local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local util = require(_PACKAGE..'/util') local light = {} light.__index = light local function new(x, y, r, g, b, range) if r and r > 1 then r = r / 255 end if g and g > 1 then g = g / 255 end if b and b > 1 then b = b / 255 end local obj = { direction = 0, angle = math.pi * 2.0, x = x or 0, y = y or 0, z = 1, red = r or 1, green = g or 1, blue = b or 1, range = range or 300, smooth = 1.0, glowSize = 0.1, glowStrength = 0.0, visible = true, is_on_screen = true, } return setmetatable(obj, light) 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 end end -- move position function light:move(x, y, z) if x then self.x = self.x + x end if y then self.y = self.y + y end if z then self.z = self.z + z end end -- get position function light:getPosition() return self.x, self.y, self.z end -- set color function light:setColor(r, g, b) if r > 1 then r = r / 255 end if g > 1 then g = g / 255 end if b > 1 then b = b / 255 end self.red = r self.green = g self.blue = b end -- get range function light:getRange() return self.range end -- set range function light:setRange(range) if range ~= self.range then self.range = range 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 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 end end -- set glow size function light:setSmooth(smooth) self.smooth = smooth end -- set glow size function light:setGlowSize(size) self.glowSize = size end -- set glow strength function light:setGlowStrength(strength) self.glowStrength = strength end function light:isVisible() return self.visible and self.is_on_screen end 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 self.visible and (lx + rs) > 0 and (lx - rs) < w/s and (ly + rs) > 0 and (ly - rs) < h/s end function light:setVisible(visible) self.visible = visible end return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})