53 lines
1.6 KiB
Lua

local task = require "lib.utils.task"
--- @class LightBehavior : Behavior
--- @field intensity number
--- @field color Vec3
--- @field seed integer
--- @field private animateColorTask? Task
local behavior = {}
behavior.__index = behavior
behavior.id = "light"
---@param values {intensity: number?, color: Vec3?, seed: integer?}
---@return LightBehavior
function behavior.new(values)
return setmetatable({
intensity = values.intensity or 1,
color = values.color or Vec3 { 1, 1, 1 },
seed = values.seed or math.random(math.pow(2, 16))
}, behavior)
end
function behavior:update(dt)
-- All logic moved to tasks
end
function behavior:animateColor(targetColor, duration, easing)
-- If there's support for canceling tasks, we should do it here
return task.tween(self, { color = targetColor }, duration or 800, easing)
end
function behavior:draw()
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return end
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
local shader = Tree.assets.files.shaders.light
shader:send("color", { self.color.x, self.color.y, self.color.z })
shader:send("time", love.timer.getTime() + self.seed)
love.graphics.setShader(shader)
love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
self.intensity / 128)
love.graphics.setBlendMode("alpha")
love.graphics.setShader()
love.graphics.setCanvas()
Tree.level.camera:detach()
end
return behavior