/*
* 27 October 2018
* I don't use this anymore; in fact, I don't even remember what the name of the
* extension was in the first place. Given the drastic changes made to Game Maker
* since I pasted this (i.e. proper shaders) I don't think anyone else will either.
* I'm leaving it up, though.
*/
lt_sysset(1, -1, make_color_rgb(80, 80, 0), 1, 0, 1, 1, -100);
/* lt_sysset(enabled,view,ambient,addative,shadows,reset,autodraw,depth)
Arguments:
enabled - whether or not the light system is to be enabled or not
view - whether or not the light is to be confined to a specific view (-1 if not)
ambient - the color of the ambient light, e.g. the color outside the lighted area (c_black would be completely dark, c-white would be completely white)
additive - whether or not the light instance is to be additive or not, which is a little hard to explain so here's an example.
Additive - http://i.imgur.com/JcnQR6v.png
Non-additive - http://i.imgur.com/GhgoPbQ.png
shadows - whether or not the light is to cast shadows, which are a much more complicated story but can make the game look really cool
reset - If you're trying to reset the light system or not (probably not)
autodraw - if this is set to false, you have to manually draw the lights with
lg_redraw();
depth - the depth the light system is to be drawn at (i.e., height - usually between -10 and -100)
*/
light_system=lt_lightadd(light,0,x, y,1,1,0,c_white,1,0);
/* lt_lightadd(sprite,sub,x,y,xscale,yscale,rot,color,enabled,castshadow)
Arguments:
sprite - the sprite of the light I mentioned in the PM
sub, x, y, xscale, yscale, rot, color - the same as the arguments for sprites such as
draw_sprite_ext( . . . );
enabled - once again, whether or not the specific light is enabled or not
castshadow - once again, whether the specific light is to cast shadow (if the entire system is set to not cast shadows, this won't do anything either way
*/
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