initial implementation of character behavior
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@ -14,7 +14,7 @@ RIGHT = 1
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local animation = {}
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local animation = {}
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animation.__index = animation
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animation.__index = animation
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local function new(id, spriteDir)
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local function new(spriteDir)
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local anim = {
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local anim = {
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animationTable = {},
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animationTable = {},
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animationGrid = {}
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animationGrid = {}
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7
lib/character/behaviors/behavior.lua
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7
lib/character/behaviors/behavior.lua
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@ -0,0 +1,7 @@
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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 update fun(self, dt): nil
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--- @field draw fun(self): nil
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72
lib/character/behaviors/map.lua
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72
lib/character/behaviors/map.lua
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@ -0,0 +1,72 @@
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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:setState("run")
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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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local charPos = self.position
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local render = self.owner:has(Tree.behaviors.render)
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if not render then return end
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if target.x < charPos.x then
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render.animation.side = LEFT
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elseif target.x > charPos.x then
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render.animation.side = RIGHT
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end
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end
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function mapBehavior:update(dt)
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if self.owner.state == "run" and 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:setState("idle")
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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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@ -1,25 +1,26 @@
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--- @class Graphics
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--- @class DrawBehavior : Behavior
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--- @field owner Character
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--- @field animation Animation
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--- @field animation Animation
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local graphics = {}
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local renderBehavior = {}
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graphics.__index = graphics
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renderBehavior.__index = renderBehavior
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renderBehavior.id = "render"
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renderBehavior.dependencies = { Tree.behaviors.map }
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--- @param id Id
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--- @param spriteDir table
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--- @param spriteDir table
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local function new(id, spriteDir)
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function renderBehavior.new(spriteDir)
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return setmetatable({
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return setmetatable({
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id = id,
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animation = (require 'lib.character.animation').new(spriteDir)
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animation = (require 'lib.character.animation').new(id, spriteDir)
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}, renderBehavior)
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}, graphics)
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end
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end
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function graphics:update(dt)
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function renderBehavior:update(dt)
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self.animation.animationTable[self.owner:getState()]:update(dt)
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self.animation.animationTable[self.owner:getState()]:update(dt)
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end
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end
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function graphics:draw()
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function renderBehavior:draw()
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local ppm = Tree.level.camera.pixelsPerMeter
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = self.owner.logic.mapLogic.displayedPosition
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if not self.owner:has(Tree.behaviors.map) then return end
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local position = self.owner:has(Tree.behaviors.map).displayedPosition
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local state = self.owner:getState()
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local state = self.owner:getState()
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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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if Tree.level.selector.id == self.owner.id then love.graphics.setColor(0.5, 1, 0.5) end
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@ -30,4 +31,4 @@ function graphics:draw()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setColor(1, 1, 1)
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end
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end
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return { new = new }
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return renderBehavior
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@ -1,5 +1,6 @@
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require 'lib.utils.vec3'
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require 'lib.utils.vec3'
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--- @alias CharacterState "idle"|"run"|"attack"|"hurt"
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--- @alias Id integer
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--- @alias Id integer
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--- @type Id
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--- @type Id
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@ -8,9 +9,8 @@ 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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--- @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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--- @class Character
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--- @field id Id
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--- @field id Id
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--- @field info Info
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--- @field behaviors Behavior[]
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--- @field graphics Graphics
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--- @field _behaviorsIdx {string: integer}
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--- @field logic Logic
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--- @field spellbook Spell[] собственный набор спеллов персонажа
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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 cast Spell | nil ссылка на активный спелл из спеллбука
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local character = {}
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local character = {}
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@ -26,50 +26,94 @@ character.__index = character
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local function spawn(name, template, spriteDir, position, size, level)
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local function spawn(name, template, spriteDir, position, size, level)
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local char = {}
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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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char.id = characterId
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characterId = characterId + 1
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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.render.new(spriteDir),
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}
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char:setState("idle") --- @todo сделать это отдельным модулем
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local spb = require "lib.spellbook" --- @todo это тоже
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char.spellbook = spb.of { spb.walk }
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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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Tree.level.characters[char.id] = char
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return char
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return char
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end
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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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--- usage:
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--- usage:
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--- addModules( {logic = logic.new(), graphics = graphics.new(), ...} )
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--- addModules( {logic = logic.new(), graphics = graphics.new(), ...} )
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function character:addModules(modules)
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---
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for key, module in pairs(modules) do
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--- or you may chain this if you are a wannabe haskell kiddo
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function character:addBehavior(modules)
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for _, module in ipairs(modules) do
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if module.dependencies then
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for _, dep in ipairs(module.dependencies) do
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if not self:has(dep) then
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return print("[Character]: cannot add \"" .. module.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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module.owner = self
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module.owner = self
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self[key] = module
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table.insert(self.behaviors, module)
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self._behaviorsIdx[module.id] = #self.behaviors
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end
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end
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return self
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end
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end
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--- геттеры и сеттеры для "внешних" данных
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--- геттеры и сеттеры для "внешних" данных
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--- забей, это в поведения
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--- @deprecated
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--- @return CharacterState
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--- @return CharacterState
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function character:getState()
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function character:getState()
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return self.logic.state or "idle"
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return self.state or "idle"
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end
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--- @param state CharacterState
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--- @deprecated
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function character:setState(state) --- @todo это вообще должно быть отдельное поведение
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self.state = state
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self:has(Tree.behaviors.render).animation:setState(state, (state ~= "idle" and state ~= "run") and function()
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self:setState("idle")
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end or nil)
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end
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end
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--- @param path Deque
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--- @param path Deque
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function character:followPath(path)
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function character:followPath(path)
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self.logic:followPath(path)
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self:has(Tree.behaviors.map):followPath(path)
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end
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end
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function character:update(dt)
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function character:update(dt)
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self.logic:update(dt)
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--- @todo ну ты понел
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-- for _, b in ipairs(self.behaviors) do
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-- if b.update then b:update(dt) end
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-- end
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self:has(Tree.behaviors.map):update(dt)
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if self.cast then self.cast:update(self, dt) end
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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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self:has(Tree.behaviors.render):update(dt)
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end
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end
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function character:draw()
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function character:draw()
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self.graphics:draw()
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for _, b in ipairs(self.behaviors) do
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if self.cast then self.cast:draw() end
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if b.draw then b:draw() end
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end
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if self.cast then self.cast:draw() end --- @todo 🤡
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end
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end
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return { spawn = spawn }
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return { spawn = spawn }
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@ -1,74 +0,0 @@
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local utils = require "lib.utils.utils"
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--- @alias CharacterState "idle"|"run"|"attack"|"hurt"
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--- @class Logic
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--- @field owner Character
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--- @field mapLogic MapLogic
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--- @field state CharacterState
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local logic = {}
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logic.__index = logic
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--- @param id Id
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--- @param position? Vec3
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--- @param size? Vec3
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local function new(id, position, size)
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return setmetatable({
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id = id,
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mapLogic = (require 'lib.character.map_logic').new(id, position, size),
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state = "idle"
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}, logic)
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end
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--- @param state CharacterState
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function logic:setState(state)
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self.state = state
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self.owner.graphics.animation:setState(state, (state ~= "idle" and state ~= "run") and function()
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self:setState("idle")
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end or nil)
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end
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--- @param path Deque
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function logic:followPath(path)
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if path:is_empty() then return end
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self:setState("run")
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self.mapLogic.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 logic:runTo(target)
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self.mapLogic.t0 = love.timer.getTime()
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self.mapLogic.runTarget = target
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local charPos = self.mapLogic.position
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if target.x < charPos.x then
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self.owner.graphics.animation.side = LEFT
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elseif target.x > charPos.x then
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self.owner.graphics.animation.side = RIGHT
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end
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end
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function logic:update(dt)
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if self.state == "run" and self.mapLogic.runTarget then
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local delta = love.timer.getTime() - self.mapLogic.t0 or love.timer.getTime()
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local fraction = delta /
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(0.5 * self.mapLogic.runTarget:subtract(self.mapLogic.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.mapLogic.position = self.mapLogic.runTarget
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if not self.mapLogic.path:is_empty() then -- еще есть, куда бежать
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self:runTo(self.mapLogic.path:peek_front())
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self.mapLogic.path:pop_front()
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else -- мы добежали до финальной цели
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self:setState("idle")
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self.mapLogic.runTarget = nil
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end
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else -- анимация перемещения не завершена
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self.mapLogic.displayedPosition = utils.lerp(self.mapLogic.position, self.mapLogic.runTarget, fraction) -- линейный интерполятор
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end
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end
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end
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return { new = new }
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--- @class MapLogic
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--- @field id Id
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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 mapLogic = {}
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--- @param id Id
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--- @param position? Vec3
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--- @param size? Vec3
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local function new(id, position, size)
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return setmetatable({
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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]
|
local character = Tree.level.characters[id]
|
||||||
if not character then return end
|
if not character then return end
|
||||||
|
|
||||||
local centerX, centerY = math.floor(character.logic.mapLogic.position.x + 0.5),
|
local mapB = character:has(Tree.behaviors.map)
|
||||||
math.floor(character.logic.mapLogic.position.y + 0.5)
|
if not mapB then return end
|
||||||
local sizeX, sizeY = character.logic.mapLogic.size.x, character.logic.mapLogic.size.y
|
|
||||||
|
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 y = centerY, centerY + sizeY - 1 do
|
||||||
for x = centerX, centerX + sizeX - 1 do
|
for x = centerX, centerX + sizeX - 1 do
|
||||||
@ -26,7 +29,10 @@ end
|
|||||||
--- @param a Character
|
--- @param a Character
|
||||||
--- @param b Character
|
--- @param b Character
|
||||||
local function drawCmp(a, b)
|
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
|
end
|
||||||
|
|
||||||
--- fills the grid with the actual data
|
--- fills the grid with the actual data
|
||||||
|
|||||||
@ -39,7 +39,7 @@ end
|
|||||||
|
|
||||||
function level:draw()
|
function level:draw()
|
||||||
self.tileGrid: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()
|
self.characterGrid.yOrderQueue:pop():draw()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@ -26,7 +26,7 @@ function walk:cast(caster, target)
|
|||||||
end
|
end
|
||||||
|
|
||||||
function walk:update(caster, dt)
|
function walk:update(caster, dt)
|
||||||
local charPos = caster.logic.mapLogic.position:floor()
|
local charPos = caster:has(Tree.behaviors.map).position:floor()
|
||||||
--- @type Vec3
|
--- @type Vec3
|
||||||
local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
|
local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
|
||||||
self.path = require "lib.pathfinder" (charPos, mpos)
|
self.path = require "lib.pathfinder" (charPos, mpos)
|
||||||
|
|||||||
12
lib/tree.lua
12
lib/tree.lua
@ -3,9 +3,13 @@
|
|||||||
--- В love.update обновлять, в love.draw читать
|
--- В love.update обновлять, в love.draw читать
|
||||||
|
|
||||||
|
|
||||||
Tree = {
|
Tree = {
|
||||||
assets = (require "lib.utils.asset_bundle"):load()
|
assets = (require "lib.utils.asset_bundle"):load()
|
||||||
}
|
}
|
||||||
Tree.panning = require "lib/panning"
|
Tree.panning = require "lib/panning"
|
||||||
Tree.controls = require "lib.controls"
|
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.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.render = require "lib.character.behaviors.render"
|
||||||
|
|||||||
@ -13,6 +13,7 @@ function SkillButton:update(dt)
|
|||||||
ui.Rectangle.update(self, dt)
|
ui.Rectangle.update(self, dt)
|
||||||
self.color = self.owner.cast and { 0, 1, 0 } or { 1, 0, 0 }
|
self.color = self.owner.cast and { 0, 1, 0 } or { 1, 0, 0 }
|
||||||
self:onTap(function()
|
self:onTap(function()
|
||||||
|
print(self.owner.spellbook[self.spellId])
|
||||||
self.owner.cast = self.owner.cast and nil or self.owner.spellbook[self.spellId]
|
self.owner.cast = self.owner.cast and nil or self.owner.spellbook[self.spellId]
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|||||||
15
main.lua
15
main.lua
@ -3,25 +3,14 @@
|
|||||||
local character = require "lib/character/character"
|
local character = require "lib/character/character"
|
||||||
require "lib/tree"
|
require "lib/tree"
|
||||||
local layout = require "lib.ui.layout"
|
local layout = require "lib.ui.layout"
|
||||||
local spellbook = require "lib.spellbook"
|
|
||||||
|
|
||||||
function love.conf(t)
|
function love.conf(t)
|
||||||
t.console = true
|
t.console = true
|
||||||
end
|
end
|
||||||
|
|
||||||
function love.load()
|
function love.load()
|
||||||
for x = 0, 29, 1 do
|
character.spawn("Hero", "warrior", Tree.assets.files.sprites.character)
|
||||||
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
|
|
||||||
|
|
||||||
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
|
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user