Dynamic Lighting¶
Dynamic lighting in LITIENGINE uses LightSource entities to illuminate the game world in real-time. This creates atmospheric effects like torches, lamps, and spell glow.
How Dynamic Lighting Works¶
- Ambient Light: A base illumination level for the entire map
- Light Sources: Point lights that illuminate surrounding areas
- Shadows: Static geometry can cast shadows from light sources
- Color Blending: Multiple light colors blend together
Ambient Light¶
Set the base illumination for an environment:
// Set ambient light color (affects entire map)
Color ambient = new Color(60, 60, 80); // Dim blue-ish ambient
Game.world().environment().setAmbientLight(ambient);
Or configure in config.properties:
Creating Light Sources¶
Via utiLITI¶
- Add a LightSource entity to your map
- Configure intensity, color, and shape in the Properties panel
Via Code¶
LightSource torch = new LightSource();
torch.setLocation(100, 100);
torch.setIntensity(150); // Light radius
torch.setColor(Color.ORANGE); // Light color
torch.setShape(LightSource.ELLIPSE); // Light shape
// Add to environment
Game.world().environment().add(torch);
Light Properties¶
Intensity¶
Controls the radius of illumination:
light.setIntensity(100); // Small light
light.setIntensity(200); // Medium light
light.setIntensity(400); // Large light
Color¶
// Warm light (torch)
light.setColor(Color.ORANGE);
// Cool light (magic)
light.setColor(Color.CYAN);
// Dim light
light.setColor(new Color(200, 150, 100));
// Bright white
light.setColor(Color.WHITE);
Shape¶
// Circular/ellipse light
light.setShape(LightSource.ELLIPSE);
// Rectangular light
light.setShape(LightSource.RECTANGLE);
Flickering¶
Add flickering effect for torches and fire:
// Enable flicker
light.setFlicker(true);
light.setFlickerIntensity(0.2f); // 20% intensity variation
light.setFlickerSpeed(100); // Flicker interval in ms
Shadow Casting¶
Static collision boxes can cast shadows:
Enable in utiLITI¶
- Select a CollisionBox
- Enable Shadow Casting in properties
- Set shadow type
Via Code¶
Dynamic Light Behavior¶
Moving Lights¶
Lights can follow entities:
public class TorchBearer extends Creature {
private LightSource torchLight;
@Override
public void update() {
super.update();
// Light follows entity
torchLight.setLocation(this.getCenter());
}
}
Toggling Lights¶
// Turn light on/off
light.setActive(false);
light.setActive(true);
// Check state
boolean isOn = light.isActive();
Animated Lights¶
Pulsing or animated lighting:
Game.loop().attach(() -> {
float pulse = (float) Math.sin(Game.time().now() / 200.0) * 0.3f + 0.7f;
light.setIntensity((int)(150 * pulse));
});
Performance Considerations¶
Dynamic lighting is computationally expensive:
- Limit light count: Fewer lights = better performance
- Use appropriate intensity: Smaller lights are faster to calculate
- Disable when not needed: Turn off lights in inactive areas
- Consider static lighting: Use static lighting where possible
Configuration¶
# Enable/disable dynamic lighting
gfx_enableDynamicShadows=true
# Ambient light settings
gfx_ambientLight=3d3d50
gfx_ambientAlpha=0.8
See Also¶
- Static Lighting - Pre-baked lighting
- Environment - Environment management
- Particle System - Visual effects
Programmatic LightSource Management¶
You can spawn, configure, and animate LightSource entities at runtime in pure Java:
package com.example.game.lighting;
import de.gurkenlabs.litiengine.Game;
import de.gurkenlabs.litiengine.entities.LightSource;
import java.awt.Color;
import java.awt.geom.Point2D;
public class TorchLight {
public static LightSource createTorch(double x, double y) {
// 1. Create a radial ellipse light source (radius = 120, warm amber color)
Color warmGlow = new Color(255, 180, 50, 180);
LightSource torch = new LightSource(120, warmGlow, LightSource.Type.ELLIPSE);
torch.setLocation(x, y);
// 2. Add to active environment
Game.world().environment().add(torch);
// 3. Add ambient world darkness (RGBA)
Game.world().environment().getAmbientLight().setColor(new Color(10, 15, 25, 220));
return torch;
}
}
Animating Light Flicker¶
// Create a flickering torch flame effect in your game loop
Game.loop().attach(Game.world().environment(), () -> {
int jitter = (int) (Math.random() * 8) - 4;
torch.setRadius(120 + jitter);
});