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37 lines
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<title>Light.spot — Ludic</title>
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<meta name="description" content="A cone / flashlight light aimed at a direction with a half-angle spread.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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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.spot</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Light.spot</h1>
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</div>
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<code class="sig">Light.spot(x, y, radius, color, energy, direction, spread)</code>
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<div class="desc"><p>Accumulates a **cone** (spot) light — like <a href="light-point"><code>Light.point</code></a>, but only the wedge aimed at <code>direction</code> degrees (measured from <code>+x</code>, counter-clockwise) within a half-angle of <code>spread</code> degrees receives light. Pixels outside the cone stay dark, and the last few degrees of the edge feather so the boundary is not a hard line. A spot shares every quality control with a radial light — <a href="light-falloff"><code>Light.falloff</code></a>, <a href="light-soft"><code>Light.soft</code></a>, <a href="light-gel"><code>Light.gel</code></a> and the <a href="light-normal"><code>normal buffer</code></a> all apply. Fully deterministic (integer degrees + Q16.16).</p></div>
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<div class="params"><h2>Parameters</h2><div class="param" id="param-radius"><code class="pname">radius</code><span class="pdesc">the reach in pixels; brightness is zero at and beyond it</span></div><div class="param" id="param-color"><code class="pname">color</code><span class="pdesc">the light colour, <code>0x00RRGGBB</code></span></div><div class="param" id="param-energy"><code class="pname">energy</code><span class="pdesc">a <code>fixed</code> brightness multiplier (<code>1.0</code> = full)</span></div><div class="param" id="param-direction"><code class="pname">direction</code><span class="pdesc">the aim, in whole degrees (<code>0</code> = right, <code>90</code> = up, <code>180</code> = left)</span></div><div class="param" id="param-spread"><code class="pname">spread</code><span class="pdesc">the cone half-angle, in whole degrees (<code>180</code> ≈ omnidirectional)</span></div></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
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property Torch { x: int = 0, y: int = 0 }
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model Lamp { Torch }
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handler Render phase Update {
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Screen.clear(0)
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Light.ambient(Color.rgb(24, 24, 32))
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Light.spot(80, 60, 70, Color.rgb(255, 240, 200), 1.0, 0, 30) # a flashlight pointing right
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Screen.show()
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}
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}</pre></div>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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