-- Example: Complex Example local LightWorld = require "lib" function initScene() -- physic world physicWorld = love.physics.newWorld(0, 9.81 * 64, true) wall1 = {} wall1.body = love.physics.newBody(physicWorld, 400, 605, "static") wall1.shape = love.physics.newRectangleShape(0, 0, 800, 10) wall1.fixture = love.physics.newFixture(wall1.body, wall1.shape) wall2 = {} wall2.body = love.physics.newBody(physicWorld, -5, 300, "static") wall2.shape = love.physics.newRectangleShape(0, 0, 10, 600) wall2.fixture = love.physics.newFixture(wall2.body, wall2.shape) wall3 = {} wall3.body = love.physics.newBody(physicWorld, 805, 300, "static") wall3.shape = love.physics.newRectangleShape(0, 0, 10, 600) wall3.fixture = love.physics.newFixture(wall3.body, wall3.shape) wall4 = {} wall4.body = love.physics.newBody(physicWorld, 400, -5, "static") wall4.shape = love.physics.newRectangleShape(0, 0, 800, 10) wall4.fixture = love.physics.newFixture(wall4.body, wall4.shape) phyCnt = 0 phyLight = {} phyBody = {} phyShape = {} phyFixture = {} end function love.load() love.graphics.setBackgroundColor(0, 0, 0) love.graphics.setDefaultFilter("nearest", "nearest") -- load image font font = love.graphics.newImageFont("examples/gfx/font.png", " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.,!?-+/():;%&`'*#=[]\"") love.graphics.setFont(font) -- set background quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth() + 32, love.window.getHeight() + 24, 32, 24) imgFloor = love.graphics.newImage("examples/gfx/floor.png") imgFloor:setWrap("repeat", "repeat") -- load image examples circle = love.graphics.newImage("examples/gfx/circle.png") circle_normal = love.graphics.newImage("examples/gfx/circle_normal.png") cone = love.graphics.newImage("examples/gfx/cone.png") cone_large = love.graphics.newImage("examples/gfx/cone_large.png") cone_large_normal = love.graphics.newImage("examples/gfx/cone_large_normal.png") cone_normal = love.graphics.newImage("examples/gfx/cone_normal.png") chest = love.graphics.newImage("examples/gfx/chest.png") chest_normal = love.graphics.newImage("examples/gfx/chest_normal.png") machine = love.graphics.newImage("examples/gfx/machine.png") machine_normal = love.graphics.newImage("examples/gfx/machine_normal.png") machine_glow = love.graphics.newImage("examples/gfx/machine_glow.png") machine2 = love.graphics.newImage("examples/gfx/machine2.png") machine2_normal = love.graphics.newImage("examples/gfx/machine2_normal.png") machine2_glow = love.graphics.newImage("examples/gfx/machine2_glow.png") blopp = love.graphics.newImage("examples/gfx/blopp.png") tile = love.graphics.newImage("examples/gfx/tile.png") tile_normal = love.graphics.newImage("examples/gfx/tile_normal.png") tile_glow = love.graphics.newImage("examples/gfx/tile_glow.png") refraction_normal = love.graphics.newImage("examples/gfx/refraction_normal.png") water = love.graphics.newImage("examples/gfx/water.png") led = love.graphics.newImage("examples/gfx/led.png") led2 = love.graphics.newImage("examples/gfx/led2.png") led3 = love.graphics.newImage("examples/gfx/led3.png") led_normal = love.graphics.newImage("examples/gfx/led_normal.png") led_glow = love.graphics.newImage("examples/gfx/led_glow.png") led_glow2 = love.graphics.newImage("examples/gfx/led_glow2.png") led_glow3 = love.graphics.newImage("examples/gfx/led_glow3.png") ape = love.graphics.newImage("examples/gfx/ape.png") ape_normal = love.graphics.newImage("examples/gfx/ape_normal.png") ape_glow = love.graphics.newImage("examples/gfx/ape_glow.png") imgLight = love.graphics.newImage("examples/gfx/light.png") -- materials material = {} local files = love.filesystem.getDirectoryItems("examples/gfx/sphere") for i, file in ipairs(files) do material[i] = love.graphics.newImage("examples/gfx/sphere/" .. file) end -- light world lightRange = 400 lightSmooth = 1.0 lightWorld = LightWorld({ ambient = {15,15,15}, refractionStrength = 16.0, reflectionVisibility = 0.75, drawBackground = drawBackground, drawForeground = drawForeground }) mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange) mouseLight:setGlowStrength(0.3) mouseLight:setSmooth(lightSmooth) mouseLight.z = 63 lightDirection = 0.0 colorAberration = 0.0 -- init physic world initScene() helpOn = false physicOn = false lightOn = true gravityOn = 1 shadowBlur = 2.0 bloomOn = 0.0 textureOn = true normalOn = false glowBlur = 1.0 effectOn = 0.0 offsetX = 0.0 offsetY = 0.0 scale = 1.0 offsetOldX = 0.0 offsetOldY = 0.0 offsetChanged = false tileX = 0 tileY = 0 end function love.update(dt) love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")") mx, my = (love.mouse.getX() - offsetX)/scale, (love.mouse.getY() - offsetY)/scale mouseLight:setPosition(mx, my, 1 + (math.sin(lightDirection) + 1.0)) lightDirection = lightDirection + dt colorAberration = math.max(0.0, colorAberration - dt * 10.0) if love.keyboard.isDown("w") then for i = 1, phyCnt do if phyBody[i] then phyBody[i]:applyForce(0, -2000) end end elseif love.keyboard.isDown("s") then for i = 1, phyCnt do if phyBody[i] then phyBody[i]:applyForce(0, 2000) end end end if love.keyboard.isDown("a") then for i = 1, phyCnt do if phyBody[i] then phyBody[i]:applyForce(-2000, 0) end end elseif love.keyboard.isDown("d") then for i = 1, phyCnt do if phyBody[i] then phyBody[i]:applyForce(2000, 0) end end end if love.keyboard.isDown("up") then offsetY = offsetY + dt * 200 elseif love.keyboard.isDown("down") then offsetY = offsetY - dt * 200 end if love.keyboard.isDown("left") then offsetX = offsetX + dt * 200 elseif love.keyboard.isDown("right") then offsetX = offsetX - dt * 200 end if love.keyboard.isDown("-") then scale = scale - 0.01 elseif love.keyboard.isDown("=") then scale = scale + 0.01 end for i = 1, lightWorld:getLightCount() do lightWorld:getLight(i):setDirection(lightDirection) end tileX = tileX + dt * 32.0 tileY = tileY + dt * 8.0 for i = 1, phyCnt do if phyBody[i] and (phyBody[i]:isAwake() or offsetChanged) then if phyLight[i]:getType() == "polygon" then phyLight[i]:setPoints(phyBody[i]:getWorldPoints(phyShape[i]:getPoints())) elseif phyLight[i]:getType() == "circle" then phyLight[i]:setPosition(phyBody[i]:getPosition()) elseif phyLight[i]:getType() == "image" then phyLight[i]:setPosition(phyBody[i]:getPosition()) elseif phyLight[i]:getType() == "refraction" then --phyLight[i]:setPosition(phyBody[i]:getPosition()) end end if phyLight[i]:getType() == "refraction" then --if math.mod(i, 2) == 0 then phyLight[i]:setNormalTileOffset(tileX, tileY) --end end end if physicOn then physicWorld:update(dt) end -- draw shader if colorAberration > 0.0 then -- vert / horz blur lightWorld.post_shader:addEffect("blur", 2.0, 2.0) lightWorld.post_shader:addEffect("chromatic_aberration", math.sin(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * colorAberration, math.sin(lightDirection * 10.0) * -colorAberration, math.sin(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * -colorAberration) else lightWorld.post_shader:removeEffect("blur") lightWorld.post_shader:removeEffect("chromatic_aberration") end if bloomOn > 0.0 then -- blur, strength lightWorld.post_shader:addEffect("bloom", 2.0, bloomOn) else lightWorld.post_shader:removeEffect("bloom") end end function love.draw() -- set shader buffer love.graphics.push() love.graphics.translate(offsetX, offsetY) love.graphics.scale(scale) lightWorld:draw(offsetX,offsetY, scale) love.graphics.pop() love.graphics.draw(imgLight, mx - 5, (my - 5) - (16.0 + (math.sin(lightDirection) + 1.0) * 64.0)) -- draw help if helpOn then love.graphics.setBlendMode("alpha") love.graphics.setColor(0, 0, 0, 191) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 44) love.graphics.rectangle("fill", 0, love.graphics.getHeight() - 68, 240, 68) love.graphics.rectangle("fill", love.graphics.getWidth() - 244, love.graphics.getHeight() - 84, 244, 84) love.graphics.setColor(0, 255, 0) love.graphics.print("F1: Help (on)", 4 + 152 * 0, 4) if physicOn then love.graphics.setColor(0, 255, 0) love.graphics.print("F2: Physic (on)", 4 + 152 * 1, 4) else love.graphics.setColor(255, 0, 0) love.graphics.print("F2: Physic (off)", 4 + 152 * 1, 4) end if lightOn then love.graphics.setColor(0, 255, 0) love.graphics.print("F3: Light (on)", 4 + 152 * 2, 4) else love.graphics.setColor(255, 0, 0) love.graphics.print("F3: Light (off)", 4 + 152 * 2, 4) end if gravityOn == 1.0 then love.graphics.setColor(0, 255, 0) love.graphics.print("F4: Gravity (on)", 4 + 152 * 3, 4) else love.graphics.setColor(255, 0, 0) love.graphics.print("F4: Gravity (off)", 4 + 152 * 3, 4) end if shadowBlur >= 1.0 then love.graphics.setColor(0, 255, 0) love.graphics.print("F5: Shadowblur (" .. shadowBlur .. ")", 4 + 152 * 4, 4) else love.graphics.setColor(255, 0, 0) love.graphics.print("F5: Shadowblur (off)", 4 + 152 * 4, 4) end if bloomOn > 0.0 then love.graphics.setColor(0, 255, 0) love.graphics.print("F6: Bloom (" .. (bloomOn * 4) .. ")", 4 + 152 * 0, 4 + 20 * 1) else love.graphics.setColor(255, 0, 0) love.graphics.print("F6: Bloom (off)", 4 + 152 * 0, 4 + 20 * 1) end if textureOn then love.graphics.setColor(0, 255, 0) love.graphics.print("F7: Texture (on)", 4 + 152 * 1, 4 + 20 * 1) else love.graphics.setColor(255, 0, 0) love.graphics.print("F7: Texture (off)", 4 + 152 * 1, 4 + 20 * 1) end if normalOn then love.graphics.setColor(0, 255, 0) love.graphics.print("F8: Normal (on)", 4 + 152 * 2, 4 + 20 * 1) else love.graphics.setColor(255, 0, 0) love.graphics.print("F8: Normal (off)", 4 + 152 * 2, 4 + 20 * 1) end if glowBlur >= 1.0 then love.graphics.setColor(0, 255, 0) love.graphics.print("F9: Glow Blur (" .. glowBlur .. ")", 4 + 152 * 3, 4 + 20 * 1) else love.graphics.setColor(255, 0, 0) love.graphics.print("F9: Glow Blur (off)", 4 + 152 * 3, 4 + 20 * 1) end if effectOn >= 1.0 then love.graphics.setColor(0, 255, 0) love.graphics.print("F10: Effects (" .. effectOn .. ")", 4 + 152 * 4, 4 + 20 * 1) else love.graphics.setColor(255, 0, 0) love.graphics.print("F10: Effects (off)", 4 + 152 * 4, 4 + 20 * 1) end love.graphics.setColor(255, 0, 255) love.graphics.print("F11: Clear obj.", 4 + 152 * 4, 4 + 20 * 2) love.graphics.print("F12: Clear lights", 4 + 152 * 4, 4 + 20 * 3) love.graphics.setColor(0, 127, 255) love.graphics.print("WASD Keys: Move objects", 4, love.graphics.getHeight() - 20 * 3) love.graphics.print("Arrow Keys: Move map", 4, love.graphics.getHeight() - 20 * 2) love.graphics.print("0-9 Keys: Add object", 4, love.graphics.getHeight() - 20 * 1) love.graphics.setColor(255, 127, 0) love.graphics.print("M.left: Add cube", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 4) love.graphics.print("M.middle: Add light", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 3) love.graphics.print("M.right: Add circle", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 2) love.graphics.print("M.scroll: Change smooth", love.graphics.getWidth() - 240, love.graphics.getHeight() - 20 * 1) love.graphics.setColor(255, 127, 0) else love.graphics.setColor(255, 255, 255, 191) love.graphics.print("F1: Help", 4, 4) end end function drawBackground(l,t,w,h) love.graphics.setBlendMode("alpha") if normalOn then love.graphics.setColor(127, 127, 255) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) else love.graphics.setColor(255, 255, 255) if textureOn then love.graphics.draw(imgFloor, quadScreen, 0,0) else love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight()) end end for i = 1, phyCnt do if phyLight[i]:getType() == "refraction" then if not normalOn then love.graphics.setBlendMode("alpha") love.graphics.setColor(255, 255, 255, 191) love.graphics.draw(water, phyLight[i].x - phyLight[i].ox, phyLight[i].y - phyLight[i].oy) end end end end function drawForeground(l,t,w,h) love.graphics.setBlendMode("alpha") for i = 1, phyCnt do if phyLight[i]:getType() == "polygon" then math.randomseed(i) love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255)) love.graphics.polygon("fill", phyLight[i]:getPoints()) elseif phyLight[i]:getType() == "circle" then math.randomseed(i) love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255)) local cx, cy = phyLight[i]:getPosition() love.graphics.circle("fill", cx, cy, phyLight[i]:getRadius()) elseif phyLight[i]:getType() == "image" then if normalOn and phyLight[i].normal then love.graphics.setColor(255, 255, 255) love.graphics.draw(phyLight[i].normal, phyLight[i].x - phyLight[i].nx, phyLight[i].y - phyLight[i].ny) elseif not phyLight[i].material then math.randomseed(i) love.graphics.setColor(math.random(127, 255), math.random(127, 255), math.random(127, 255)) love.graphics.draw(phyLight[i].img, phyLight[i].x - phyLight[i].ix, phyLight[i].y - phyLight[i].iy) end end end end function love.mousepressed(x, y, c) if c == "m" then -- add light local r = lightWorld:getLightCount() % 3 local light if r == 0 then light = lightWorld:newLight(x, y, 31, 127, 63, lightRange) elseif r == 1 then light = lightWorld:newLight(x, y, 127, 63, 31, lightRange) else light = lightWorld:newLight(x, y, 31, 63, 127, lightRange) end light:setSmooth(lightSmooth) light:setGlowStrength(0.3) elseif c == "l" then -- add rectangle math.randomseed(love.timer.getTime()) phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newPolygon({ x, y, x+16, y, x+16, y+16, x, y+16 }) phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, math.random(32, 64), math.random(32, 64)) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif c == "r" then -- add circle math.randomseed(love.timer.getTime()) cRadius = math.random(8, 32) phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newCircle(x, y, cRadius) phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic") phyShape[phyCnt] = love.physics.newCircleShape(0, 0, cRadius) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif c == "wu" then if lightSmooth < 4.0 then lightSmooth = lightSmooth * 1.1 mouseLight:setSmooth(lightSmooth) end elseif c == "wd" then if lightSmooth > 0.5 then lightSmooth = lightSmooth / 1.1 mouseLight:setSmooth(lightSmooth) end end end function love.keypressed(k, u) -- debug options if k == "f1" then helpOn = not helpOn elseif k == "f2" then physicOn = not physicOn elseif k == "f3" then lightOn = not lightOn elseif k == "f4" then gravityOn = 1 - gravityOn physicWorld:setGravity(0, gravityOn * 9.81 * 64) elseif k == "f5" then shadowBlur = math.max(1, shadowBlur * 2.0) if shadowBlur > 8.0 then shadowBlur = 0.0 end lightWorld:setBlur(shadowBlur) elseif k == "f6" or k == "b" then bloomOn = math.max(0.25, bloomOn * 2.0) if bloomOn > 1.0 then bloomOn = 0.0 end elseif k == "f7" then textureOn = not textureOn elseif k == "f8" then normalOn = not normalOn elseif k == "f9" then glowBlur = glowBlur + 1.0 if glowBlur > 8.0 then glowBlur = 0.0 end lightWorld:setGlowStrength(glowBlur) elseif k == "f10" then effectOn = effectOn + 1.0 if effectOn > 4.0 then effectOn = 0.0 end if effectOn == 1.0 then lightWorld.post_shader:addEffect("four_colors", {15, 56, 15}, {48, 98, 48}, {139, 172, 15}, {155, 188, 15}) --lightWorld.post_shader:addEffect("4colors", {108, 108, 78}, {142, 139, 87}, {195, 196, 165}, {227, 230, 201}) else lightWorld.post_shader:removeEffect("four_colors") end if effectOn == 2.0 then lightWorld.post_shader:addEffect("monochrome") else lightWorld.post_shader:removeEffect("monochrome") end if effectOn == 3.0 then lightWorld.post_shader:addEffect("scanlines") else lightWorld.post_shader:removeEffect("scanlines") end if effectOn == 4.0 then lightWorld.post_shader:addEffect("tilt_shift", 4.0) else lightWorld.post_shader:removeEffect("tilt_shift") end elseif k == "f11" then physicWorld:destroy() lightWorld:clearBodys() initScene() elseif k == "f12" then lightWorld:clearLights() mouseLight = lightWorld:newLight(0, 0, 255, 191, 127, lightRange) mouseLight:setGlowStrength(0.3) mouseLight:setSmooth(lightSmooth) elseif k == "1" then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(circle, mx, my) phyLight[phyCnt]:setNormalMap(circle_normal) phyLight[phyCnt]:setShadowType("circle", 16) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 32) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif k == "2" then local r = lightWorld:getBodyCount() % 2 if r == 0 then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(cone, mx, my, 24, 12, 12, 16) phyLight[phyCnt]:setNormalMap(cone_normal) phyLight[phyCnt]:setShadowType("circle", 12) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif r == 1 then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(chest, mx, my, 32, 24, 16, 0) phyLight[phyCnt]:setNormalMap(chest_normal) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) end elseif k == "3" then -- add image local r = lightWorld:getBodyCount() % #material phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(ape, mx, my, 160, 128, 80, 64) phyLight[phyCnt]:setNormalMap(ape_normal) if r == 3 then phyLight[phyCnt]:setGlowMap(ape_glow) end phyLight[phyCnt]:setMaterial(material[r + 1]) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) phyLight[phyCnt]:setShadowType("image", 0, -16, 0.0) elseif k == "4" then -- add glow image local r = lightWorld:getBodyCount() % 5 if r == 0 then phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(machine, mx, my, 32, 24, 16, 0) phyLight[phyCnt]:setNormalMap(machine_normal) phyLight[phyCnt]:setGlowMap(machine_glow) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 24) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif r == 1 then phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(machine2, mx, my, 24, 12, 12, -4) phyLight[phyCnt]:setNormalMap(machine2_normal) phyLight[phyCnt]:setGlowMap(machine2_glow) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif r == 2 then phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(led, mx, my, 32, 6, 16, -8) phyLight[phyCnt]:setNormalMap(led_normal) phyLight[phyCnt]:setGlowMap(led_glow) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif r == 3 then phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(led2, mx, my, 32, 6, 16, -8) phyLight[phyCnt]:setNormalMap(led_normal) phyLight[phyCnt]:setGlowMap(led_glow2) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif r == 4 then phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(led3, mx, my, 32, 6, 16, -8) phyLight[phyCnt]:setNormalMap(led_normal) phyLight[phyCnt]:setGlowMap(led_glow3) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 32, 6) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) end elseif k == "5" then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(cone_large, mx, my, 24, 128, 12, 64) phyLight[phyCnt]:setNormalMap(cone_large_normal) phyLight[phyCnt]:setShadowType("image", 0, -6, 0.0) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 24, 32) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif k == "6" then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(blopp, mx, my, 42, 16, 21, 0) phyLight[phyCnt]:generateNormalMapGradient("gradient", "gradient") phyLight[phyCnt]:setAlpha(0.5) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 42, 29) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif k == "7" then -- add image phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newImage(tile, mx, my) phyLight[phyCnt]:setHeightMap(tile_normal, 2.0) phyLight[phyCnt]:setGlowMap(tile_glow) phyLight[phyCnt]:setShadow(false) phyLight[phyCnt].reflective = false phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, 64, 64) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif k == "8" then -- add rectangle phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newPolygon() phyLight[phyCnt]:setAlpha(0.5) phyLight[phyCnt]:setGlowStrength(1.0) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") math.randomseed(love.timer.getTime()) phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, math.random(32, 64), math.random(32, 64)) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) math.randomseed(phyCnt) phyLight[phyCnt]:setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255)) math.randomseed(phyCnt) phyLight[phyCnt]:setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255)) elseif k == "9" then -- add circle math.randomseed(love.timer.getTime()) cRadius = math.random(8, 32) phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newCircle(mx, my, cRadius) phyLight[phyCnt]:setAlpha(0.5) phyLight[phyCnt]:setGlowStrength(1.0) math.randomseed(phyCnt) phyLight[phyCnt]:setGlowColor(math.random(0, 255), math.random(0, 255), math.random(0, 255)) math.randomseed(phyCnt) phyLight[phyCnt]:setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255)) phyBody[phyCnt] = love.physics.newBody(physicWorld, mx, my, "dynamic") phyShape[phyCnt] = love.physics.newCircleShape(0, 0, cRadius) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) phyFixture[phyCnt]:setRestitution(0.5) elseif k == "0" then phyCnt = phyCnt + 1 phyLight[phyCnt] = lightWorld:newRefraction(refraction_normal, mx, my) phyLight[phyCnt]:setReflection(true) elseif k == "l" then -- add light local r = lightWorld:getLightCount() % 3 local light if r == 0 then light = lightWorld:newLight(mx, my, 31, 127, 63, lightRange) elseif r == 1 then light = lightWorld:newLight(mx, my, 127, 63, 31, lightRange) else light = lightWorld:newLight(mx, my, 31, 63, 127, lightRange) end light:setSmooth(lightSmooth) light:setGlowStrength(0.3) math.randomseed(love.timer.getTime()) light:setAngle(math.random(1, 5) * 0.1 * math.pi) elseif k == "c" then if colorAberration == 0.0 then colorAberration = 3.0 end end end