Fixed lighting
This commit is contained in:
@@ -3,6 +3,7 @@ package screens
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import (
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"fmt"
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"image/color"
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"math"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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@@ -168,28 +169,14 @@ func (g *GameplayScreen) updateRaycastLights() {
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return
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}
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screenWidth := g.bounds.Width
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lightX := float64(screenWidth - 80)
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lightY := 80.0
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if currentMap.TimeOfDay == maps.Daytime {
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g.raycastSystem.SetShadowIntensity(0.25)
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for _, lightSrc := range currentMap.Lighting.Sources {
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g.raycastSystem.SetShadowIntensity(lightSrc.ShadowDarkness)
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g.raycastSystem.AddLight(&raycast.LightSource{
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X: lightX,
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Y: lightY,
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Radius: 800.0,
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Color: color.RGBA{R: 255, G: 250, B: 220, A: 255},
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Intensity: 1.0,
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})
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} else {
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g.raycastSystem.SetShadowIntensity(0.7)
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g.raycastSystem.AddLight(&raycast.LightSource{
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X: lightX,
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Y: lightY,
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Radius: 500.0,
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Color: color.RGBA{R: 200, G: 220, B: 255, A: 255},
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Intensity: 0.7,
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X: lightSrc.X,
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Y: lightSrc.Y,
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Radius: lightSrc.Radius,
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Color: lightSrc.Color,
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Intensity: lightSrc.Intensity,
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})
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}
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}
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@@ -276,10 +263,7 @@ func (g *GameplayScreen) Draw(screen *ebiten.Image) {
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currentMap.Draw(screen)
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g.hud.ScreenName = currentMap.DisplayName
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// Apply nighttime darkening overlay BEFORE raycasting
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if currentMap.TimeOfDay == maps.Nighttime {
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g.drawNightOverlay(screen)
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}
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g.drawAmbientOverlay(screen, currentMap)
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// Draw raycasting shadows/lighting
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if g.raycastEnabled != nil && *g.raycastEnabled {
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@@ -375,32 +359,37 @@ func (g *GameplayScreen) drawSaveNotification(screen *ebiten.Image) {
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func (g *GameplayScreen) updateHeroLighting(currentMap *maps.Map) {
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if g.raycastEnabled == nil || !*g.raycastEnabled {
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g.hero.InShadow = false
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g.hero.ShadowIntensity = 0
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g.hero.Brightness = 1.0
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return
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}
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// Check if hero is in shadow
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inShadow := g.raycastSystem.IsPointInShadow(g.hero.X, g.hero.Y, g.world)
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g.hero.InShadow = inShadow
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ambient := currentMap.Lighting.AmbientBrightness
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maxDirectLight := 0.0
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if inShadow {
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if currentMap.TimeOfDay == maps.Daytime {
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g.hero.ShadowIntensity = 0.3
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for _, light := range currentMap.Lighting.Sources {
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inShadow := g.raycastSystem.IsPointInShadow(g.hero.X, g.hero.Y, g.world)
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if !inShadow {
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maxDirectLight = math.Max(maxDirectLight, light.Intensity)
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} else {
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g.hero.ShadowIntensity = 0.6
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indirect := light.Intensity * (1.0 - light.ShadowDarkness)
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maxDirectLight = math.Max(maxDirectLight, indirect)
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}
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} else {
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g.hero.ShadowIntensity = 0
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}
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g.hero.Brightness = math.Min(1.0, ambient+maxDirectLight)
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}
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func (g *GameplayScreen) drawNightOverlay(screen *ebiten.Image) {
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opts := &ebiten.DrawImageOptions{}
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opts.ColorScale.Scale(0.4, 0.4, 0.6, 1.0)
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func (g *GameplayScreen) drawAmbientOverlay(screen *ebiten.Image, currentMap *maps.Map) {
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if currentMap.Lighting.AmbientBrightness >= 1.0 {
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return
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}
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darkness := 1.0 - currentMap.Lighting.AmbientBrightness
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alpha := uint8(darkness * 200)
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overlay := ebiten.NewImage(int(g.bounds.Width), int(g.bounds.Height))
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overlay.Fill(color.RGBA{R: 0, G: 0, B: 30, A: 120})
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overlay.Fill(color.RGBA{R: 0, G: 0, B: 0, A: alpha})
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screen.DrawImage(overlay, &ebiten.DrawImageOptions{})
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}
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@@ -409,16 +398,15 @@ func (g *GameplayScreen) drawCelestialBody(screen *ebiten.Image, currentMap *map
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return
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}
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cx := float32(g.bounds.Width - 80)
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cy := float32(80)
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radius := float32(25)
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for _, lightSrc := range currentMap.Lighting.Sources {
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cx := float32(lightSrc.X)
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cy := float32(lightSrc.Y)
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radius := float32(25)
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if currentMap.TimeOfDay == maps.Daytime {
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vector.DrawFilledCircle(screen, cx, cy, radius, color.RGBA{R: 255, G: 230, B: 100, A: 255}, true)
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vector.DrawFilledCircle(screen, cx, cy, radius+3, color.RGBA{R: 255, G: 240, B: 150, A: 100}, true)
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} else {
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vector.DrawFilledCircle(screen, cx, cy, radius, color.RGBA{R: 240, G: 240, B: 255, A: 255}, true)
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vector.DrawFilledCircle(screen, cx, cy, radius+3, color.RGBA{R: 200, G: 200, B: 255, A: 80}, true)
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vector.DrawFilledCircle(screen, cx, cy, radius, lightSrc.Color, true)
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glowColor := lightSrc.Color
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glowColor.A = 80
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vector.DrawFilledCircle(screen, cx, cy, radius+3, glowColor, true)
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}
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}
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