-
Notifications
You must be signed in to change notification settings - Fork 0
/
main.lua
523 lines (422 loc) · 19.3 KB
/
main.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
--[[======================================================================
#LOVE2D Catalin Zima's shadows
Copyright © Savoshchanka Anton Aleksandrovich, 2015
This is "pixel-accuracy" 2D-shadows.
Shadows compute fully on the GPU's pixel-shaders.
Need GLSL 1.20 (OpenGL 2.1).
LÖVE 2D-framework: http://love2d.org
Catalin Zima's shadows: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/
Sources: http://github.com/AntonioModer/LOVE2DCatalinZimaShadows
Used GLSL-shaders from: http://bitbucket.org/totorigolo/shadows
Thanks to:
Catalin Zima (http://www.catalinzima.com/about/)
Thomas Lacroix (http://plus.google.com/b/107248556103962831257/109936266256123891803/about?pageId=107248556103962831257)
TODO:
-+ освещение объектов
-+ нужно рисовать свет на непрозрачных пикселях
+ shader.shadowsCZ.byAntonioModer.blendMode.lightOnPixels
- new blendModes in LOVE 0.9.2 API:
- multiplicative from LOVE 0.8.0
-? shader.shadowsCZ.byAntonioModer.blendMode.lightOnPixels
- testing on this: http://www.andersriggelsen.dk/glblendfunc.php
- (https://love2d.org/forums/viewtopic.php?f=4&t=14823#p78416)
- translate comments to english
==========================================================================]]
--[[
zlib License
Copyright (c) 2015 Savoshchanka Anton Aleksandrovich
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgement in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
--]]
if arg[#arg] == "-debug" then require("mobdebug").start() end -- ZeroBraneStudio debuger
function love.run()
if love.math then
love.math.setRandomSeed(os.time())
for i=1,3 do love.math.random() end
end
if love.event then
love.event.pump()
end
if love.load then love.load(arg) end
if love.timer then love.timer.step() end
local dt = 0
-- Main loop time
while true do
if love.event then
love.event.pump()
for e, a, b, c, d in love.event.poll() do
if e == "quit" then
if not love.quit or not love.quit() then
if love.audio then
love.audio.stop()
end
return
end
end
love.handlers[e](a, b, c, d)
end
end
-- Update dt, as we'll be passing it to update
if love.timer then
love.timer.step()
dt = love.timer.getDelta()
end
-- will pass 0 if love.timer is disabled
if love.update then love.update(dt) end
if love.window and love.graphics and love.window.isCreated() then
love.graphics.clear()
love.graphics.origin()
if love.draw then love.draw() end
love.graphics.present()
end
-- For what this delay?: http://www.love2d.org/wiki/Talk:love.run; http://love2d.org/forums/viewtopic.php?f=4&t=76998
-- if love.timer then love.timer.sleep(0.001) end
end
end
function love.load(arg)
-- love.mouse.setVisible(false)
love.keyboard.setKeyRepeat(true)
-- shaders -----------------------------------------------------------------------------------------------------------------------------------
shader = {}
shader.shadowsCZ = {} -- Catalin Zima's shadows
shader.shadowsCZ.byAntonioModer = {}
-- shader.shadowsCZ.byAntonioModer.computeDistances = love.graphics.newShader([[byAntonioModer/computeDistances.glsl]])
-- shader.shadowsCZ.byAntonioModer.distort = love.graphics.newShader([[byAntonioModer/distort.glsl]])
-- shader.shadowsCZ.byAntonioModer.horizontalReduction = love.graphics.newShader([[byAntonioModer/horizontalReduction.glsl]])
-- shader.shadowsCZ.byAntonioModer.drawShadows = love.graphics.newShader([[byAntonioModer/drawShadows.glsl]])
shader.shadowsCZ.byAntonioModer.lightGradient = love.graphics.newShader([[
vec4 effect(vec4 color, Image texture, vec2 texCoord, vec2 screenCoord) {
//texCoord.y = 1-texCoord.y;
vec4 pixel = Texel(texture, texCoord);
// Distance of this pixel from the center
number dist = distance(texCoord, vec2(0.5, 0.5));
pixel *= 0.6; // яркость света (brightness); 0.0 ... 1.0
pixel.a = 1.0 - (dist * 2.0); // градиент радиальный; (* ...) - это чтобы за текстуру не светил
return pixel;
}
]])
-- https://love2d.org/wiki/BlendMode_Formulas
shader.shadowsCZ.byAntonioModer.blendMode = {}
shader.shadowsCZ.byAntonioModer.blendMode.multiplicativeOld = love.graphics.newShader([[
extern Image dstTexture;
extern vec2 dstTextureSize = vec2(0, 0);
vec4 effect(vec4 color, Image texture, vec2 texCoord, vec2 screenCoord) {
screenCoord.y = dstTextureSize.y-screenCoord.y; // BUG?
vec4 pixel = Texel(texture, texCoord);
vec4 res;
vec4 dst = Texel(dstTexture, vec2(screenCoord.x/dstTextureSize.x, screenCoord.y/dstTextureSize.y));
vec4 src = pixel*color;
res.r = dst.r * (1 - src.a) + src.r * dst.r;
res.g = dst.g * (1 - src.a) + src.g * dst.g;
res.b = dst.b * (1 - src.a) + src.b * dst.b;
res.a = dst.a * (1 - src.a) + src.a * dst.a;
return res;
}
]])
shader.shadowsCZ.byAntonioModer.blendMode.alpha = love.graphics.newShader([[
extern Image dstTexture;
extern vec2 dstTextureSize = vec2(0, 0);
vec4 effect(vec4 color, Image texture, vec2 texCoord, vec2 screenCoord) {
screenCoord.y = dstTextureSize.y-screenCoord.y; // BUG?
vec4 pixel = Texel(texture, texCoord);
vec4 res;
vec4 dst = Texel(dstTexture, vec2(screenCoord.x/dstTextureSize.x, screenCoord.y/dstTextureSize.y));
vec4 src = pixel*color;
res.r = (dst.r * (1 - src.a)) + (src.r * src.a);
res.g = (dst.g * (1 - src.a)) + (src.g * src.a);
res.b = (dst.b * (1 - src.a)) + (src.b * src.a);
res.a = (dst.a * (1 - src.a)) + src.a;
return res;
}
]])
shader.shadowsCZ.byAntonioModer.blendMode.additive = love.graphics.newShader([[
extern Image dstTexture;
extern vec2 dstTextureSize = vec2(0, 0);
vec4 effect(vec4 color, Image texture, vec2 texCoord, vec2 screenCoord) {
screenCoord.y = dstTextureSize.y-screenCoord.y; // BUG?
vec4 pixel = Texel(texture, texCoord);
vec4 res;
vec4 dst = Texel(dstTexture, vec2(screenCoord.x/dstTextureSize.x, screenCoord.y/dstTextureSize.y));
vec4 src = pixel*color;
res.r = dst.r + (src.r * src.a);
res.g = dst.g + (src.g * src.a);
res.b = dst.b + (src.b * src.a);
res.a = dst.a + (src.a * src.a);
return res;
}
]])
shader.shadowsCZ.byAntonioModer.blendMode.lightOnPixels = love.graphics.newShader([[
extern Image dstTexture;
extern vec2 dstTextureSize = vec2(0, 0);
vec4 effect(vec4 color, Image texture, vec2 texCoord, vec2 screenCoord) {
screenCoord.y = dstTextureSize.y-screenCoord.y+(love_ScreenSize.y-dstTextureSize.y); // BUG?
vec4 pixel = Texel(texture, texCoord);
vec4 res;
vec4 dst = Texel(dstTexture, vec2(screenCoord.x/dstTextureSize.x, screenCoord.y/dstTextureSize.y));
vec4 src = pixel*color;
if (dst.a > 0.0) {
// additive blend mode
res.r = dst.r + (src.r * src.a);
res.g = dst.g + (src.g * src.a);
res.b = dst.b + (src.b * src.a);
res.a = dst.a + (src.a * src.a);
}
return res;
}
]])
shader.shadowsCZ.byAntonioModer.invertColorsRGB = love.graphics.newShader([[
vec4 effect(vec4 color, Image texture, vec2 texCoord, vec2 screenCoord) {
vec4 pixel = Texel(texture, texCoord);
return vec4 (1.0-(pixel.r*color.r), 1.0-(pixel.g*color.g), 1.0-(pixel.b*color.b), pixel.a*color.a);
}
]])
-- https://bitbucket.org/totorigolo/shadows
shader.shadowsCZ.byThomasLacroix = {}
shader.shadowsCZ.byThomasLacroix.distort = love.graphics.newShader[[byThomasLacroix/distort.glsl]]
shader.shadowsCZ.byThomasLacroix.reduce = love.graphics.newShader[[byThomasLacroix/reduce.glsl]]
shader.shadowsCZ.byThomasLacroix.shadow = love.graphics.newShader[[byThomasLacroix/shadow.glsl]]
shader.shadowsCZ.byThomasLacroix.blurH = love.graphics.newShader[[byThomasLacroix/blurH.glsl]]
shader.shadowsCZ.byThomasLacroix.blurV = love.graphics.newShader[[byThomasLacroix/blurV.glsl]]
-- images -----------------------------------------------------------------------------------------------------------------------------------
image = {}
image.background = love.graphics.newImage([[background.png]])
image.backgroundWhite = love.graphics.newImage([[backgroundWhite.png]])
image.shadowsCZ = {}
image.shadowsCZ[1] = love.graphics.newImage([[shadowTest1.png]])
image.shadowsCZ[1]:setFilter('nearest', 'nearest')
image.shadowsCZ[2] = love.graphics.newImage([[shadowTest2.png]])
image.shadowsCZ[2]:setFilter('nearest', 'nearest')
image.shadowsCZ[3] = love.graphics.newImage([[shadowTest3.png]])
image.shadowsCZ[3]:setFilter('nearest', 'nearest')
image.shadowsCZ[4] = love.graphics.newImage([[shadowTest4.png]])
image.shadowsCZ[4]:setFilter('nearest', 'nearest')
image.shadowsCZ.current = image.shadowsCZ[1]
image.shadowsCZ.counter = 1
image.shadowsCZ.counterMax = 4
image.light1 = love.graphics.newImage([[light1.png]])
image.light3 = love.graphics.newImage([[light3.png]])
image.testShadows = love.graphics.newImage([[testShadows.png]])
image.test = love.graphics.newImage([[test.png]])
-- canvases -----------------------------------------------------------------------------------------------------------------------------------
canvas = {}
canvas.main = {}
canvas.main.obj = love.graphics.newCanvas(800, 600, 'normal')
canvas.shadowsCZ = {}
canvas.shadowsCZ[1] = love.graphics.newCanvas(image.shadowsCZ[1]:getWidth(), image.shadowsCZ[1]:getHeight(), 'normal')
canvas.shadowsCZ[1]:setFilter('nearest', 'nearest')
canvas.shadowsCZ[2] = love.graphics.newCanvas(image.shadowsCZ[1]:getWidth(), image.shadowsCZ[1]:getHeight(), 'normal')
canvas.shadowsCZ[2]:setFilter('nearest', 'nearest')
-------------------------------------
light = {}
light.computeShadows = true
end
function love.keypressed(key)
if key == " " then
light.computeShadows = true
if image.shadowsCZ.counter == image.shadowsCZ.counterMax then image.shadowsCZ.counter = 0 end
image.shadowsCZ.counter = image.shadowsCZ.counter + 1
image.shadowsCZ.current = image.shadowsCZ[image.shadowsCZ.counter]
end
end
function love.update(dt)
end
function love.draw()
love.graphics.setBackgroundColor(255, 0, 255, 255)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.draw(image.background)
if light.computeShadows then
-- Catalin Zima's shadows --------------------------------
love.graphics.setColor(255, 255, 255, 255)
if false then
canvas.shadowsCZ[1]:clear()
love.graphics.setCanvas(canvas.shadowsCZ[1])
-- love.graphics.setShader(shader.shadowsCZ.byAntonioModer.computeDistances)
love.graphics.setColor(0, 0, 0, 255)
love.graphics.draw(image.shadowsCZ.current)
love.graphics.setColor(255, 255, 255, 255)
end
if true then
canvas.shadowsCZ[2]:clear()
love.graphics.setCanvas(canvas.shadowsCZ[2])
love.graphics.setShader(shader.shadowsCZ.byThomasLacroix.distort)
-- love.graphics.setShader(shader.shadowsCZ.byAntonioModer.distort)
-- love.graphics.draw(canvas.shadowsCZ[1])
love.graphics.setColor(0, 0, 0, 255)
love.graphics.draw(image.shadowsCZ.current)
love.graphics.setColor(255, 255, 255, 255)
end
if true then
canvas.shadowsCZ[1]:clear()
love.graphics.setCanvas(canvas.shadowsCZ[1])
love.graphics.setShader(shader.shadowsCZ.byThomasLacroix.reduce)
love.graphics.draw(canvas.shadowsCZ[2])
-- love.graphics.draw(image.shadowsCZ)
end
if true then
canvas.shadowsCZ[2]:clear()
love.graphics.setCanvas(canvas.shadowsCZ[2])
love.graphics.setShader(shader.shadowsCZ.byThomasLacroix.shadow)
-- love.graphics.setShader(shader.shadowsCZ.byAntonioModer.drawShadows)
love.graphics.draw(canvas.shadowsCZ[1])
end
if true then
canvas.shadowsCZ[1]:clear()
love.graphics.setCanvas(canvas.shadowsCZ[1])
love.graphics.setShader(shader.shadowsCZ.byThomasLacroix.blurH)
love.graphics.draw(canvas.shadowsCZ[2])
canvas.shadowsCZ[2]:clear()
love.graphics.setCanvas(canvas.shadowsCZ[2])
love.graphics.setShader(shader.shadowsCZ.byThomasLacroix.blurV)
love.graphics.draw(canvas.shadowsCZ[1])
end
-- not done
if false then
love.graphics.setShader(shader.shadowsCZ.byAntonioModer.circle)
end
-- текстура света с тенями
if true then
love.graphics.setShader()
canvas.shadowsCZ[1]:clear()
love.graphics.setCanvas(canvas.shadowsCZ[1])
-- love.graphics.setBlendMode( 'additive' )
love.graphics.setColor(255, 255, 255, 255)
love.graphics.draw(image.light3, 0, 0, 0, 1) -- можно делать различные эффекты
-- love.graphics.setBlendMode( 'alpha' )
love.graphics.setColor(255, 255, 255, 255)
love.graphics.draw(canvas.shadowsCZ[2])
love.graphics.setColor(0, 0, 0, 255)
love.graphics.draw(image.shadowsCZ.current)
end
love.graphics.setShader()
love.graphics.setCanvas()
-- light.computeShadows = false
end
--[[
TODO:
- LOVE 0.10.0 Fixed the "add" and "subtract" BlendModes to no longer modify the alpha of the Canvas / screen.
--]]
-- test BlendMode
if true then
local lBGlobal = 1.44 -- яркость света (light brightness); 0.0 ... 1.0
local lBGlobalA = 1.71
if lBGlobal > 1.0 then lBGlobal = 1.00 elseif lBGlobal < 0 then lBGlobal = 0 end
if lBGlobalA > 1.0 then lBGlobalA = 1.00 elseif lBGlobalA < 0 then lBGlobalA = 0 end
love.graphics.setColor(255*lBGlobal, 255*lBGlobal, 255*lBGlobal, 255*lBGlobalA)
-- love.graphics.setBlendMode('multiplicative')
-- love.graphics.setBlendMode('subtractive')
-- love.graphics.setBlendMode('additive')
-- love.graphics.setBlendMode('replace')
love.graphics.setBlendMode('screen')
-- love.graphics.draw(image.testShadows)
love.graphics.draw(image.test)
love.graphics.setBlendMode('alpha')
end
-- test invert shadow BlendMode
if false then
love.graphics.setBlendMode('alpha')
canvas.shadowsCZ[1]:clear()
love.graphics.setCanvas(canvas.shadowsCZ[1])
love.graphics.setColor(255, 255, 255, 255)
-- love.graphics.setBlendMode('premultiplied')
-- love.graphics.setShader(shader.shadowsCZ.byAntonioModer.invertColorsRGB)
love.graphics.draw(image.testShadows)
-- love.graphics.draw(image.test)
love.graphics.setShader()
-- love.graphics.setBlendMode('alpha')
love.graphics.setBlendMode('subtractive')
local lBGlobal = 0.37 -- яркость света (light brightness); 0.0 ... 1.0
if lBGlobal > 1.0 then lBGlobal = 1.00 elseif lBGlobal < 0 then lBGlobal = 0 end
love.graphics.setColor(255*lBGlobal, 255*lBGlobal, 255*lBGlobal, 255)
canvas.shadowsCZ[2]:clear(0, 0, 0, 255)
love.graphics.setCanvas(canvas.shadowsCZ[2])
love.graphics.draw(canvas.shadowsCZ[1])
love.graphics.setBlendMode('alpha')
love.graphics.setCanvas()
love.graphics.draw(canvas.shadowsCZ[2])
end
-- test BlendMode on shader
if false then
canvas.main.obj:clear()
love.graphics.setColor(255, 255, 255, 255)
-- love.graphics.setColor(0, 0, 0, 255)
love.graphics.setCanvas(canvas.main.obj)
-- love.graphics.setBlendMode('premultiplied')
love.graphics.draw(image.background)
-- love.graphics.draw(image.shadowsCZ.current)
-- love.graphics.setBlendMode('alpha')
love.graphics.setCanvas()
shader.shadowsCZ.byAntonioModer.blendMode.multiplicativeOld:send('dstTexture', canvas.main.obj)
shader.shadowsCZ.byAntonioModer.blendMode.multiplicativeOld:send('dstTextureSize', {800.0, 600.0})
love.graphics.setShader(shader.shadowsCZ.byAntonioModer.blendMode.multiplicativeOld)
-- love.graphics.setBlendMode('multiplicative')
local lBGlobal = 0.40 -- яркость света (light brightness); 0.0 ... 1.0
if lBGlobal > 1.0 then lBGlobal = 1.00 elseif lBGlobal < 0 then lBGlobal = 0 end
love.graphics.setColor(255, 255, 255, 255*lBGlobal)
love.graphics.draw(image.light1)
-- love.graphics.setBlendMode('alpha')
love.graphics.setShader()
end
-- final
if false then
-- предметы
love.graphics.setColor(255, 255, 255, 255)
love.graphics.draw(image.shadowsCZ.current)
-- глобальный свет (солнце)
local lBGlobal = -0.25 -- яркость света (light brightness); 0.0 ... 1.0
if lBGlobal > 1.0 then lBGlobal = 1.00 elseif lBGlobal < 0 then lBGlobal = 0 end
canvas.main.obj:clear(255*lBGlobal, 255*lBGlobal, 255*lBGlobal, 255)
love.graphics.setCanvas(canvas.main.obj)
-- локальный свет
local lightColor = {r=255, g=255, b=255, a=255}
local lightBrightness = 0.56 -- яркость света (brightness); 0.0 ... 1.0
if lightBrightness > 1.0 then lightBrightness = 1.00 elseif lightBrightness < 0 then lightBrightness = 0 end
love.graphics.setColor(lightColor.r*lightBrightness, lightColor.g*lightBrightness, lightColor.b*lightBrightness, lightColor.a) -- цвет света
love.graphics.setBlendMode('screen') -- screen or additive
-- love.graphics.draw(image.light1, 0, 0) -- без тени
love.graphics.draw(canvas.shadowsCZ[1]) -- с тенью
-- love.graphics.setColor(255, 0, 0, 255)
-- love.graphics.draw(image.light1, 128, 56)
-- love.graphics.setColor(0, 255, 0, 255)
-- love.graphics.draw(image.light1, 28, 68)
-- love.graphics.setColor(0, 0, 255, 255)
-- love.graphics.draw(image.light1, 82, 118)
love.graphics.setBlendMode('alpha')
love.graphics.setCanvas()
-- результат ---------------------
-- old multiplicative
-- shader.shadowsCZ.byAntonioModer.blendMode.multiplicativeOld:send('dstTexture', image.shadowsCZ.current)
-- shader.shadowsCZ.byAntonioModer.blendMode.multiplicativeOld:send('dstTextureSize', {512.0, 512.0})
-- love.graphics.setShader(shader.shadowsCZ.byAntonioModer.blendMode.multiplicativeOld)
love.graphics.setBlendMode('multiplicative')
local brightness = 1.35 -- яркость (brightness); 0.0 ... 1.0
if brightness > 1.0 then brightness = 1.00 elseif brightness < 0 then brightness = 0 end
love.graphics.setColor(255*brightness, 255*brightness, 255*brightness, 255)
love.graphics.draw(canvas.main.obj)
love.graphics.setShader()
-- чтобы глобальный свет не перекрывал локальный
local lightBrightness = 1.00 -- яркость света (brightness); 0.0 ... 1.0
if lightBrightness > 1.0 then lightBrightness = 1.00 elseif lightBrightness < 0 then lightBrightness = 0 end
love.graphics.setColor(lightColor.r*lightBrightness, lightColor.g*lightBrightness, lightColor.b*lightBrightness, 50)
love.graphics.setBlendMode('additive')
-- love.graphics.draw(image.light1, 0, 0, 0, 512/512) -- без тени
-- love.graphics.draw(canvas.shadowsCZ[1]) -- с тенью
love.graphics.setBlendMode('alpha')
end
---------------------------------------
love.graphics.setColor(255, 255, 255, 255)
love.graphics.rectangle('fill', 8, 10, 200, 15*2)
love.graphics.setColor(0, 0, 0, 255)
love.graphics.print('FPS: '..love.timer.getFPS(), 10, 10)
love.graphics.print('Press SPACE to change image', 10, 23)
end