shadows v1.5
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198c322ec4
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@ -58,7 +58,6 @@ function sprite:draw()
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local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
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local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
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Tree.level.camera:detach()
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Tree.level.camera:detach()
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love.graphics.push()
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love.graphics.push()
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love.graphics.scale(ppm)
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love.graphics.scale(ppm)
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love.graphics.setCanvas(Tree.level.render.shadowLayer)
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love.graphics.setCanvas(Tree.level.render.shadowLayer)
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@ -66,15 +65,62 @@ function sprite:draw()
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love.graphics.translate(position.x, position.y)
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love.graphics.translate(position.x, position.y)
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love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
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love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
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love.graphics.rotate(math.pi / 4)
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local r = love.timer.getTime() % (2 * math.pi)
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local doWeUseFakeShadow = function(r)
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local pi = math.pi
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if r <= pi / 4 then
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-- 1
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return false, 1
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end
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if r <= pi / 2 then
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-- 2
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return true, 1 - (r - pi / 4) / (pi / 4)
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end
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if r <= 3 * pi / 4 then
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-- 3
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return true, (r - pi / 2) / (pi / 4)
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end
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if r <= 5 * pi / 4 then
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-- 4
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return false, 1
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end
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if r <= 3 * pi / 2 then
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-- 5
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return true, 1 - (r - 5 * pi / 4) / (pi / 4)
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end
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if r <= 7 * pi / 4 then
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-- 6
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return true, (r - 3 * pi / 2) / (pi / 4)
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end
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-- 1
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return false, 1
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end
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local drawFakeShadow, opacity = doWeUseFakeShadow(r)
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local nangle = (math.pi + r) % (2 * math.pi)
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love.graphics.rotate(nangle)
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love.graphics.setColor(0, 0, 0, math.min(opacity * opacity, 0.5))
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self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
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self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
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0,
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0,
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0, nil, 1 / ppm * self.side, 1.2 / ppm, 38, 47)
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0, nil, ((nangle >= math.pi / 2 and nangle < (3 * math.pi / 2)) and -1 or 1) / ppm * self.side,
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1.2 / ppm,
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38, 47)
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if drawFakeShadow then
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love.graphics.setColor(0, 0, 0, 1)
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local mesh = makeGradientMesh(0.4, 1, { 0, 0, 0, 0.15 },
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{ 0, 0, 0, 0.0 })
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love.graphics.push()
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love.graphics.rotate(math.pi)
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love.graphics.translate(-0.2, 0)
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love.graphics.draw(mesh)
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love.graphics.pop()
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end
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love.graphics.pop()
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love.graphics.pop()
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Tree.level.camera:attach()
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Tree.level.camera:attach()
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love.graphics.setCanvas(Tree.level.render.spriteLayer)
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love.graphics.setCanvas(Tree.level.render.spriteLayer)
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love.graphics.setColor(1, 1, 1)
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love.graphics.setColor(1, 1, 1)
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if Tree.level.selector.id == self.owner.id then
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if Tree.level.selector.id == self.owner.id then
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