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README.md

Enlightenment

A simple yet fast light engine for Phaser (WebGL render).

Example

Screenshot

Video demo

Demo

Check out the live demo here!

Usage

Enlightenment consists of 3 main classes:

LightSystem class

LightSystem([WIDTH, [HEIGHT, [DEBUG]]])

This is the main class that you need to instantiate in order to spawn necessary shaders & render images.

  • WIDTH/HEIGHT (optional): size of the off-screen image used to render the light map. The higher the resolution - the better the quality. I recommend using 256x256 as larger values have significant impact on the performance.
  • DEBUG (optional): set to true to draw debug stuff.
// Create light system
var lightSystem = new LightSystem(256, 256, true);

// Call this in your `update` method:
lightSystem.update();

// You *must* call this every time you add/move/remove lights or objects:
lightSystem.updateUniforms();

LightSource class

LightSource(POSITION, RADIUS, INTENSITY, COLOR, [ANGLE_START, ANGLE_END])

Represents a source of light. Has color, radius, strength and optional direction.

  • POSITION: position of light source, must be instance of Phaser.Point
  • RADIUS: radius of image.
  • INTENSITY: how intensive is the light. 0 < INTENSITY <= 1
  • COLOR: color of the light.
  • ANGLE_START, ANGLE_END (optional): direction of the light cone. Defaults to 0, 0. If not provided (i. e. bot values set to zero), the light will be emitted in all directions, otherwise the light will become directional and will be capped to provided angles.
// Create light source
var lightSource1 = new LightSource(new Phaser.Point(200, 300), 500, 0.5, [1, 0, 0, 1]);

// Add light to scene
lightSystem.addLightSource(lightSource1);
lightSystem.updateUniforms();

// You can move it:
lightSource1.position.x = 100;
lightSource1.position.y = 200;
lightSystem.updateUniforms();

// ...or remove it:
lightSystem.removeLightSource(lightSource1);
lightSystem.updateUniforms();

LightedObject class

LightedObject(POINTS)

Represents an object that is "lighted", i. e. blocks light rays that are cast by light sources.

  • ARRAY_OF_POINTS: array of Phaser.Point intances.
// Create lighted object
var lightedObject1 = new LightedObject([ARRAY_OF_POINTS]);

// Add lighted object to scene
lightSystem.addLightedObject(lightedObject1);
lightSystem.updateUniforms();

// Remove lighted object to scene
lightSystem.removeLightedObject(lightedObject1);
lightSystem.updateUniforms();

// TODO: move & rotate lighted object

Controlling the camera

You would probably want the light system to know where your camera is. Here's how you do it:

// ...in your `update` method:
lightSystem.updateCamera(new Phaser.Point(X, Y));
// - X, Y: camera position.

// You *must* call these after any changes to light sources, lighted objects or camera.
lightSystem.updateUniforms();
lightSystem.update();

Rotating the light source

Directional lights can be rotated using setRotation(ANGLE_IN_RADIANS) method:

lightSource1.setRotation(Math.PI / 2); // Rotates light by 90 degrees
lightSource1.setRotation(Math.PI / 2); // Does not do anything, the light is already at the same rotation
lightSource1.setRotation(Math.PI / 4); // Rotates light by -45 degrees so that now it is at 45 degrees
lightSource1.setRotation(Math.PI); // Rotates light by 135 degrees so that not it is at 180 degrees

Roadmap

  • Rotating the camera
  • Moving & rotating LightedObjects
  • Blurred edges (WIP)

About & cntributing

My name is Andrew Dunai, and I like nice stuff.

I'm open to ideas, suggestions & contributions.

Please open a GitHub issue if you have something to say.

License

The license is MIT.

About

A simple yet fast light engine for Phaser (WebGL render).

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