feat: Lighting (#3824) master
Basic lighting system huzzah! big thanks to @jyoung4242 for struggling and pioneering this approach in their original branch https://github.com/jyoung4242/canvasOverlayLighting https://github.com/user-attachments/assets/33a49359-9824-4d31-97f4-e76a208249c0 ## Features Lighting is potentially performance impacting so we decided to flag it on the engine config like physics ```typescript const game = new ex.Engine({ lighting: true, ... }); ``` Additionally the ambient light is configured in the engine config as well. It can be overriden per scene if desired by updating the LightingSystem args. ```typescript const game = new ex.Engine({ lighting: { enabled: true, ambientIntensity: 0.1, ambientColor: ex.Color.fromRGB(60, 60, 200) } }); ``` 1. Point Light Component 2. Cone Light Component 3. Occluders! (The thing that cast shadows We have 3 by default Box, Circle, and Polygon ```typescript var crate = new ex.Actor({ pos: ex.vec(520, 260), width: 40, height: 40, color: ex.Color.Brown }); crate.addComponent(new ex.LightOccluderComponent({ shape: { kind: 'box', width: 40, height: 40 } })); crate.actions.repeatForever((ctx) => ctx.rotateBy({ angleRadiansOffset: Math.PI, duration: 4000 })); game.add(crate); var pillar = new ex.Actor({ pos: ex.vec(300, 180), radius: 25, color: ex.Color.Gray }); pillar.addComponent(new ex.LightOccluderComponent({ shape: { kind: 'circle', radius: 25 } })); game.add(pillar); var wedge = new ex.Actor({ pos: ex.vec(460, 460), color: ex.Color.DarkGray, collider: ex.Shape.Polygon([ex.vec(-30, 20), ex.vec(30, 20), ex.vec(0, -30)]) }); wedge.addComponent( new ex.LightOccluderComponent({ shape: { kind: 'polygon', vertices: [ex.vec(-30, 20), ex.vec(30, 20), ex.vec(0, -30)] } }) ); game.add(wedge); ``` 5. Darkness Component Whole screen darkness overlay (note missing width/height) ```typescript var environment = new ex.Actor({ name: 'environment' }); environment.addComponent(new ex.DarknessComponent({ color: ex.Color.fromRGB(0, 0, 10), intensity: 0.9, })); game.add(environment); ``` Specific area darkness with width/height ```typescript var room = new ex.Actor({ name: 'room', pos: ex.vec(750, 150) }); room.addComponent(new ex.DarknessComponent({ color: ex.Color.fromRGB(5, 5, 20), intensity: 0.95, width: 300, height: 200, })); game.add(room); ``` 6. Lighting System Uses a ex.ScreenElement -> ex.Canvas under the hood, you can specify the z axis that shadows live. This is using 2D canvas destination-out and radial gradients to make the "light" work. 7. Flickering System Completely optional handles the flickering modulation behavior, primary and secondary frequencies configurable Co-authored-by: Justin Young <62815737+jyoung4242@users.noreply.github.com>