light_world.lua/lib/light.lua

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local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE.."/class")
local light = class(function(l, world, x, y, r, g, b, range)
l.world = world
l.direction = 0
l.angle = math.pi * 2.0
l.range = 0
l.shadow = love.graphics.newCanvas()
l.shine = love.graphics.newCanvas()
l.x = x or 0
l.y = y or 0
l.z = 15
l.red = r or 255
l.green = g or 255
l.blue = b or 255
l.range = range or 300
l.smooth = 1.0
l.glowSize = 0.1
l.glowStrength = 0.0
l.changed = true
l.visible = true
end)
-- set position
function light:setPosition(x, y, z)
if x ~= self.x or y ~= self.y or (z and z ~= self.z) then
self.x = x
self.y = y
if z then
self.z = z
end
self.changed = true
end
end
-- get x
function light:getX()
return self.x
end
-- get y
function light:getY()
return self.y
end
-- set x
function light:setX(x)
if x ~= self.x then
self.x = x
self.changed = true
end
end
-- set y
function light:setY(y)
if y ~= self.y then
self.y = y
self.changed = true
end
end
-- set color
function light:setColor(red, green, blue)
self.red = red
self.green = green
self.blue = blue
end
-- set range
function light:setRange(range)
if range ~= self.range then
self.range = range
self.changed = true
end
end
-- set direction
function light:setDirection(direction)
if direction ~= self.direction then
if direction > math.pi * 2 then
self.direction = math.mod(direction, math.pi * 2)
elseif direction < 0.0 then
self.direction = math.pi * 2 - math.mod(math.abs(direction), math.pi * 2)
else
self.direction = direction
end
self.changed = true
end
end
-- set angle
function light:setAngle(angle)
if angle ~= self.angle then
if angle > math.pi then
self.angle = math.mod(angle, math.pi)
elseif angle < 0.0 then
self.angle = math.pi - math.mod(math.abs(angle), math.pi)
else
self.angle = angle
end
self.changed = true
end
end
-- set glow size
function light:setSmooth(smooth)
self.smooth = smooth
self.changed = true
end
-- set glow size
function light:setGlowSize(size)
self.glowSize = size
self.changed = true
end
-- set glow strength
function light:setGlowStrength(strength)
self.glowStrength = strength
self.changed = true
end
-- get type
function light:getType()
return "light"
end
return light