diff options
| -rw-r--r-- | core/src/main/java/kz/ilotterytea/frogartha/screens/GameScreen.java | 23 |
1 files changed, 15 insertions, 8 deletions
diff --git a/core/src/main/java/kz/ilotterytea/frogartha/screens/GameScreen.java b/core/src/main/java/kz/ilotterytea/frogartha/screens/GameScreen.java index 801f8dd..12f54bb 100644 --- a/core/src/main/java/kz/ilotterytea/frogartha/screens/GameScreen.java +++ b/core/src/main/java/kz/ilotterytea/frogartha/screens/GameScreen.java @@ -95,6 +95,8 @@ public class GameScreen implements Screen { stage.act(delta); stage.draw(); + System.out.println(playerEntity.getPosition()); + if (game.getSessionClient().hasThrown()) { game.setScreen(new KickScreen()); } @@ -142,18 +144,23 @@ public class GameScreen implements Screen { sceneManager.setCamera(camera); DirectionalShadowLight light = new DirectionalShadowLight(1024, 1024, 60f, 60f, 1f, 300f); - light.set(new Color(0xdcccffff), -1f, -0.8f, -0.2f); - light.intensity = 5f; + light.set(new Color(0x101010ff), -1f, -0.8f, -0.2f); + light.intensity = 0.1f; sceneManager.environment.add(light); sceneManager.environment.shadowMap = light; - PointLightEx signLight = new PointLightEx(); - signLight.set(Color.PINK, new Vector3(2f, 6f, 2f), 80f, 100f); + float range = 1000f, intensity = 500f, y = 20f; + + PointLightEx light1 = new PointLightEx(); + light1.set(Color.YELLOW, new Vector3(-18f, y, -18f), intensity, range); + + PointLightEx light2 = new PointLightEx(); + light2.set(Color.YELLOW, new Vector3(5f, y, 28f), intensity, range); - PointLightEx windowLight = new PointLightEx(); - windowLight.set(Color.BLUE, new Vector3(-1.1f, 7.3f, 0.5f), 80f, 100f); + PointLightEx light3 = new PointLightEx(); + light3.set(Color.YELLOW, new Vector3(60f, y, 0f), intensity, range); - sceneManager.environment.add(windowLight, signLight); + sceneManager.environment.add(light1, light2, light3); // setup quick IBL (image based lighting) IBLBuilder iblBuilder = IBLBuilder.createOutdoor(light); @@ -166,7 +173,7 @@ public class GameScreen implements Screen { Texture brdfLUT = new Texture(Gdx.files.classpath("net/mgsx/gltf/shaders/brdfLUT.png")); - sceneManager.setAmbientLight(1f); + sceneManager.setAmbientLight(0.1f); sceneManager.environment.set(new PBRTextureAttribute(PBRTextureAttribute.BRDFLUTTexture, brdfLUT)); sceneManager.environment.set(PBRCubemapAttribute.createSpecularEnv(specularCubemap)); sceneManager.environment.set(PBRCubemapAttribute.createDiffuseEnv(diffuseCubemap)); |
