Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

5 years ago by DrDaveDeath

Hey - I'm trying to get this working using impact++ and Weltmeister, and I'm seeing some strange behaviour. The lights are working fine, however the 'draw' area seems to be a bit odd. I'm guessing it's something to do with impact++ and it's camera.

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It's as if the redraw is offset incorrectly, or working from the wrong value somewhere.<br />
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I have altered line 20 of the plugin to read tileSize: 16, could this have caused the issue? The reason I have changed it is because my actual tiles are 64x64, but I want  'higher' res lighting.<br />
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Any help would be appreciated! Thanks!			</div>
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5 years ago by Apiheld

I have altered line 20 of the plugin to read tileSize: 16, could this have caused the issue? The reason I have changed it is because my actual tiles are 64x64, but I want 'higher' res lighting.


I didn't try the plugin with Impact++. The tileSize is actually set in line 45:

this.tileSize = this.shaderMap.tilesize;

If you didn't alter this line, your definition will be simply ignored.

Furthermore: If you make your lights a higher resolution than your actual tiles, you need to keep two things in mind:

- LineOfSight shading requires either a collision layer with the same high resolution or an extra shader layer with a higher tile resolution.
- If you don't use LineOfSight, you still might want to add an extra shader layer in Weltmeister. Call it "shader" and leave it entirely empty but set the tileSize to whatever you need.
- Or change line 45 and don't overwrite tileSize

I can check out how this works with Impact++ later maybe, but it could certainly interfere with the camera if the above tips don't help.

5 years ago by Zetaphor

deleted

4 years ago by fl0

I'm having trouble getting the shader to work with my game. I can get the demo to work, and I know the shader is "running" because the ambient light dims when it loads (just like the demo). I can adjust tileShader.ambientLight value, reload, and the game changes too.

I've stepped through using Chrome's Inspector and confirmed that tileShader has the correct entity in its entity array.

The entity has lightOptions.outerRadius > lightOptions.innerRadius

I changed the layer order and confirmed all the layers that matter are on distance 1. Does it cause problems if there are layers on different distance or are they ignored?

Being new with this plug-in, I'm unsure where else to look. The demo works great, so I know it's something with my game/code. I used the same code as the demo so I'm unsure what else to look for. Any suggestions?

Thank you for any help you can offer.

4 years ago by fl0

Update to my problem above, the plugin uses drawTiled inside of background-map.js to update the lightMap when the character moves. I don't understand what line 233 in the image below does nor why anim = undefined. If all entities have animations sheets, is the plug-ins animations sheet not being correctly set somewhere?

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4 years ago by Joncom

Quote from fl0
I don't understand what line 233 in the image below does nor why anim = undefined.
That line handles animated background tiles. I doubt the tile-shader-map is animated, so it makes sense that anim is undefined.

Edit: Maybe you're skipping the part that adds the light from the entity to the tile-shader-map? You're just seeing a dim unlit screen right?

4 years ago by fl0

Correct, Joncom. I see a dim unlit screen.

During the process of creating a reply, and with the help of your comments, I was able to track it down my bug.

In the update function of main.js, I add the entity to the shader making sure it's well after the level has loaded. The problem was in my helper function "addEntityToLightingShader()" I was creating an incomplete settings object. See below, I commented out the problem code.
update: function() {
		
        if (this.kpTimer.delta() > 0)
        {
            // weird, sometimes, the shader doesn't initialize right away. so we make sure to force a draw after 0.25s
            if (this.wasDrawn === false) {
                this.wasDrawn = true;
				var loadedPlayer = this.getEntitiesByType( EntityPlayer )[0]; 
				this.addEntityToLightingShader(loadedPlayer);
                this.tileShader.forceDrawNextFrame = true;
            }
		}
				
		// Update all entities and BackgroundMaps
		this.parent();
...
},

addEntityToLightingShader: function(entity) {
		
		/*var lightOptions = {};
		
		//light distance from source 0-10 tiles(?);
		var innerRadius = 5;
		var outerRadius = 10;
		
        lightOptions.outerRadius = innerRadius;
        lightOptions.innerRadius = outerRadius;
		
		entity.lightOptions = lightOptions;*/

		this.tileShader.addEntity(entity);
		entity.lightOptions.innerRadius = 5
	},


Sometimes, it helps to explain something outloud to find where the lapse in knowledge is. Thank you for the reply, Joncom

4 years ago by Joncom

Quote from fl0
Sometimes, it helps to explain something outloud to find where the lapse in knowledge is. Thank you for the reply, Joncom
Totally! Glad you figured it out :)
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