light_world.lua/examples/simple.lua

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local LightWorld = require "lib"
local lightWorld, lightMouse
local image, image_normal, glow, circleTest, rectangleTest, imageTest, objectTest
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local scanLight, floatLight
local lightDirection = 0.0
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local box_locations = {
{200, 200},
{600, 200},
{600, 400},
{200, 400},
}
local function load()
image = love.graphics.newImage("examples/gfx/machine.png")
normal = love.graphics.newImage("examples/gfx/machine_normal.png")
glow = love.graphics.newImage("examples/gfx/machine_glow.png")
-- create light world
lightWorld = LightWorld({ambient = {0.21,0.21,0.21}})
-- create light
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lightMouse = lightWorld:newLight(0, 0, 1, 0.49, 1, 300)
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lightMouse:setGlowStrength(0.3)
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scanLight = lightWorld:newLight(400, 550, 1, 1, 0.24, 400)
scanLight:setAngle(0.7)
scanLight:setDirection(3.4)
floatLight = lightWorld:newLight(100, 100, 0.49, 1, 1, 200)
floatLight:setGlowStrength(0.3)
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-- create shadow bodys
for i, v in ipairs(box_locations) do
imageTest = lightWorld:newImage(image, v[1], v[2])
imageTest:setNormalMap(normal)
imageTest:setGlowMap(glow)
end
end
local function update(dt, x, y, scale)
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floatLight:setPosition(math.sin(-1*lightDirection)*200+400, 100)
scanLight:setDirection(math.sin(lightDirection)+4.8)
lightDirection = lightDirection + dt
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love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")")
x, y, scale = x or 0, y or 0, scale or 1
lightMouse:setPosition((love.mouse.getX() - x)/scale, (love.mouse.getY() - y)/scale)
lightWorld:update(dt)
lightWorld:setTranslation(x, y, scale)
end
local function draw()
lightWorld:draw(function()
love.graphics.clear(1, 1, 1)
love.graphics.setColor(1, 1, 1)
for i, v in ipairs(box_locations) do
love.graphics.draw(image, v[1] - image:getWidth() * 0.5, v[2] - image:getHeight() * 0.5)
end
end)
end
return {
load = load,
update = update,
draw = draw,
}