Created
June 9, 2011 23:13
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// render light circles | |
for (i = 0; i < lights.length; i ++) | |
{ | |
l = lights[i]; | |
var isSet:Object = new Object(); | |
for (j = 0; j < l.distance * 2; j++) | |
{ | |
isSet[j] = new Object(); | |
} | |
for (j = 0; j < 360; j += 1) | |
{ | |
var depth:int = 1; | |
var maxDepth:int = 1; | |
for (k = 1; k < l.distance; k++) | |
{ | |
// get the grid point | |
var t_x:int = l.distance + k * Math.cos(j * Math.PI / 180); | |
var t_y:int = l.distance + k * Math.sin(j * Math.PI / 180); | |
if (isSet[t_x][t_y]) | |
continue; | |
isSet[t_x][t_y] = true; | |
t_x += l.x - l.distance; | |
t_y += l.y - l.distance; | |
if (t_x < 0 || t_x > Global.width || t_y < 0 || t_y > Global.height) | |
continue; | |
if (Global.terrain.getBlock(t_x, t_y) != Terrain.BLOCK_AIR) | |
depth --; | |
if (depth <= 0) | |
break; | |
var percent:int = k / l.distance; | |
var strength:Number = strength * percent * (depth / maxDepth); | |
map[t_x][t_y] = 0; | |
} | |
} |
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