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@hoard-engine/lighting

v0.1.0

Published

HOARD engine: light sources on a tile grid — visibility polygons via ray casting, animation effects, sparkles and viewport culling over an injected occlusion environment

Readme

@hoard-engine/lighting

Light sources on a tile grid for the HOARD engine: visibility polygons via exact ray casting (DDA grid walking with corner pinch rules), animation effects (pulse, flicker, blink, sway, sweep, sparkle, aura, gas), quantized repaint signatures and viewport culling. A dependency-free leaf of the HOARD engine — pure computation, no game, grid package, framework or canvas knowledge; the consumer renders the returned light map data.

Install

npm install @hoard-engine/lighting

Usage

The package computes against a LightingEnv you define — every piece of game knowledge is a callback (no state, no grid types imported):

import {
  createLight,
  lightPolygonFor,
  lightIntensityScale,
  type LightingEnv,
} from '@hoard-engine/lighting';

const env: LightingEnv = {
  gridWidth: 10,
  gridHeight: 10,
  // Raw cell facts: 'opaque' blocks but is lit, 'fog' blocks at its near
  // edge, 'actor' blocks unless ceiling/own-cell rules apply.
  cellOcclusion: (x, y) => (isWall(x, y) ? 'opaque' : unseen(x, y) ? 'fog' : 'open'),
  // Whether the step between two cells is blocked (closed door, wall edge).
  isStepBlocked: (from, to) => closedDoorOrWallEdge(from, to),
  // The region a cell belongs to; a gas cloud stays inside its region.
  roomOf: (x, y) => roomCharacter(x, y),
};

const light = createLight(2, 3); // color, radius, intensity, softness defaults

// Everything that can change occlusion, hashed by you into one token:
const occlusionKey = `${actors}|${doors}|${rooms}|${cellSize}`;

// The lit-area polygon in world pixels (one endpoint per ray).
const polygon = lightPolygonFor(light, env, cellSize, occlusionKey, timeMs);

// How bright the light is right now (0..1), from its animation effect.
const brightness = lightIntensityScale(light, timeMs);

Ray endpoints stop at closed edges and fog boundaries at the shared cell edge, penetrate partway into opaque cells (wall faces and actor sprites stay lit, the shadow starts behind them), and pass between diagonally adjacent blockers through their shared corner. Caches (occlusion maps, visibility polygons, sweep ray endpoints) are scoped by the environment object and the caller's occlusion key, so the package never re-marches rays between frames that did not change occlusion.

The package never asks for your game state: the consumer owns which cells block, which steps are closed, which rooms exist and which lights are active — and renders the returned polygons, centers, sparkles and brightness values however it likes (the game renders them as blurred radial-gradient fills).