Abstract. This is where you should put all your light-emitting related stuff into, as the image data preparation loop will go through all object grid tiles and call this method on any object it finds.
Abstract. This is where you should put all your light-emitting related stuff into, as the image data preparation loop will go through all object grid tiles and call this method on any object it finds.
-- taken from game/objects/light_source_base.lua lightSource.lightColor = color(251, 255, 237, 255) function lightSource:castLight(imageData, pixelX, pixelY) local clr = self.lightColor local r, g, b = imageData:getPixel(pixelX, pixelY) imageData:setPixel(pixelX, pixelY, math.max(r, clr.r), math.max(g, clr.g), math.max(b, clr.b), 255) end