* I've really meant for you to search this forum, you're not the first guy to try adding lights with blending :)
* There are methods other than dynamic shadows (and for that we usually use Nape and not box2d btw).
* This is what I was referring to:
http://haxeflixel.com/forum/?place=msg%2Fhaxeflixel%2F8IX0tTHifsQ%2Fk8A3QD6wWiYJ* If the method above isn't for you (though it has a very similar light sprite) then read on.
* HaxeFlixel uses OpenFL-Legacy because OpenFL-Next is a work in progress. You can try OpenFL-Next by adding this to your project.xml file
before you add the flixel library:
*This will allow you to use a few Hardware supported blend modes anywhere but Flash. This is how you set it up:
yourSprite.blend = BlendMode.NAME
* GPU-supported blend modes: ADD, DIFFERENCE, INVERT, MULTIPLY, NORMAL, SCREEN, SUBTRACT
* Software based blend modes: ALPHA, DARKEN, ERASE, HARDLIGHT, LAYER, LIGHTEN, OVERLAY
* Anyhow, this is where you would go and check out the code here:
http://haxeflixel.com/forum/?place=msg%2Fhaxeflixel%2FbRcmtU-nmJ8%2F49176o0nJ2YJ.
* Now, I really want to avoid trying to explain to you how to hack your way through the HaxeFlixel rendering system because this is a really long and tedious subject (you can catch a little glimpse of it here:
http://haxeflixel.com/blog/01-HaxeFlixel-rendering/) and I can barely grasp it. Same goes to using OpenGL from within HaxeFlixel.
* In the far future when we can use OpenFL-Next and shaders then we can start thinking about a real lighting system that uses normal maps.
* And draw forces software mode.