Feel free to steal from the code,
press 1, 2, or 3 to set the lighting to different brightnesses. Notice the lightsource underneath the player. Also, this map is being loaded in from a map created with Tiled. There are a few demo maps, just look in the directory and change the map name that's being loaded.
http://www.josephbleau.com/PC_Light.love
Requires Love 0.7.0 for use of framebuffers in lighting code
The lighting is still proof of concept, it's not abstracted out to be useful unless you gut it and do it yourself, but I'll get there.
Cheers!
Ninwa
Primitive "Tiled" map loader and 2D game lighting
Re: Primitive "Tiled" map loader and 2D game lighting
I abstracted the lighting code out. Feel free to use it for whatever you want.
foo = Candle.new(x,y) creates a new source.
and make sure to do Candle.update(dt) in your update-loop and Candle.draw() in your draw loop. It must be the last thing drawn.
Code: Select all
require "MiddleClass.lua"
Candle = class('Candle')
Flame = class('Flame')
-- The Candle library is going to take the liberty
-- of keeping track of all of your current Flames.
-- I need to do this because of how I'm doing the drawing.
-- At least for now until I refactor/rethink it.
Candle.flames = {}
function Candle.new(x,y,max_shimmer,min_shimmer)
table.insert(Candle.flames, Flame:new(x,y,max_shimmer,min_shimmer))
end
function Candle.update(dt)
for _, v in ipairs(Candle.flames) do
v:update(dt)
end
end
-- We need to use a frame buffer so we can do
-- independent blending of our light sources and
-- our shroud without having to worry about
-- anything else being drawn. One is good
-- for all of our Flames though!
Candle.buffer = love.graphics.newFramebuffer()
function Candle.draw()
Candle.buffer:renderTo(function()
love.graphics.draw(Candle.shrouds[Candle.shroud_intensity],0,0) -- draw our shroud
for _, v in ipairs(Candle.flames) do
love.graphics.setColor(v.light_intensity,v.light_intensity,v.light_intensity)
love.graphics.circle('fill',v.x,v.y,v.shimmer_radius,256)
end
end)
love.graphics.setBlendMode("multiplicative")
local draw_me = love.graphics.newImage(Candle.buffer:getImageData())
love.graphics.draw(draw_me,0,0)
love.graphics.setBlendMode("alpha")
end
--[[ Note: Currently the shroud_intensity is fixed, you can change it but
you must also change the for loop in generateShrouds also. I initially
wanted to load all possible shrouds up-front, but this takes way too long.
I will find a new approach, but in the meantime... deal with it? ]]
Candle.shrouds = {}
Candle.shroud_intensity = 200 -- Fixed for now until I figure this shit out.
-- I wouldn't use this if I were you!
function Candle.setShroudIntensity(intensity)
self.shroud_intensity = intensity
end
-- You can call this in love.load
-- so that it wont stall us when we
-- create our first Candle.
function Candle.generateShrouds()
for i=200, 200 do
-- TODO: Replace dimensions with a variable
-- screen size.
Candle.shrouds[i] = love.image.newImageData(768,768)
for x=1, Candle.shrouds[i]:getWidth() do
for y=1, Candle.shrouds[i]:getHeight() do
Candle.shrouds[i]:setPixel(x,y,0,0,0,i)
end
end
Candle.shrouds[i] = love.graphics.newImage(Candle.shrouds[i])
end
end
function Flame:initialize(x,y,max_shimmer,min_shimmer)
if #Candle.shrouds == 0 then
Candle.generateShrouds()
end
self.x = x
self.y = y
if max_shimmer == nil then self.max_shimmer = 50
else self.max_shimmer = max_shimmer end
if min_shimmer == nil then self.min_shimmer = 50
else self.min_shimmer = min_shimmer end
self.light_intensity = 255
self.shimmer_radius = self.max_shimmer-1
self.shroud_intensity = 200
self.magic = 1 -- Every code needs a little bit of magic.
end
function Flame:update(dt)
-- "Shimmer" effect by growing and
-- shrinking Candle radius
if self.min_shimmer ~= self.max_shimmer then
self.shimmer_radius = self.shimmer_radius - 50 * dt * self.magic
self.shimimer_radius = math.floor(self.shimmer_radius)
if self.shimmer_radius >= self.max_shimmer then
self.magic = self.magic * -1
end
if self.shimmer_radius <= self.min_shimmer then
self.magic = self.magic * -1
end
end
end
and make sure to do Candle.update(dt) in your update-loop and Candle.draw() in your draw loop. It must be the last thing drawn.
Re: Primitive "Tiled" map loader and 2D game lighting
Looks good.
btw. i like your game ideas.
btw. i like your game ideas.
Re: Primitive "Tiled" map loader and 2D game lighting
I think lighting looks a lot better this way. I changed how multiple lightsources blend so it works better, plus am now able to create the effect you see on the star on the house.
http://dl.dropbox.com/u/13836131/PC.love
Also, press 'm' to load a different map. Was seeing how well my code handled doing this on the fly, and it works pretty well.
http://dl.dropbox.com/u/13836131/PC.love
Also, press 'm' to load a different map. Was seeing how well my code handled doing this on the fly, and it works pretty well.
Re: Primitive "Tiled" map loader and 2D game lighting
Can you post a screenshot?
Seems the frame buffer is screwing with me,that or the blend mode(or both)
Got it not crashing by setting it up to 1024
Seems the frame buffer is screwing with me,that or the blend mode(or both)
Got it not crashing by setting it up to 1024
Re: Primitive "Tiled" map loader and 2D game lighting
This looks interesting, I was going to do some fake 2D lighting by making separate sprites but this seems much better, I may end up using it
@rynesaur
Re: Primitive "Tiled" map loader and 2D game lighting
I'll post a screenshot up later, I'm currently at work, but the tileset the demo is using is not PO2-friendly, which I suspect may be causing the problems. It supports any Tiled map, with any tileset, so I may have to fix that even if I'm just padding the tiles.
@Ryne, thank you! And you're more than welcome to. I probably wouldn't use it just yet as it's really limited and the interface is likely to change but I will be releasing any changes to the library as I go along, so you're welcome to play with it! :]
@Ryne, thank you! And you're more than welcome to. I probably wouldn't use it just yet as it's really limited and the interface is likely to change but I will be releasing any changes to the library as I go along, so you're welcome to play with it! :]
Re: Primitive "Tiled" map loader and 2D game lighting
I cant wait , I think adding lighting to my zombie shooter would make it significantly more awesome/immersing .
@rynesaur
Re: Primitive "Tiled" map loader and 2D game lighting
Ask and you shall receive! )adrix89 wrote:Can you post a screenshot?
Seems the frame buffer is screwing with me,that or the blend mode(or both)
Got it not crashing by setting it up to 1024
Outdoor area with lighting (check out the start) in real time it shimmers a little. Inside that house from the perspective of the map editor, Tiled.
Re: Primitive "Tiled" map loader and 2D game lighting
Thats just awesome. I wonder how hard It would be to implement this. Maybe I can leave it for last and you can give me a hand with it?
@rynesaur
Who is online
Users browsing this forum: No registered users and 2 guests