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<title>Light.falloff — Ludic</title>
<meta name="description" content="Set the brightness-ramp exponent for later lights (1 linear, 2 quadratic…).">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-light.html">Light</a> <span>›</span> <span class="here">Light.falloff</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Light.falloff</h1>
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<code class="sig">Light.falloff(exponent)</code>
<div class="desc"><p>Sets the **falloff curve** applied to every light emitted after it. A light's brightness ramps from full at the centre to zero at its radius; the ramp is raised to <code>exponent</code>, so <code>1</code> is the original linear falloff, <code>2</code> is quadratic (a softer, more concentrated core), <code>3</code> cubic, and so on. Like the occluder store, the setting persists across frames until changed — a game sets it once, or per light, and it rides alongside the short <a href="light-point"><code>Light.point</code></a> / <a href="light-spot"><code>Light.spot</code></a> signatures. Integer exponent, Q16.16 ramp — deterministic.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-exponent"><code class="pname">exponent</code><span class="pdesc">the ramp power, an integer <code>>= 1</code> (<code>1</code> = linear, the default)</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
property Torch { x: int = 0, y: int = 0 }
model Lamp { Torch }
handler Render phase Update {
Screen.clear(0)
Light.ambient(Color.rgb(24, 24, 32))
Light.falloff(2) # a tighter, quadratic glow
Light.point(80, 60, 70, Color.rgb(255, 210, 130), 1.0)
Screen.show()
}
}</pre></div>
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