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Good to know
Yes you can just pass false to the third parameter of luven.init()
.
Manage your camera in your love.update() function as usual.
By default 500, but if you want to increase or decrease this number you need to go in the luven.lua file change the var NUM_LIGHT ! But really ... will you need more ?
Any kind of light you can dream about can be used in Luven without any code to change inside Luven itself.
With Luven v1.1 comes Luven.registerLightShape( name, spritePath, originX, originY )
!
By default Luven have 3 light shapes :
- round
- rectangle
- cone
All you need is an unique name for your light shape :
Luven.registerLightShape("cutoutRound", "assets/sprites/lights/cutoutRound.png")
If the sprite origin (for rotation and scaling) is in the center you don't need to give the 2 last parameters (originX and originY).
Then when you create a light :
Luven.addNormalLight(x, y, { 1, 0, 1 }, 0.6, Luven.lightShapes.cutoutRound)
And voilà.
Use this repo Issues : https://github.com/chicogamedev/Luven/issues
For new features you can implement yourself what you need since Luven is open source. But I'll be happy to know about what your need was or are ! And I will surely löve discuss it with you ! 😃
For simple feedback just contact me on twitter : https://twitter.com/ChicoGameDev Or the Löve2D thread : https://love2d.org/forums/viewtopic.php?f=5&t=86402
From the latin word : Lumen
Lumen + Love = Luven
Luven is already the name of a small village in Switzerland... I'm Swiss, Luven is Swiss, so that's great !