Merge pull request 'character-rework' (#7) from character-rework into main
Reviewed-on: #7
This commit is contained in:
commit
177e1ef347
@ -1,46 +0,0 @@
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local anim8 = require "lib.utils.anim8"
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--- Скорость между кадрами в анимации
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local ANIMATION_SPEED = 0.1
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LEFT = -1
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RIGHT = 1
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--- @class Animation
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--- @field animationTable table<string, table>
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--- @field animationGrid table
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--- @field state "idle"|"run"|"hurt"|"attack"
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--- @field side 1|-1
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local animation = {}
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animation.__index = animation
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local function new(id, spriteDir)
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local anim = {
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animationTable = {},
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animationGrid = {}
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}
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-- n: name; i: image
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for n, i in pairs(spriteDir) do
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local aGrid = anim8.newGrid(96, 64, i:getWidth(), i:getHeight())
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local tiles = '1-' .. math.ceil(i:getWidth() / 96)
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anim.animationGrid[n] = aGrid(tiles, 1)
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end
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anim.state = "idle"
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anim.side = RIGHT
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return setmetatable(anim, animation)
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end
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function animation:getState()
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return self.state
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end
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--- @param state CharacterState
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function animation:setState(state, onLoop)
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self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], ANIMATION_SPEED, onLoop)
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self.state = state
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end
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return { new = new }
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20
lib/character/behaviors/behavior.lua
Normal file
20
lib/character/behaviors/behavior.lua
Normal file
@ -0,0 +1,20 @@
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--- Поведение персонажа. Их можно комбинировать как угодно, добавлять и заменять на лету...
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--- @class Behavior
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--- @field id string
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--- @field owner Character
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--- @field dependencies Behavior[]
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--- @field new fun(...) : self
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--- @field update fun(self, dt): nil
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--- @field draw fun(self): nil
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "behavior"
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behavior.dependencies = {}
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function behavior.new() return setmetatable({}, behavior) end
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function behavior:update(dt) end
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function behavior:draw() end
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return behavior
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77
lib/character/behaviors/map.lua
Normal file
77
lib/character/behaviors/map.lua
Normal file
@ -0,0 +1,77 @@
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local utils = require "lib.utils.utils"
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--- Отвечает за размещение и перемещение по локации
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--- @class MapBehavior : Behavior
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--- @field position Vec3
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--- @field runTarget Vec3 точка, в которую в данный момент бежит персонаж
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--- @field displayedPosition Vec3 точка, в которой персонаж отображается
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--- @field t0 number время начала движения для анимациии
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--- @field path Deque путь, по которому сейчас бежит персонаж
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--- @field size Vec3
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local mapBehavior = {}
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mapBehavior.__index = mapBehavior
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mapBehavior.id = "map"
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--- @param position? Vec3
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--- @param size? Vec3
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function mapBehavior.new(position, size)
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return setmetatable({
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position = position or Vec3({}),
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displayedPosition = position or Vec3({}),
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size = size or Vec3({ 1, 1 }),
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}, mapBehavior)
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end
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--- @param path Deque
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function mapBehavior:followPath(path)
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if path:is_empty() then return end
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self.position = self.displayedPosition
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self.owner:try(Tree.behaviors.sprite, function(sprite)
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sprite:play("run", true)
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end)
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self.path = path;
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---@type Vec3
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local nextCell = path:peek_front()
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self:runTo(nextCell)
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path:pop_front()
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end
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--- @param target Vec3
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function mapBehavior:runTo(target)
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self.t0 = love.timer.getTime()
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self.runTarget = target
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self.owner:try(Tree.behaviors.sprite,
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function(sprite)
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if target.x < self.position.x then
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sprite.side = Tree.behaviors.sprite.LEFT
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elseif target.x > self.position.x then
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sprite.side = Tree.behaviors.sprite.RIGHT
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end
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end
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)
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end
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function mapBehavior:update(dt)
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if self.runTarget then
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local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
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local fraction = delta /
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(0.5 * self.runTarget:subtract(self.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
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if fraction >= 1 then -- анимация перемещена завершена
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self.position = self.runTarget
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if not self.path:is_empty() then -- еще есть, куда бежать
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self:runTo(self.path:peek_front())
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self.path:pop_front()
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else -- мы добежали до финальной цели
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self.owner:try(Tree.behaviors.sprite, function(sprite)
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sprite:play("idle", true)
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end)
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self.runTarget = nil
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end
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else -- анимация перемещения не завершена
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self.displayedPosition = utils.lerp(self.position, self.runTarget, fraction) -- линейный интерполятор
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end
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end
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end
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return mapBehavior
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25
lib/character/behaviors/spellcaster.lua
Normal file
25
lib/character/behaviors/spellcaster.lua
Normal file
@ -0,0 +1,25 @@
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--- @class SpellcasterBehavior : Behavior
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--- @field spellbook Spell[] собственный набор спеллов персонажа
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--- @field cast Spell | nil ссылка на активный спелл из спеллбука
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "spellcaster"
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---@param spellbook Spell[] | nil
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---@return SpellcasterBehavior
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function behavior.new(spellbook)
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local spb = require "lib.spellbook" --- @todo временное добавление ходьбы всем персонажам
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local t = {}
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t.spellbook = spellbook or spb.of { spb.walk }
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return setmetatable(t, behavior)
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end
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function behavior:update(dt)
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if self.cast then self.cast:update(self.owner, dt) end
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end
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function behavior:draw()
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if self.cast then self.cast:draw() end
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end
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return behavior
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70
lib/character/behaviors/sprite.lua
Normal file
70
lib/character/behaviors/sprite.lua
Normal file
@ -0,0 +1,70 @@
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local anim8 = require "lib.utils.anim8"
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--- @class SpriteBehavior : Behavior
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--- @field animationTable table<string, table>
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--- @field animationGrid table
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--- @field state "idle"|"run"|"hurt"|"attack"
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--- @field side 1|-1
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local sprite = {}
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sprite.__index = sprite
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sprite.id = "sprite"
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sprite.dependencies = { Tree.behaviors.map }
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sprite.LEFT = -1
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sprite.RIGHT = 1
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--- Скорость между кадрами в анимации
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sprite.ANIMATION_SPEED = 0.1
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function sprite.new(spriteDir)
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local anim = setmetatable({}, sprite)
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anim.animationTable = {}
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anim.animationGrid = {}
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-- n: name; i: image
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for n, i in pairs(spriteDir) do
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local aGrid = anim8.newGrid(96, 64, i:getWidth(), i:getHeight())
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local tiles = '1-' .. math.ceil(i:getWidth() / 96)
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anim.animationGrid[n] = aGrid(tiles, 1)
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end
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anim.state = "idle"
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anim.side = sprite.RIGHT
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anim:play("idle")
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return anim
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end
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function sprite:update(dt)
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local anim = self.animationTable[self.state] or self.animationTable["idle"] or nil
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if not anim then return end
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anim:update(dt)
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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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self.owner:try(Tree.behaviors.map,
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function(map)
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = map.displayedPosition
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if Tree.level.selector.id == self.owner.id then love.graphics.setColor(0.5, 1, 0.5) end
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self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
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position.x + 0.5,
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position.y + 0.5, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
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love.graphics.setColor(1, 1, 1)
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end
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)
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end
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--- @param state string
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--- @param loop boolean | nil
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function sprite:play(state, loop)
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if not self.animationGrid[state] then
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return print("[SpriteBehavior]: no animation for '" .. state .. "'")
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end
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self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED, function()
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if not loop then self:play("idle", true) end
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end)
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self.state = state
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end
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return sprite
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@ -5,14 +5,10 @@ require 'lib.utils.vec3'
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--- @type Id
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local characterId = 1
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--- @todo Композиция лучше наследования, но не до такой же степени! Надо отрефакторить и избавиться от сотни полей в таблице
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--- @class Character
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--- @field id Id
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--- @field info Info
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--- @field graphics Graphics
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--- @field logic Logic
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--- @field spellbook Spell[] собственный набор спеллов персонажа
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--- @field cast Spell | nil ссылка на активный спелл из спеллбука
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--- @field behaviors Behavior[]
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--- @field _behaviorsIdx {string: integer}
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local character = {}
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character.__index = character
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@ -26,50 +22,86 @@ character.__index = character
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local function spawn(name, template, spriteDir, position, size, level)
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local char = {}
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char = setmetatable(char, character)
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char.id = characterId
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characterId = characterId + 1
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char = setmetatable(char, character)
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char.behaviors = {}
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char._behaviorsIdx = {}
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char:addBehavior {
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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.spellcaster.new()
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}
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char:addModules(
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{
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logic = (require 'lib.character.logic').new(char.id, position, size),
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graphics = (require 'lib.character.graphics').new(char.id, spriteDir),
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info = (require "lib/character/info").new(name, template, level)
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}
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)
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Tree.level.characters[char.id] = char
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return char
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end
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--- Проверяет, есть ли у персонажа поведение [behavior].
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--- @generic T : Behavior
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--- @param behavior T
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--- @return T | nil
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function character:has(behavior)
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--- @cast behavior Behavior
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local idx = self._behaviorsIdx[behavior.id]
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if not idx then return nil end
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return self.behaviors[idx] or nil
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end
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--- Если у персонажа есть поведение [behavior], применяет к нему [fn]
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---
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--- Дальше meme для интеллектуалов
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---
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--- *Я: мам купи мне >>=*
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---
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--- *Мама: у нас дома есть >>=*
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---
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--- *Дома:*
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--- @generic T : Behavior
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--- @generic V
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--- @param behavior T
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--- @param fn fun(behavior: T) : V | nil
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--- @return V | nil
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function character:try(behavior, fn)
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local b = self:has(behavior)
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if not b then return end
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return fn(b)
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end
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|
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--- usage:
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--- addModules( {logic = logic.new(), graphics = graphics.new(), ...} )
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function character:addModules(modules)
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for key, module in pairs(modules) do
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module.owner = self
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self[key] = module
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--- addBehavior( {logic.new(), graphics.new(), ...} )
|
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---
|
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--- or you may chain this if you are a wannabe haskell kiddo
|
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--- @param behaviors Behavior[]
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--- @return Character | nil
|
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function character:addBehavior(behaviors)
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for _, b in ipairs(behaviors) do
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if b.dependencies then
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for _, dep in ipairs(b.dependencies) do
|
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if not self:has(dep) then
|
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return print("[Character]: cannot add \"" .. b.id ..
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"\" for a character (Id = " .. self.id .. "): needs \"" .. dep.id .. "\"!")
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end
|
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end
|
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end
|
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b.owner = self
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table.insert(self.behaviors, b)
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self._behaviorsIdx[b.id] = #self.behaviors
|
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end
|
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end
|
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|
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--- геттеры и сеттеры для "внешних" данных
|
||||
--- @return CharacterState
|
||||
function character:getState()
|
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return self.logic.state or "idle"
|
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end
|
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|
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--- @param path Deque
|
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function character:followPath(path)
|
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self.logic:followPath(path)
|
||||
return self
|
||||
end
|
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|
||||
function character:update(dt)
|
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self.logic:update(dt)
|
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if self.cast then self.cast:update(self, dt) end
|
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self.graphics:update(dt)
|
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for _, b in ipairs(self.behaviors) do
|
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if b.update then b:update(dt) end
|
||||
end
|
||||
end
|
||||
|
||||
function character:draw()
|
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self.graphics:draw()
|
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if self.cast then self.cast:draw() end
|
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for _, b in ipairs(self.behaviors) do
|
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if b.draw then b:draw() end
|
||||
end
|
||||
end
|
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|
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return { spawn = spawn }
|
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|
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@ -1,33 +0,0 @@
|
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--- @class Graphics
|
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--- @field owner Character
|
||||
--- @field animation Animation
|
||||
local graphics = {}
|
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graphics.__index = graphics
|
||||
|
||||
--- @param id Id
|
||||
--- @param spriteDir table
|
||||
local function new(id, spriteDir)
|
||||
return setmetatable({
|
||||
id = id,
|
||||
animation = (require 'lib.character.animation').new(id, spriteDir)
|
||||
}, graphics)
|
||||
end
|
||||
|
||||
function graphics:update(dt)
|
||||
self.animation.animationTable[self.owner:getState()]:update(dt)
|
||||
end
|
||||
|
||||
function graphics:draw()
|
||||
local ppm = Tree.level.camera.pixelsPerMeter
|
||||
local position = self.owner.logic.mapLogic.displayedPosition
|
||||
local state = self.owner:getState()
|
||||
|
||||
if Tree.level.selector.id == self.owner.id then love.graphics.setColor(0.5, 1, 0.5) end
|
||||
|
||||
self.animation.animationTable[state]:draw(Tree.assets.files.sprites.character[state],
|
||||
position.x + 0.5,
|
||||
position.y + 0.5, nil, 1 / ppm * self.animation.side, 1 / ppm, 38, 47)
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -1,74 +0,0 @@
|
||||
local utils = require "lib.utils.utils"
|
||||
|
||||
--- @alias CharacterState "idle"|"run"|"attack"|"hurt"
|
||||
|
||||
--- @class Logic
|
||||
--- @field owner Character
|
||||
--- @field mapLogic MapLogic
|
||||
--- @field state CharacterState
|
||||
local logic = {}
|
||||
logic.__index = logic
|
||||
|
||||
--- @param id Id
|
||||
--- @param position? Vec3
|
||||
--- @param size? Vec3
|
||||
local function new(id, position, size)
|
||||
return setmetatable({
|
||||
id = id,
|
||||
mapLogic = (require 'lib.character.map_logic').new(id, position, size),
|
||||
state = "idle"
|
||||
}, logic)
|
||||
end
|
||||
|
||||
--- @param state CharacterState
|
||||
function logic:setState(state)
|
||||
self.state = state
|
||||
self.owner.graphics.animation:setState(state, (state ~= "idle" and state ~= "run") and function()
|
||||
self:setState("idle")
|
||||
end or nil)
|
||||
end
|
||||
|
||||
--- @param path Deque
|
||||
function logic:followPath(path)
|
||||
if path:is_empty() then return end
|
||||
self:setState("run")
|
||||
self.mapLogic.path = path;
|
||||
---@type Vec3
|
||||
local nextCell = path:peek_front()
|
||||
self:runTo(nextCell)
|
||||
path:pop_front()
|
||||
end
|
||||
|
||||
--- @param target Vec3
|
||||
function logic:runTo(target)
|
||||
self.mapLogic.t0 = love.timer.getTime()
|
||||
self.mapLogic.runTarget = target
|
||||
local charPos = self.mapLogic.position
|
||||
if target.x < charPos.x then
|
||||
self.owner.graphics.animation.side = LEFT
|
||||
elseif target.x > charPos.x then
|
||||
self.owner.graphics.animation.side = RIGHT
|
||||
end
|
||||
end
|
||||
|
||||
function logic:update(dt)
|
||||
if self.state == "run" and self.mapLogic.runTarget then
|
||||
local delta = love.timer.getTime() - self.mapLogic.t0 or love.timer.getTime()
|
||||
local fraction = delta /
|
||||
(0.5 * self.mapLogic.runTarget:subtract(self.mapLogic.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
|
||||
if fraction >= 1 then -- анимация перемещена завершена
|
||||
self.mapLogic.position = self.mapLogic.runTarget
|
||||
if not self.mapLogic.path:is_empty() then -- еще есть, куда бежать
|
||||
self:runTo(self.mapLogic.path:peek_front())
|
||||
self.mapLogic.path:pop_front()
|
||||
else -- мы добежали до финальной цели
|
||||
self:setState("idle")
|
||||
self.mapLogic.runTarget = nil
|
||||
end
|
||||
else -- анимация перемещения не завершена
|
||||
self.mapLogic.displayedPosition = utils.lerp(self.mapLogic.position, self.mapLogic.runTarget, fraction) -- линейный интерполятор
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -1,24 +0,0 @@
|
||||
--- @class MapLogic
|
||||
--- @field id Id
|
||||
--- @field position Vec3
|
||||
--- @field runTarget Vec3 точка, в которую в данный момент бежит персонаж
|
||||
--- @field displayedPosition Vec3 точка, в которой персонаж отображается
|
||||
--- @field t0 number время начала движения для анимациии
|
||||
--- @field path Deque путь, по которому сейчас бежит персонаж
|
||||
--- @field size Vec3
|
||||
local mapLogic = {}
|
||||
|
||||
--- @param id Id
|
||||
--- @param position? Vec3
|
||||
--- @param size? Vec3
|
||||
local function new(id, position, size)
|
||||
return setmetatable({
|
||||
id = id,
|
||||
position = position or Vec3({}),
|
||||
displayedPosition = position or Vec3({}),
|
||||
size = size or Vec3({ 1, 1 }),
|
||||
path = (require "lib.utils.deque").new()
|
||||
}, mapLogic)
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -12,9 +12,12 @@ function grid:add(id)
|
||||
local character = Tree.level.characters[id]
|
||||
if not character then return end
|
||||
|
||||
local centerX, centerY = math.floor(character.logic.mapLogic.position.x + 0.5),
|
||||
math.floor(character.logic.mapLogic.position.y + 0.5)
|
||||
local sizeX, sizeY = character.logic.mapLogic.size.x, character.logic.mapLogic.size.y
|
||||
local mapB = character:has(Tree.behaviors.map)
|
||||
if not mapB then return end
|
||||
|
||||
local centerX, centerY = math.floor(mapB.displayedPosition.x + 0.5),
|
||||
math.floor(mapB.displayedPosition.y + 0.5)
|
||||
local sizeX, sizeY = mapB.size.x, mapB.size.y
|
||||
|
||||
for y = centerY, centerY + sizeY - 1 do
|
||||
for x = centerX, centerX + sizeX - 1 do
|
||||
@ -26,7 +29,10 @@ end
|
||||
--- @param a Character
|
||||
--- @param b Character
|
||||
local function drawCmp(a, b)
|
||||
return a.logic.mapLogic.displayedPosition.y < b.logic.mapLogic.displayedPosition.y
|
||||
-- здесь персонажи гарантированно имеют нужное поведение
|
||||
return a:has(Tree.behaviors.map).displayedPosition.y
|
||||
<
|
||||
b:has(Tree.behaviors.map).displayedPosition.y
|
||||
end
|
||||
|
||||
--- fills the grid with the actual data
|
||||
|
||||
@ -39,7 +39,7 @@ end
|
||||
|
||||
function level:draw()
|
||||
self.tileGrid:draw()
|
||||
while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n, но линейное
|
||||
while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
|
||||
self.characterGrid.yOrderQueue:pop():draw()
|
||||
end
|
||||
end
|
||||
|
||||
@ -25,10 +25,11 @@ function selector:update(dt)
|
||||
|
||||
if not characterId and self.id then -- Когда кликаем по тайлу за персонажа в режиме каста, кастуем спелл
|
||||
local char = Tree.level.characters[self.id]
|
||||
if char.cast then
|
||||
char.cast:cast(char, mousePosition)
|
||||
char.cast = nil
|
||||
end
|
||||
char:try(Tree.behaviors.spellcaster, function(b)
|
||||
if not b.cast then return end
|
||||
b.cast:cast(char, mousePosition)
|
||||
b.cast = nil
|
||||
end)
|
||||
end
|
||||
self:select(characterId)
|
||||
|
||||
|
||||
@ -17,16 +17,15 @@ local walk = setmetatable({
|
||||
}, spell)
|
||||
|
||||
function walk:cast(caster, target)
|
||||
caster.cast = nil
|
||||
local path = self.path
|
||||
path:pop_front()
|
||||
print("Following path: ")
|
||||
for p in path:values() do print(p) end
|
||||
caster:followPath(path)
|
||||
caster:has(Tree.behaviors.map):followPath(path)
|
||||
end
|
||||
|
||||
function walk:update(caster, dt)
|
||||
local charPos = caster.logic.mapLogic.position:floor()
|
||||
local charPos = caster:has(Tree.behaviors.map).position:floor()
|
||||
--- @type Vec3
|
||||
local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
|
||||
self.path = require "lib.pathfinder" (charPos, mpos)
|
||||
|
||||
13
lib/tree.lua
13
lib/tree.lua
@ -3,9 +3,14 @@
|
||||
--- В love.update обновлять, в love.draw читать
|
||||
|
||||
|
||||
Tree = {
|
||||
Tree = {
|
||||
assets = (require "lib.utils.asset_bundle"):load()
|
||||
}
|
||||
Tree.panning = require "lib/panning"
|
||||
Tree.controls = require "lib.controls"
|
||||
Tree.level = (require "lib.level.level").new("procedural", "flower_plains") -- для теста у нас только один уровень, который сразу же загружен
|
||||
Tree.panning = require "lib/panning"
|
||||
Tree.controls = require "lib.controls"
|
||||
Tree.level = (require "lib.level.level").new("procedural", "flower_plains") -- для теста у нас только один уровень, который сразу же загружен
|
||||
|
||||
Tree.behaviors = {} --- @todo написать нормальную загрузку поведений
|
||||
Tree.behaviors.map = require "lib.character.behaviors.map"
|
||||
Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
|
||||
Tree.behaviors.sprite = require "lib.character.behaviors.sprite"
|
||||
|
||||
@ -11,9 +11,11 @@ local SkillButton = ui.Rectangle {
|
||||
}
|
||||
function SkillButton:update(dt)
|
||||
ui.Rectangle.update(self, dt)
|
||||
self.color = self.owner.cast and { 0, 1, 0 } or { 1, 0, 0 }
|
||||
self:onTap(function()
|
||||
self.owner.cast = self.owner.cast and nil or self.owner.spellbook[self.spellId]
|
||||
self.owner:try(Tree.behaviors.spellcaster, function(spellcaster)
|
||||
self.color = spellcaster.cast and { 0, 1, 0 } or { 1, 0, 0 }
|
||||
self:onTap(function()
|
||||
spellcaster.cast = spellcaster.cast and nil or spellcaster.spellbook[self.spellId]
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
16
main.lua
16
main.lua
@ -3,25 +3,15 @@
|
||||
local character = require "lib/character/character"
|
||||
require "lib/tree"
|
||||
local layout = require "lib.ui.layout"
|
||||
local spellbook = require "lib.spellbook"
|
||||
|
||||
|
||||
function love.conf(t)
|
||||
t.console = true
|
||||
end
|
||||
|
||||
function love.load()
|
||||
for x = 0, 29, 1 do
|
||||
for y = 0, 29, 1 do
|
||||
if math.random() > 0.8 then
|
||||
local c = character.spawn("Hero", "warrior", Tree.assets.files.sprites.character)
|
||||
c.logic.mapLogic.position = Vec3 { x, y }
|
||||
c.logic.mapLogic.displayedPosition = Vec3 { x, y }
|
||||
c.spellbook = spellbook.of { spellbook.walk }
|
||||
c.logic:setState("attack")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
character.spawn("Hero", "warrior", Tree.assets.files.sprites.character)
|
||||
character.spawn("Hero", "warrior", Tree.assets.files.sprites.character, Vec3 { 3, 3 })
|
||||
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
|
||||
end
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user