diff --git a/lib/light.lua b/lib/light.lua index 1804fcd..ba76fb8 100644 --- a/lib/light.lua +++ b/lib/light.lua @@ -107,15 +107,17 @@ function light:setGlowStrength(strength) self.glowStrength = strength end -function light:inRange(l,t,w,h) - return self.x + self.range > l and - self.x - self.range < (l+w) and - self.y + self.range > t and - self.y - self.range < (t+h) +function light:inRange(l,t,w,h,s) + local lx, ly, rs = (self.x + l/s) * s, (self.y + t/s) * s, self.range * s + + return (lx + rs) > 0 and + (lx - rs) < w/s and + (ly + rs) > 0 and + (ly - rs) < h/s end function light:drawShadow(l,t,w,h,s,bodies, canvas) - if self.visible and self:inRange(l,t,w,h) then + if self.visible and self:inRange(l,t,w,h,s) then -- calculate shadows local shadow_geometry = {} for i = 1, #bodies do @@ -167,7 +169,7 @@ function light:drawShadow(l,t,w,h,s,bodies, canvas) end function light:drawShine(l,t,w,h,s,bodies,canvas) - if self.visible then + if self.visible and self:inRange(l,t,w,h,s) then --update shine self.shine:clear(255, 255, 255) util.drawto(self.shine, l, t, s, function() @@ -183,7 +185,7 @@ function light:drawShine(l,t,w,h,s,bodies,canvas) end function light:drawPixelShadow(l,t,w,h,s, normalMap, canvas) - if self.visible then + if self.visible and self:inRange(l,t,w,h,s) then if self.normalInvert then self.normalInvertShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0}) self.normalInvertShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, self.z / 255.0})