
elseif k == "f2" then
physicOn = not physicOn
elseif k == "f3" then
lightOn = not lightOn
elseif k == "f4" then
gravityOn = 1 - gravityOn
physicWorld:setGravity(0, gravityOn * 9.81 * 64)
elseif k == "f5" then
shadowBlur = math.max(1, shadowBlur * 2.0)
if shadowBlur > 8.0 then
shadowBlur = 0.0
end
lightWorld:setBlur(shadowBlur)
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elseif k == "f6" or k == "b" then
bloomOn = math.max(0.25, bloomOn * 2.0)
if bloomOn > 1.0 then
bloomOn = 0.0
end
elseif k == "f7" then
textureOn = not textureOn
elseif k == "f8" then
normalOn = not normalOn
elseif k == "f9" then
glowBlur = glowBlur + 1.0
if glowBlur > 8.0 then
glowBlur = 0.0
end
lightWorld:setGlowStrength(glowBlur)
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elseif k == "f10" then
effectOn = effectOn + 1.0
if effectOn > 4.0 then
effectOn = 0.0
end
elseif k == "f11" then
physicWorld:destroy()
lightWorld:clearBodys()
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initScene()
elseif k == "f12" then
lightWorld:clearLights()
mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange)
mouseLight:setGlowStrength(0.3)
mouseLight:setSmooth(lightSmooth)
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elseif k == "1" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(circle, mx, my)
phyLight[phyCnt]:setNormalMap(circle_normal)
phyLight[phyCnt]:setShadowType("circle", 16)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "2" then
local r = lightWorld:getBodyCount() % 2
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if r == 0 then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(cone, mx, my, 24, 12, 12, 16)
phyLight[phyCnt]:setNormalMap(cone_normal)
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phyLight[phyCnt]:setShadowType("circle", 12)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif r == 1 then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(chest, mx, my, 32, 24, 16, 0)
phyLight[phyCnt]:setNormalMap(chest_normal)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
end
elseif k == "3" then
-- add image
local r = lightWorld:getBodyCount() % #material
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phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(ape, mx, my, 160, 128, 80, 64)
phyLight[phyCnt]:setNormalMap(ape_normal)
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if r == 3 then
phyLight[phyCnt]:setGlowMap(ape_glow)
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end
phyLight[phyCnt]:setMaterial(material[r + 1])
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
phyLight[phyCnt]:setShadowType("image", 0, -16, 0.0)
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elseif k == "4" then
-- add glow image
local r = lightWorld:getBodyCount() % 5
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if r == 0 then
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(machine, mx, my, 32, 24, 16, 0)
phyLight[phyCnt]:setNormalMap(machine_normal)
phyLight[phyCnt]:setGlowMap(machine_glow)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif r == 1 then
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(machine2, mx, my, 24, 12, 12, -4)
phyLight[phyCnt]:setNormalMap(machine2_normal)
phyLight[phyCnt]:setGlowMap(machine2_glow)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif r == 2 then
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(led, mx, my, 32, 6, 16, -8)
phyLight[phyCnt]:setNormalMap(led_normal)
phyLight[phyCnt]:setGlowMap(led_glow)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif r == 3 then
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(led2, mx, my, 32, 6, 16, -8)
phyLight[phyCnt]:setNormalMap(led_normal)
phyLight[phyCnt]:setGlowMap(led_glow2)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif r == 4 then
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(led3, mx, my, 32, 6, 16, -8)
phyLight[phyCnt]:setNormalMap(led_normal)
phyLight[phyCnt]:setGlowMap(led_glow3)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
end
elseif k == "5" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(cone_large, mx, my, 24, 128, 12, 64)
phyLight[phyCnt]:setNormalMap(cone_large_normal)
phyLight[phyCnt]:setShadowType("image", 0, -6, 0.0)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "6" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(blopp, mx, my, 42, 16, 21, 0)
phyLight[phyCnt]:generateNormalMapGradient("gradient", "gradient")
phyLight[phyCnt]:setAlpha(0.5)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 42, 29)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "7" then
-- add image
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newImage(tile, mx, my)
phyLight[phyCnt]:setHeightMap(tile_normal, 2.0)
phyLight[phyCnt]:setGlowMap(tile_glow)
phyLight[phyCnt]:setShadow(false)
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phyLight[phyCnt].reflective = false
phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 64, 64)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "8" then
-- add rectangle
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newPolygon()
phyLight[phyCnt]:setAlpha(0.5)
phyLight[phyCnt]:setGlowStrength(1.0)
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
math.randomseed(love.timer.getTime())
phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, math.random(32, 64), math.random(32, 64))
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
math.randomseed(phyCnt)
phyLight[phyCnt]:setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
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math.randomseed(phyCnt)
phyLight[phyCnt]:setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
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elseif k == "9" then
-- add circle
math.randomseed(love.timer.getTime())
cRadius = math.random(8, 32)
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newCircle(mx, my, cRadius)
phyLight[phyCnt]:setAlpha(0.5)
phyLight[phyCnt]:setGlowStrength(1.0)
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math.randomseed(phyCnt)
phyLight[phyCnt]:setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
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math.randomseed(phyCnt)
phyLight[phyCnt]:setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255))
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phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic")
phyShape[phyCnt] = love.physics.newCircleShape(0, 0, cRadius)
phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt])
phyFixture[phyCnt]:setRestitution(0.5)
elseif k == "0" then
phyCnt = phyCnt + 1
phyLight[phyCnt] = lightWorld:newRefraction(refraction_normal, mx, my)
phyLight[phyCnt]:setReflection(true)
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elseif k == "l" then
-- add light
local r = lightWorld:getLightCount() % 3
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local light
if r == 0 then
light = lightWorld:newLight(mx, my, 31, 127, 63, lightRange)
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elseif r == 1 then
light = lightWorld:newLight(mx, my, 127, 63, 31, lightRange)
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else
light = lightWorld:newLight(mx, my, 31, 63, 127, lightRange)
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end
light:setSmooth(lightSmooth)
light:setGlowStrength(0.3)
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math.randomseed(love.timer.getTime())
light:setAngle(math.random(1, 5) * 0.1 * math.pi)
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elseif k == "c" then
if colorAberration == 0.0 then
colorAberration = 3.0
end
end
end