light_x,y is point of light
target_x,y is target point
dir_x = target_x - light_x
dir_y = target_y - light_y
dir_x,y is now the vector from the light point to the target point. Now normalize it:
len = sqrt( dir_x*dir_x + dir_y*dir_y )
dir_x /= len
dir_y /= len
(of course check for division by 0 before doing this)
Parabolic Maddness
thanks,
ok things have worked out great,
ive implemented the light into my engine
and things are working perfectly,
here are some screen shots
they are from the game im making,
it's entirely 2D
this screen shot uses the GDI adaptor
*my graphics engine uses a common API adaption interface
to make it graphics api indipendant*
before any lighting *day scene*:
http://rubberneck.net/raymond/tid_0131.jpg
light locked to character with wide beam
http://rubberneck.net/raymond/tid_015.jpg
light locked to character with narrow beam
http://rubberneck.net/raymond/tid_016.jpg
thank you very much Yann L
Raymond Jacobs,
Profesional Web Applications Developer,
Weekend Game Developer,
www.EtherealDarkness.com
[edited by - EDI on October 23, 2002 8:53:59 AM]
ok things have worked out great,
ive implemented the light into my engine
and things are working perfectly,
here are some screen shots
they are from the game im making,
it's entirely 2D
this screen shot uses the GDI adaptor
*my graphics engine uses a common API adaption interface
to make it graphics api indipendant*
before any lighting *day scene*:
http://rubberneck.net/raymond/tid_0131.jpg
light locked to character with wide beam
http://rubberneck.net/raymond/tid_015.jpg
light locked to character with narrow beam
http://rubberneck.net/raymond/tid_016.jpg
thank you very much Yann L
Raymond Jacobs,
Profesional Web Applications Developer,
Weekend Game Developer,
www.EtherealDarkness.com
[edited by - EDI on October 23, 2002 8:53:59 AM]
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