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Improve illumination.lua #410

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3 changes: 3 additions & 0 deletions docs/game_data/spel2.lua

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1 change: 1 addition & 0 deletions docs/src/includes/_globals.md
Original file line number Diff line number Diff line change
Expand Up @@ -2273,6 +2273,7 @@ Current mouse cursor position in screen coordinates.
#### [Illumination](#Illumination) create_illumination([Color](#Color) color, float size, int uid)

Creates a new [Illumination](#Illumination). Don't forget to continuously call [refresh_illumination](#refresh_illumination), otherwise your light emitter fades out! Check out the [illumination.lua](https://github.com/spelunky-fyi/overlunky/blob/main/examples/illumination.lua) script for an example.
Warning: this is only valid for current level!
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Should i also add stuff like "save the Illumination in state.user_data for it to work online" ?

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On one hand seams logical, on the other, this should be rule for everything, not just the illumination

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does it even work online correctly yet? isn't it a pointer?

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hmm... actually you're right, i was only thinking about rollback from it being created to when it wasn't. But yeah, it won't work when the heap is copied to different one.
Unless we can adjust the pointer in user_data just like the game adjust it's pointers

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or, i can make some weird solution for the meta table so it can use OnHeapPointer

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both solutions would work I guess, just that I have no idea how to know if a lua object is a pointer for the first idea

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both solutions would work I guess, just that I have no idea how to know if a lua object is a pointer for the first idea

[](sol::object obj)
    {
        if (obj.valid() && obj.get_type() == sol::type::userdata)
        {
            DEBUG("{:x}", *(size_t*)obj.pointer());
        }
    };

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Didn't test much, but i think all userdata is stored as pointers to an actual data, even stuff created on lua stack like when using Color:new()

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if it works, and is documented that it does that, it seems a fine possible solution


### refresh_illumination

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18 changes: 11 additions & 7 deletions examples/illumination.lua
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@ meta.version = "WIP"
meta.description = "Demonstrates how to create custom illumination"
meta.author = "Zappatic"


-- This script creates two light emitters at the start of each level, a red one that follows the player around
-- and a blue one that stays stationary, wherever the player spawned.

Expand All @@ -13,25 +12,30 @@ following_light_emitter = nil
set_callback(function()
-- Create a light emitter linked to a uid (so it follows it around)
following_light_emitter = create_illumination(Color:red(), 10.0, players[1].uid)
-- 2.0 to not to be abstracted by the level illumination, you probably want different value for backlayer
following_light_emitter.brightness = 2.0

-- Creates a light emitter at a stationary position
x, y, layer = get_position(players[1].uid)
static_light_emitter = create_illumination(Color:blue(), 10.0, x, y)
-- 2.0 to not to be abstracted by the level illumination, you probably want different value for backlayer
static_light_emitter.brightness = 2.0
end, ON.LEVEL)

set_callback(function()
-- need to reset at the end of a level, so we don't access it as it's no longer valid
static_light_emitter = nil
following_light_emitter = nil
end, ON.PRE_LEVEL_DESTRUCTION)


set_callback(function()
if following_light_emitter ~= nil then
-- In order for light emitters not to fade out, you have to "refresh" them each frame. If you do not do this,
-- the brightness will be reduced with -0.05 per frame.
-- Unfortunately, exiting from the pause menu prevents this callback from running for 1 frame, so to prevent
-- the brightness from reducing a tiny bit each time the player pauses, it is recommended to force the brightness
-- here as well.
refresh_illumination(following_light_emitter)
following_light_emitter.brightness = 2.0
end
if static_light_emitter ~= nil then
refresh_illumination(static_light_emitter)
static_light_emitter.brightness = 2.0
end
end, ON.FRAME)
end, ON.PRE_UPDATE)
1 change: 1 addition & 0 deletions src/game_api/script/lua_vm.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1849,6 +1849,7 @@ end
static_cast<Illumination* (*)(Color, float, int32_t)>(::create_illumination),
static_cast<Illumination* (*)(Vec2, Color, LIGHT_TYPE, float, uint8_t, int32_t, LAYER)>(::create_illumination));
/// Creates a new Illumination. Don't forget to continuously call [refresh_illumination](#refresh_illumination), otherwise your light emitter fades out! Check out the [illumination.lua](https://github.com/spelunky-fyi/overlunky/blob/main/examples/illumination.lua) script for an example.
/// Warning: this is only valid for current level!
lua["create_illumination"] = create_illumination;
/// Refreshes an Illumination, keeps it from fading out (updates the timer, keeping it in sync with the game render)
lua["refresh_illumination"] = refresh_illumination;
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