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https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
split the update method up into components, easier to understand
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@ -105,125 +105,144 @@ function light_world:update()
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love.graphics.setColor(255, 255, 255)
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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love.graphics.setBlendMode("alpha")
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self:updateShadows()
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if self.optionShadows and (self.isShadows or self.isLight) then
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self:updatePixelShadows()
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love.graphics.setShader(self.shader)
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self:updateGlow()
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self:updateRefraction()
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for i = 1, #self.lights do
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self:updateRelfection()
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self.lights[i]:updateShadow()
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end
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-- update shadow
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love.graphics.setShader()
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love.graphics.setCanvas(self.shadow)
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love.graphics.setStencil()
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love.graphics.setColor(unpack(self.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", self.translate_x, self.translate_y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #self.lights do
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self.lights[i]:drawShadow()
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end
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self.isShadowBlur = false
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-- update shine
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love.graphics.setCanvas(self.shine)
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love.graphics.setColor(unpack(self.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", self.translate_x, self.translate_y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #self.lights do
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self.lights[i]:drawShine()
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end
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end
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if self.optionPixelShadows and self.isPixelShadows then
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-- update pixel shadow
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love.graphics.setBlendMode("alpha")
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-- create normal map
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self.normalMap:clear()
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love.graphics.setShader()
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love.graphics.setCanvas(self.normalMap)
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for i = 1, #self.body do
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self.body[i]:drawPixelShadow()
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end
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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self.pixelShadow2:clear()
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love.graphics.setCanvas(self.pixelShadow2)
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love.graphics.setBlendMode("additive")
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love.graphics.setShader(self.shader2)
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for i = 1, #self.lights do
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self.lights[i]:drawPixelShadow()
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end
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love.graphics.setShader()
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self.pixelShadow:clear(255, 255, 255)
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love.graphics.setCanvas(self.pixelShadow)
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love.graphics.setBlendMode("alpha")
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love.graphics.draw(self.pixelShadow2, self.translate_x, self.translate_y)
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love.graphics.setBlendMode("additive")
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love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
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love.graphics.rectangle("fill", self.translate_x, self.translate_y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setBlendMode("alpha")
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end
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if self.optionGlow and self.isGlow then
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-- create glow map
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self.glowMap:clear(0, 0, 0)
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love.graphics.setCanvas(self.glowMap)
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if self.glowDown then
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self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta())
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if self.glowTimer == 0.0 then
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self.glowDown = not self.glowDown
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end
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else
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self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0)
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if self.glowTimer == 1.0 then
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self.glowDown = not self.glowDown
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end
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end
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for i = 1, #self.body do
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self.body[i]:drawGlow()
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end
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end
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if self.optionRefraction and self.isRefraction then
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love.graphics.setShader()
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-- create refraction map
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self.refractionMap:clear()
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love.graphics.setCanvas(self.refractionMap)
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for i = 1, #self.body do
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self.body[i]:drawRefraction()
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end
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end
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if self.optionReflection and self.isReflection then
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-- create reflection map
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if self.changed then
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self.reflectionMap:clear(0, 0, 0)
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love.graphics.setCanvas(self.reflectionMap)
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for i = 1, #self.body do
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self.body[i]:drawReflection()
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end
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end
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end
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love.graphics.setShader()
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love.graphics.setShader()
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love.graphics.setBlendMode("alpha")
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil()
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love.graphics.setStencil()
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love.graphics.setCanvas(self.last_buffer)
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love.graphics.setCanvas(self.last_buffer)
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self.changed = false
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self.changed = false
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end
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end
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function light_world:updateShadows()
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if not self.optionShadows or not (self.isShadows or self.isLight) then
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return
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end
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love.graphics.setShader(self.shader)
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for i = 1, #self.lights do
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self.lights[i]:updateShadow()
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end
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-- update shadow
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love.graphics.setShader()
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love.graphics.setCanvas(self.shadow)
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love.graphics.setStencil()
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love.graphics.setColor(unpack(self.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", self.translate_x, self.translate_y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #self.lights do
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self.lights[i]:drawShadow()
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end
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self.isShadowBlur = false
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-- update shine
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love.graphics.setCanvas(self.shine)
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love.graphics.setColor(unpack(self.ambient))
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love.graphics.setBlendMode("alpha")
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love.graphics.rectangle("fill", self.translate_x, self.translate_y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("additive")
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for i = 1, #self.lights do
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self.lights[i]:drawShine()
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end
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end
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function light_world:updatePixelShadows()
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if not self.optionPixelShadows or not self.isPixelShadows then
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return
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end
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-- update pixel shadow
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love.graphics.setBlendMode("alpha")
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-- create normal map
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self.normalMap:clear()
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love.graphics.setShader()
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love.graphics.setCanvas(self.normalMap)
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for i = 1, #self.body do
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self.body[i]:drawPixelShadow()
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end
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love.graphics.setColor(255, 255, 255)
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love.graphics.setBlendMode("alpha")
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self.pixelShadow2:clear()
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love.graphics.setCanvas(self.pixelShadow2)
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love.graphics.setBlendMode("additive")
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love.graphics.setShader(self.shader2)
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for i = 1, #self.lights do
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self.lights[i]:drawPixelShadow()
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end
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love.graphics.setShader()
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self.pixelShadow:clear(255, 255, 255)
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love.graphics.setCanvas(self.pixelShadow)
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love.graphics.setBlendMode("alpha")
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love.graphics.draw(self.pixelShadow2, self.translate_x, self.translate_y)
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love.graphics.setBlendMode("additive")
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love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
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love.graphics.rectangle("fill", self.translate_x, self.translate_y, love.graphics.getWidth(), love.graphics.getHeight())
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love.graphics.setBlendMode("alpha")
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end
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function light_world:updateGlow()
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if not self.optionGlow or not self.isGlow then
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return
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end
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-- create glow map
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self.glowMap:clear(0, 0, 0)
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love.graphics.setCanvas(self.glowMap)
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if self.glowDown then
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self.glowTimer = math.max(0.0, self.glowTimer - love.timer.getDelta())
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if self.glowTimer == 0.0 then
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self.glowDown = not self.glowDown
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end
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else
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self.glowTimer = math.min(self.glowTimer + love.timer.getDelta(), 1.0)
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if self.glowTimer == 1.0 then
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self.glowDown = not self.glowDown
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end
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end
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for i = 1, #self.body do
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self.body[i]:drawGlow()
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end
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end
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function light_world:updateRefraction()
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if not self.optionRefraction or not self.isRefraction then
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return
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end
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love.graphics.setShader()
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-- create refraction map
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self.refractionMap:clear()
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love.graphics.setCanvas(self.refractionMap)
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for i = 1, #self.body do
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self.body[i]:drawRefraction()
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end
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end
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function light_world:updateRelfection()
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if not self.optionReflection or not self.isReflection then
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return
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end
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-- create reflection map
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if self.changed then
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self.reflectionMap:clear(0, 0, 0)
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love.graphics.setCanvas(self.reflectionMap)
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for i = 1, #self.body do
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self.body[i]:drawReflection()
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end
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end
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end
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function light_world:refreshScreenSize()
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function light_world:refreshScreenSize()
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self.shadow = love.graphics.newCanvas()
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self.shadow = love.graphics.newCanvas()
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self.shadow2 = love.graphics.newCanvas()
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self.shadow2 = love.graphics.newCanvas()
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@ -239,6 +258,7 @@ function light_world:refreshScreenSize()
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self.pixelShadow = love.graphics.newCanvas()
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self.pixelShadow = love.graphics.newCanvas()
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self.pixelShadow2 = love.graphics.newCanvas()
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self.pixelShadow2 = love.graphics.newCanvas()
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end
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end
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-- draw shadow
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-- draw shadow
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function light_world:drawShadow()
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function light_world:drawShadow()
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if self.optionShadows and (self.isShadows or self.isLight) then
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if self.optionShadows and (self.isShadows or self.isLight) then
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