This commit is contained in:
MrZ_26
2020-03-20 23:07:50 +08:00
parent 15df07ae3f
commit ed0f8031d0
29 changed files with 501 additions and 416 deletions

View File

@@ -3,8 +3,8 @@
--https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
local gc=love.graphics
local C=gc.clear
local shadowMapShader=gc.newShader("parts/shader/shadowMap.cs")--Shader for caculating the 1D shadow map.
local lightRenderShader=gc.newShader("parts/shader/lightRender.cs")--Shader for rendering blurred lights and shadows.
local shadowMapShader=gc.newShader("shader/shadowMap.cs")--Shader for caculating the 1D shadow map.
local lightRenderShader=gc.newShader("shader/lightRender.cs")--Shader for rendering blurred lights and shadows.
Lights={}--Lightsource objects
local Lights=Lights
--Private--

View File

@@ -32,6 +32,7 @@ color={
darkCyan={0,.6,.6},
darkGrey={.3,.3,.3},
black={0,0,0},
orange={1,.6,0},
pink={1,0,.6},
grass={.6,1,0},

View File

@@ -1,2 +1,2 @@
gc=love.graphics
shader_glow=gc.newShader("parts/shader/glow.cs")
shader_glow=gc.newShader("shader/glow.cs")

View File

@@ -1,5 +0,0 @@
extern float X;extern float Y;extern float W;extern float H;
vec4 effect(vec4 C,Image Tx,vec2 Tcd,vec2 Pcd){
C[3]=min((Pcd.x-X)/W*.3+(Pcd.y-Y)/H*.1,.3)+.5;
return C;
}

View File

@@ -1,30 +0,0 @@
#define PI 3.14
extern float xresolution;
//从1D距离map采样
float samp(vec2 coord,float r,Image u_texture){
return step(r,Texel(u_texture,coord).r);
}
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//直角转极坐标用于采样1D材质的y总是0
vec2 norm=texture_coords.st*2.-1.;
float r=length(norm);
vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
//根据离光源距离放大模糊系数,模拟影子淡出
float blur=(1./xresolution)*smoothstep(0.,1.,r);
//简易高斯模糊
float sum=
samp(vec2(tc.x-4.*blur,tc.y),r,texture)*.5
+samp(vec2(tc.x-3.*blur,tc.y),r,texture)*.9
+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*.12
+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*.15
+samp(tc,r,texture)*.16//The center tex coord,which gives us hard shadows.
+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*.15
+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*.12
+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*.9
+samp(vec2(tc.x+4.*blur,tc.y),r,texture)*.5;
//sum值为亮度(0~1)
//乘上距离得到逐渐变淡的光线
return vec4(vec3(1.),sum*smoothstep(1.,.1,r));
}

View File

@@ -1,16 +0,0 @@
#define PI 3.14
extern float yresolution;
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//Iterate through the occluder map's y-axis.
for(float y=0.;y<yresolution;y++){
//直角转极坐标
vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
float theta=PI*1.5+norm.x*PI;
float r=(1.+norm.y)*.5;
//y/yresolution为到光源的距离(0~1)
//遮光物采样
vec4 data=Texel(texture,(vec2(-r*sin(theta),-r*cos(theta))*.5+.5));//vec2()..是遮光物采样的coord
if(data.a>.1)return vec4(vec3(y/yresolution),1.);//碰撞检测,像素透明度>.1即透光
}
return vec4(1,1,1,1);//返回最远距离1
}

View File

@@ -34,7 +34,7 @@ skin.libColor={
color.purple,
color.magenta,
color.pink,
color.darkGreen,
color.darkGrey,
color.grey,
color.lightGrey,
color.darkPurple,
@@ -70,14 +70,14 @@ function skin.load()
gc.setLineWidth(3)
for i=1,11 do
puzzleMark[i]=C(30,30)
local _=blockColor[i]
local _=skin.libColor[i]
gc.setColor(_[1],_[2],_[3],.6)
gc.rectangle("line",5,5,20,20)
gc.rectangle("line",10,10,10,10)
end
for i=12,17 do
puzzleMark[i]=C(30,30)
gc.setColor(blockColor[i])
gc.setColor(skin.libColor[i])
gc.rectangle("line",7,7,16,16)
end
local _=C(30,30)
@@ -109,30 +109,17 @@ end
function skin.prev(i)--prev skin for [i]
local _=setting.skin
_[i]=(_[i]-2)%11+1
skin.adjust(i,_[i])
end
function skin.next(i)--next skin for [i]
local _=setting.skin
_[i]=_[i]%11+1
skin.adjust(i,_[i])
end
function skin.rotate(i)--change direction of [i]
setting.face[i]=(setting.face[i]+1)%4
SFX.play("rotate")
end
function skin.change(i)--change to skin_set[i]
for _=1,7 do
skin.adjust(_,setting.skin[_])
end
for _=8,13 do
blockSkin[_]=skin.lib[i][_+4]
blockSkinMini[_]=skin.libMini[i][_+4]
end
end
function skin.adjust(i,id)--load color/image/image_mini of [i] from lib
local S=setting.skinSet
blockSkin[i]=skin.lib[S][id]
blockSkinMini[i]=skin.libMini[S][id]
blockColor[i]=skin.libColor[id]
blockSkin=skin.lib[i]
blockSkinMini=skin.libMini[i]
end
return skin

View File

@@ -13,8 +13,9 @@ local function newPlanet()
planet.y=H*.5+sin(a)*(R+r)
planet.vx=-cos(a+rnd()-.5)*.0626
planet.vy=-sin(a+rnd()-.5)*.0626
planet.R=.7+rnd()*.2
planet.G=.7+rnd()*.1
planet.R=.7+rnd()*.22
planet.G=planet.R+rnd()*.16-.1
planet.B=.7+rnd()*.2
end
local space={}--LIB
@@ -50,9 +51,9 @@ function space.draw()
if not stars[1]then return end
gc.translate(-50,-50)
gc.setLineWidth(7)
gc.setColor(planet.R,planet.G,.6,.1626)
gc.setColor(planet.R,planet.G,planet.B,.1626)
gc.circle("line",planet.x,planet.y,planet.r+1)
gc.setColor(planet.R,planet.G,.6,.26)
gc.setColor(planet.R,.6,planet.B,.26)
gc.circle("fill",planet.x,planet.y,planet.r)
gc.setColor(.9,.9,.9)
for i=1,2600,5 do

View File

@@ -1,19 +1,6 @@
local min=math.min
local mini=love.window.isMinimized
local task={}
function task.pauseGame()
if not mini()then
pauseTimer=pauseTimer+1
end
return pauseTimer==50
end
function task.resumeGame()
pauseTimer=pauseTimer-1
if pauseTimer==0 then
scene.swapTo("play","none")
return true
end
end
function task.finish(P)
if scene.cur~="play"then return true end
P.endCounter=P.endCounter+1
@@ -81,15 +68,4 @@ function task.bgmFadeIn(_,id)
src:setVolume(v)
if v>=setting.bgm*.1 then return true end
end
function task.settingSaved(_,T)
T[1]=T[1]-1
if T[1]==0 then
if scene.cur=="main"then
TEXT(text.settingSaved,370,330,28,"appear")
else
TEXT(text.needRestart,1130,130,28,"appear")
end
return true
end
end
return task