move shadows-related logic into its own behavior
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767ddc459c
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@ -4,3 +4,4 @@ Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
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Tree.behaviors.sprite = require "lib.character.behaviors.sprite"
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Tree.behaviors.stats = require "lib.character.behaviors.stats"
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Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper"
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Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster"
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@ -0,0 +1,98 @@
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--- @class ShadowcasterBehavior : Behavior
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local behavior = {}
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behavior.id = "shadowcaster"
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behavior.__index = behavior
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function behavior.new() return setmetatable({}, behavior) end
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local function makeGradientMesh(w, h, topColor, bottomColor)
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local vertices = {
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{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
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{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
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{ w + w * 0.1, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
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{ 0 - w * 0.1, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
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}
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local mesh = love.graphics.newMesh(vertices, "fan", "static")
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return mesh
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end
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local function getFakeShadow(r)
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local pi = math.pi
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if r <= pi / 4 then
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-- 1
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return false, 1
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end
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if r <= pi / 2 then
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-- 2
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return true, 1 - (r - pi / 4) / (pi / 4)
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end
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if r <= 3 * pi / 4 then
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-- 3
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return true, (r - pi / 2) / (pi / 4)
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end
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if r <= 5 * pi / 4 then
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-- 4
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return false, 1
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end
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if r <= 3 * pi / 2 then
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-- 5
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return true, 1 - (r - 5 * pi / 4) / (pi / 4)
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end
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if r <= 7 * pi / 4 then
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-- 6
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return true, (r - 3 * pi / 2) / (pi / 4)
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end
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-- 1
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return false, 1
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end
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function behavior:draw()
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local sprite = self.owner:has(Tree.behaviors.sprite)
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local map = self.owner:has(Tree.behaviors.map)
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if not map then return end
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
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love.graphics.setCanvas(Tree.level.render.shadowLayer)
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love.graphics.push()
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love.graphics.scale(ppm)
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love.graphics.setColor(0, 0, 0, 0.5)
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love.graphics.translate(position.x, position.y)
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love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
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if not sprite then
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love.graphics.pop()
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return
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end
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local r = love.timer.getTime() % (2 * math.pi)
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local drawFakeShadow, opacity = getFakeShadow(r)
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local nangle = (math.pi + r) % (2 * math.pi)
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love.graphics.rotate(nangle)
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love.graphics.setColor(0, 0, 0, math.min(opacity * opacity, 0.5))
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sprite.animationTable[sprite.state]:draw(Tree.assets.files.sprites.character[sprite.state],
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0,
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0, nil, ((nangle >= math.pi / 2 and nangle < (3 * math.pi / 2)) and -1 or 1) / ppm * sprite.side,
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1.2 / ppm,
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38, 47)
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if drawFakeShadow then
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love.graphics.setColor(0, 0, 0, 1)
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local mesh = makeGradientMesh(0.4, 1, { 0, 0, 0, 0.15 },
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{ 0, 0, 0, 0.0 })
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love.graphics.push()
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love.graphics.rotate(math.pi)
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love.graphics.translate(-0.2, 0)
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love.graphics.draw(mesh)
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love.graphics.pop()
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end
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love.graphics.pop()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setCanvas()
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end
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return behavior
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@ -38,17 +38,6 @@ function sprite:update(dt)
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anim:update(dt)
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end
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local function makeGradientMesh(w, h, topColor, bottomColor)
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local vertices = {
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{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
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{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
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{ w + w * 0.1, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
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{ 0 - w * 0.1, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
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}
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local mesh = love.graphics.newMesh(vertices, "fan", "static")
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return mesh
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end
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function sprite:draw()
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if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
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@ -57,71 +46,9 @@ function sprite:draw()
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
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Tree.level.camera:detach()
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love.graphics.push()
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love.graphics.scale(ppm)
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love.graphics.setCanvas(Tree.level.render.shadowLayer)
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love.graphics.setColor(0, 0, 0, 0.5)
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love.graphics.translate(position.x, position.y)
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love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
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local r = love.timer.getTime() % (2 * math.pi)
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local doWeUseFakeShadow = function(r)
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local pi = math.pi
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if r <= pi / 4 then
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-- 1
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return false, 1
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end
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if r <= pi / 2 then
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-- 2
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return true, 1 - (r - pi / 4) / (pi / 4)
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end
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if r <= 3 * pi / 4 then
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-- 3
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return true, (r - pi / 2) / (pi / 4)
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end
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if r <= 5 * pi / 4 then
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-- 4
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return false, 1
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end
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if r <= 3 * pi / 2 then
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-- 5
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return true, 1 - (r - 5 * pi / 4) / (pi / 4)
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end
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if r <= 7 * pi / 4 then
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-- 6
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return true, (r - 3 * pi / 2) / (pi / 4)
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end
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-- 1
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return false, 1
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end
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local drawFakeShadow, opacity = doWeUseFakeShadow(r)
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local nangle = (math.pi + r) % (2 * math.pi)
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love.graphics.rotate(nangle)
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love.graphics.setColor(0, 0, 0, math.min(opacity * opacity, 0.5))
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self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
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0,
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0, nil, ((nangle >= math.pi / 2 and nangle < (3 * math.pi / 2)) and -1 or 1) / ppm * self.side,
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1.2 / ppm,
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38, 47)
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if drawFakeShadow then
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love.graphics.setColor(0, 0, 0, 1)
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local mesh = makeGradientMesh(0.4, 1, { 0, 0, 0, 0.15 },
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{ 0, 0, 0, 0.0 })
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love.graphics.push()
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love.graphics.rotate(math.pi)
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love.graphics.translate(-0.2, 0)
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love.graphics.draw(mesh)
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love.graphics.pop()
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end
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love.graphics.pop()
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Tree.level.camera:attach()
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love.graphics.setCanvas(Tree.level.render.spriteLayer)
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Tree.level.camera:attach()
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love.graphics.setColor(1, 1, 1)
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if Tree.level.selector.id == self.owner.id then
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local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
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@ -134,7 +61,9 @@ function sprite:draw()
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self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
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position.x,
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position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
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love.graphics.setShader()
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Tree.level.camera:detach()
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love.graphics.setCanvas()
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end
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)
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@ -31,6 +31,7 @@ local function spawn(name, spriteDir, position, size, initiative)
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Tree.behaviors.stats.new(nil, nil, initiative),
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Tree.behaviors.map.new(position, size),
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Tree.behaviors.sprite.new(spriteDir),
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Tree.behaviors.shadowcaster.new(),
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Tree.behaviors.spellcaster.new()
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}
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@ -14,9 +14,11 @@ end
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function map:draw()
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love.graphics.setCanvas(Tree.level.render.floorLayer)
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Tree.level.camera:attach()
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utils.each(self.__grid, function(el)
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el:draw()
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end)
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Tree.level.camera:detach()
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love.graphics.setCanvas()
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end
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@ -41,15 +41,11 @@ function level:update(dt)
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end
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function level:draw()
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self.camera:attach()
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self.render:clear()
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self.tileGrid:draw()
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while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
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self.characterGrid.yOrderQueue:pop():draw()
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end
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self.camera:detach()
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--self.render.shadowLayer:newImageData():encode("png", "shadowLayer.png")
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-- os.exit(0)
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self.render:draw()
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end
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@ -68,12 +68,14 @@ end
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function walk:draw()
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if not self.path then return end
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--- Это отрисовка пути персонажа к мышке
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Tree.level.camera:attach()
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love.graphics.setCanvas(Tree.level.render.overlayLayer)
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love.graphics.setColor(0.6, 0.75, 0.5)
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for p in self.path:values() do
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love.graphics.circle("fill", p.x + 0.45, p.y + 0.45, 0.1)
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end
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love.graphics.setCanvas()
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Tree.level.camera:detach()
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love.graphics.setColor(1, 1, 1)
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end
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