Löve "Light vs. Shadow" Engine [0.4.3]

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Ranguna259
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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by Ranguna259 » Mon Aug 11, 2014 4:41 pm

Weird stuff right there. Glad you got it to work :megagrin:
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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by davisdude » Mon Aug 11, 2014 8:52 pm

InsomniaNY wrote:So I got it working, though I'm not exactly show why it works this way. Here's what I had to do to get it to work:

Code: Select all

	lightMouse.setPosition(p.x, p.y)
	mouseP = {love.mouse.getPosition()}
	angleMouse_toPlayer = math.atan2(mouseP[1] - p.x, mouseP[2] - p.y)
	lightMouse.setDirection(angleMouse_toPlayer + math.pi)
The problem is that you're using the x coordinates first in math.atan2, you should use the y coordinates as the first argument, i.e.:

Code: Select all

math.atan2(mouseP[2] - p.y, mouseP[1] - p.x)
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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by InsomniaNY » Mon Aug 11, 2014 9:03 pm

davisdude wrote:
InsomniaNY wrote:So I got it working, though I'm not exactly show why it works this way. Here's what I had to do to get it to work:

Code: Select all

	lightMouse.setPosition(p.x, p.y)
	mouseP = {love.mouse.getPosition()}
	angleMouse_toPlayer = math.atan2(mouseP[1] - p.x, mouseP[2] - p.y)
	lightMouse.setDirection(angleMouse_toPlayer + math.pi)
The problem is that you're using the x coordinates first in math.atan2, you should use the y coordinates as the first argument, i.e.:

Code: Select all

math.atan2(mouseP[2] - p.y, mouseP[1] - p.x)
I think you misunderstood what I was saying. When I had math.atan2(y,x) it didn't work. When I switched it to math.atan2(x,y) because I figured I might as well try, it worked perfectly. I know it's supposed to be y,x....but for some reason it's working the opposite for me.

NOTE: I'm simply working with the light right now, I haven't implemented any shadow objects...though I don't think that matters.

I'll be inserting shadow objects shortly, but I had run into a speedbump... I'm importing a tmx file created in Tiled for my map, which I was hoping I could auto-generate shadowobjects from based on my "Walls" layer, but apparently that's not possible (or I just can't see documentation on how that would be done)...I tried creating a normal map png file, but it seems I'll have to create individual shadow objects for each platform/wall in my level.

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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by davisdude » Mon Aug 11, 2014 9:07 pm

Ah. My bad. That's quite odd, though.
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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by FryDay444 » Thu Sep 18, 2014 3:13 pm

Will these shaders work on a mobile device (Love for Android or iOS)?

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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by jjmafiae » Sat Sep 20, 2014 2:53 pm

Can I use this in a commercial project and what about credit?

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megalukes
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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by megalukes » Mon Sep 22, 2014 4:56 pm

Sorry for bothering again, but did someone manage to solve the translate and scale issues? Thanks!

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nucular
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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by nucular » Sat Oct 04, 2014 7:27 pm

Is it possible to get the "light shine" drawn by drawShadow() and draw it on the screen in multiply mode (to allow the light rays to be blocked by the objects) without modifying the library? Actually I'm kinda confused by these functions... mind to elaborate a bit in the documentation?

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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by ThatMattGuy » Sun Oct 26, 2014 7:30 pm

Hello!

I am new to Love2d and want to know how you use physics alongside of this? Would I need to have a physics world and a light world?

Thanks

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Re: Löve "Light vs. Shadow" Engine [0.4.3]

Post by Guard13007 » Sun Oct 26, 2014 8:08 pm

ThatMattGuy wrote:I am new to Love2d and want to know how you use physics alongside of this? Would I need to have a physics world and a light world?
Yes. Good luck and don't give up!

(I'm relatively new too, and working with this engine as well (albeit the other one which is a rewrite).)

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