added in initial animations

This commit is contained in:
Tim Anema 2014-12-04 11:42:28 -05:00
parent 7d5ae45a9c
commit ada9857394
14 changed files with 142 additions and 29 deletions

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@ -1,5 +1,4 @@
:todoing :todoing
-isinlightrange still not working right
-add body animations -add body animations
# light_world.lua # light_world.lua
@ -18,8 +17,6 @@ local LightWorld = require "lib" --the path to where light_world is (in this rep
-- create light world -- create light world
lightWorld = LightWorld({ lightWorld = LightWorld({
drawBackground = drawBackground, --the callback to use for drawing the background
drawForeground = drawForeground, --the callback to use for drawing the foreground
ambient = {55,55,55}, --the general ambient light in the environment ambient = {55,55,55}, --the general ambient light in the environment
}) })

65
examples/animation.lua Normal file
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@ -0,0 +1,65 @@
-- Example: Animation Example
local LightWorld = require "lib"
function love.load()
x, y, scale = 0, 0, 1
-- load images
image = love.graphics.newImage("examples/gfx/scott_pilgrim.png")
image_normal = love.graphics.newImage("examples/gfx/scott_pilgrim_NRM.png")
-- create light world
lightWorld = LightWorld({
ambient = {55,55,55},
refractionStrength = 32.0,
reflectionVisibility = 0.75,
})
-- create light
lightMouse = lightWorld:newLight(0, 0, 255, 127, 63, 300)
lightMouse:setGlowStrength(0.3)
-- create shadow bodys
animation = lightWorld:newAnimationGrid(image, 100, 100)
animation:setNormalMap(image_normal)
grid = animation:newGrid(108, 140)
animation:addAnimation('run right', grid('1-8', 1), 0.1)
end
function love.update(dt)
love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")")
if love.keyboard.isDown("down") then
y = y - dt * 200
elseif love.keyboard.isDown("up") then
y = y + dt * 200
end
if love.keyboard.isDown("right") then
x = x - dt * 200
elseif love.keyboard.isDown("left") then
x = x + dt * 200
end
if love.keyboard.isDown("-") then
scale = scale - 0.01
elseif love.keyboard.isDown("=") then
scale = scale + 0.01
end
lightWorld:update(dt) --only needed for animation
lightMouse:setPosition((love.mouse.getX() - x)/scale, (love.mouse.getY() - y)/scale)
end
function love.draw()
lightWorld:setTranslation(x, y, scale)
love.graphics.push()
love.graphics.translate(x, y)
love.graphics.scale(scale)
lightWorld:draw(function()
love.graphics.setColor(255, 255, 255)
love.graphics.rectangle("fill", -x/scale, -y/scale, love.graphics.getWidth()/scale, love.graphics.getHeight()/scale)
animation.animation:draw(image, 100, 100)
end)
love.graphics.pop()
end

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@ -93,8 +93,6 @@ function love.load()
ambient = {15,15,15}, ambient = {15,15,15},
refractionStrength = 16.0, refractionStrength = 16.0,
reflectionVisibility = 0.75, reflectionVisibility = 0.75,
drawBackground = drawBackground,
drawForeground = drawForeground
}) })
mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange) mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange)
@ -195,7 +193,7 @@ function love.update(dt)
for i = 1, phyCnt do for i = 1, phyCnt do
if phyBody[i] and (phyBody[i]:isAwake() or offsetChanged) then if phyBody[i] and (phyBody[i]:isAwake() or offsetChanged) then
if phyLight[i]:getType() == "polygon" then if phyLight[i]:getType() == "polygon" then
--phyLight[i]:setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints())) phyLight[i]:setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints()))
elseif phyLight[i]:getType() == "circle" then elseif phyLight[i]:getType() == "circle" then
phyLight[i]:setPosition(phyBody[i]:getPosition()) phyLight[i]:setPosition(phyBody[i]:getPosition())
elseif phyLight[i]:getType() == "image" then elseif phyLight[i]:getType() == "image" then

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@ -15,8 +15,6 @@ function love.load()
-- create light world -- create light world
lightWorld = LightWorld({ lightWorld = LightWorld({
drawBackground = drawBackground,
drawForeground = drawForeground,
ambient = {55,55,55}, ambient = {55,55,55},
refractionStrength = 32.0, refractionStrength = 32.0,
reflectionVisibility = 0.75, reflectionVisibility = 0.75,

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@ -15,8 +15,6 @@ function love.load()
-- create light world -- create light world
lightWorld = LightWorld({ lightWorld = LightWorld({
drawBackground = drawBackground,
drawForeground = drawForeground,
ambient = {55,55,55}, ambient = {55,55,55},
refractionStrength = 32.0, refractionStrength = 32.0,
reflectionVisibility = 0.75, reflectionVisibility = 0.75,

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@ -11,8 +11,6 @@ function love.load()
-- create light world -- create light world
lightWorld = LightWorld({ lightWorld = LightWorld({
drawBackground = drawBackground,
drawForeground = drawForeground,
ambient = {55,55,55}, ambient = {55,55,55},
refractionStrength = 32.0, refractionStrength = 32.0,
reflectionVisibility = 0.75, reflectionVisibility = 0.75,

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@ -16,11 +16,7 @@ function love.load()
-- create light world -- create light world
lightWorld = LightWorld({ lightWorld = LightWorld({
drawBackground = drawBackground,
drawForeground = drawForeground,
ambient = {55,55,55}, ambient = {55,55,55},
refractionStrength = 32.0,
reflectionVisibility = 0.75,
}) })
-- create light -- create light

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@ -1,9 +1,10 @@
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE.."/class") local class = require(_PACKAGE.."/class")
local normal_map = require(_PACKAGE..'/normal_map') local normal_map = require(_PACKAGE..'/normal_map')
local util = require(_PACKAGE..'/util') local util = require(_PACKAGE..'/util')
local vec2 = require(_PACKAGE..'/vec2') local anim8 = require(_PACKAGE..'/anim8')
local body = class() local vec2 = require(_PACKAGE..'/vec2')
local body = class()
body.glowShader = love.graphics.newShader(_PACKAGE.."/shaders/glow.glsl") body.glowShader = love.graphics.newShader(_PACKAGE.."/shaders/glow.glsl")
body.materialShader = love.graphics.newShader(_PACKAGE.."/shaders/material.glsl") body.materialShader = love.graphics.newShader(_PACKAGE.."/shaders/material.glsl")
@ -75,6 +76,17 @@ function body:init(id, type, ...)
self:generateNormalMapFlat("top") self:generateNormalMapFlat("top")
self:setShadowType('rectangle', args[4] or self.imgWidth, args[5] or self.imgHeight, args[6], args[7]) self:setShadowType('rectangle', args[4] or self.imgWidth, args[5] or self.imgHeight, args[6], args[7])
self.reflective = true self.reflective = true
elseif self.type == "animation" then
self.img = args[1]
self.x = args[2] or 0
self.y = args[3] or 0
self.ix = 0
self.iy = 0
self.width, self.height = 16, 16
self.animations = {}
self.castsNoShadow = true
self:generateNormalMapFlat("top")
self.reflective = true
elseif self.type == "refraction" then elseif self.type == "refraction" then
self:initNormal(...) self:initNormal(...)
self.refraction = true self.refraction = true
@ -132,6 +144,26 @@ function body:refresh()
end end
end end
function body:newGrid(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border)
return anim8.newGrid(
frameWidth, frameHeight,
imageWidth or self.img:getWidth(), imageHeight or self.img:getHeight(),
left, top, border
)
end
-- frameWidth, frameHeight, imageWidth, imageHeight, left, top, border
function body:addAnimation(name, frames, durations, onLoop)
self.current_animation_name = self.current_animation or name
self.animations[name] = anim8.newAnimation(frames, durations, onLoop)
self.animation = self.animations[self.current_animation_name]
end
function body:update(dt)
local frame = self.animation.frames[self.animation.position]
_,_,self.width, self.height = frame:getViewport()
self.animation:update(dt)
end
-- set position -- set position
function body:setPosition(x, y) function body:setPosition(x, y)
if x ~= self.x or y ~= self.y then if x ~= self.x or y ~= self.y then
@ -464,7 +496,11 @@ end
function body:drawNormal() function body:drawNormal()
if not self.refraction and not self.reflection and self.normalMesh then if not self.refraction and not self.reflection and self.normalMesh then
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny) if self.type == 'animation' then
self.animation:draw(self.normal, self.x, self.y)
else
love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny)
end
end end
end end
@ -492,6 +528,11 @@ function body:drawGlow()
love.graphics.setColor(0, 0, 0) love.graphics.setColor(0, 0, 0)
end end
love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy) love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy)
elseif self.type == "animation" then
if self.glow then
print('glowmaps not yet supported for animations')
end
self.animation:draw(self.img, self.x - self.ix, self.y - self.iy)
end end
love.graphics.setShader() love.graphics.setShader()
@ -519,6 +560,8 @@ function body:drawRefraction()
love.graphics.polygon("fill", unpack(self.data)) love.graphics.polygon("fill", unpack(self.data))
elseif self.type == "image" and self.img then elseif self.type == "image" and self.img then
love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy) love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy)
elseif self.type == 'animation' then
self.animation:draw(self.img, self.x - self.ix, self.y - self.iy)
end end
end end
end end
@ -531,10 +574,18 @@ function body:drawReflection()
end end
if self.reflective and self.img then if self.reflective and self.img then
love.graphics.setColor(0, 255, 0) love.graphics.setColor(0, 255, 0)
love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy) if self.type == 'animation' then
self.animation:draw(self.img, self.x - self.ix, self.y - self.iy)
else
love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy)
end
elseif not self.reflection and self.img then elseif not self.reflection and self.img then
love.graphics.setColor(0, 0, 0) love.graphics.setColor(0, 0, 0)
love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy) if self.type == 'animation' then
self.animation:draw(self.img, self.x - self.ix, self.y - self.iy)
else
love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy)
end
end end
end end
@ -543,7 +594,11 @@ function body:drawMaterial()
love.graphics.setShader(self.materialShader) love.graphics.setShader(self.materialShader)
love.graphics.setColor(255, 255, 255) love.graphics.setColor(255, 255, 255)
self.materialShader:send("material", self.material) self.materialShader:send("material", self.material)
love.graphics.draw(self.normal, self.x - self.nx, self.y - self.ny) if self.type == 'animation' then
self.animation:draw(self.normal, self.x - self.nx, self.y - self.ny)
else
love.graphics.draw(self.normal, self.x - self.nx, self.y - self.ny)
end
love.graphics.setShader() love.graphics.setShader()
end end
end end

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@ -85,6 +85,15 @@ function light_world:refreshScreenSize(w, h)
self.post_shader:refreshScreenSize(w, h) self.post_shader:refreshScreenSize(w, h)
end end
function light_world:update(dt)
for i = 1, #self.body do
if self.body[i]:isInRange(self.l,self.t,self.w,self.h,self.s) and
self.body[i].type == 'animation' then
self.body[i]:update(dt)
end
end
end
function light_world:draw(cb) function light_world:draw(cb)
util.drawto(self.render_buffer, self.l, self.t, self.s, function() util.drawto(self.render_buffer, self.l, self.t, self.s, function()
cb( self.l,self.t,self.w,self.h,self.s) cb( self.l,self.t,self.w,self.h,self.s)
@ -242,6 +251,7 @@ function light_world:getBody(n) return self.body[n] end
function light_world:getLightCount() return #self.lights end function light_world:getLightCount() return #self.lights end
function light_world:getLight(n) return self.lights[n] end function light_world:getLight(n) return self.lights[n] end
function light_world:newRectangle(...) return self:newBody("rectangle", ...) end function light_world:newRectangle(...) return self:newBody("rectangle", ...) end
function light_world:newAnimationGrid(...) return self:newBody("animation", ...) end
function light_world:newCircle(...) return self:newBody("circle", ...) end function light_world:newCircle(...) return self:newBody("circle", ...) end
function light_world:newPolygon(...) return self:newBody("polygon", ...) end function light_world:newPolygon(...) return self:newBody("polygon", ...) end
function light_world:newImage(...) return self:newBody("image", ...) end function light_world:newImage(...) return self:newBody("image", ...) end

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@ -179,10 +179,8 @@ function exf.resume()
-- create light world -- create light world
lightWorld = LightWorld({ lightWorld = LightWorld({
drawBackground = exf.drawBackground, ambient = {127, 127, 127}
drawForeground = exf.drawForeground
}) })
lightWorld:setAmbientColor(127, 127, 127)
-- create light -- create light
lightMouse = lightWorld:newLight(0, 0, 255, 127, 63, 500) lightMouse = lightWorld:newLight(0, 0, 255, 127, 63, 500)