implement 'followPath'
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0993b03088
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@ -37,9 +37,9 @@ local function spawn(name, template, spriteDir, position, size, level)
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return char
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end
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--- @param target Vec3
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function character:runTo(target)
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self.logic:runTo(target)
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--- @param path Deque
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function character:followPath(path)
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self.logic:followPath(path)
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end
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function character:update(dt)
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@ -20,7 +20,7 @@ end
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function graphics:draw()
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = Tree.level.characters[self.id].logic.mapLogic.position
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local position = Tree.level.characters[self.id].logic.mapLogic.displayedPosition
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local state = Tree.level.characters[self.id].logic.state
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if Tree.level.selector.id == self.id then love.graphics.setColor(0.5, 1, 0.5) end
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@ -13,30 +13,42 @@ logic.__index = logic
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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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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 path Vec3
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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.mapLogic.path = path;
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self:runTo(path:peek_front())
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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.state = "run"
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self.mapLogic.runTarget = target
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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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if self.mapLogic.position:floor() == self.mapLogic.runTarget:floor() then -- мы добежали до цели и сейчас в целевой клетке
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self.state = "idle"
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self.mapLogic.runTarget = nil
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else -- мы не добежали до цели
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local vel = (self.mapLogic.runTarget:subtract(self.mapLogic.position):normalize() --[[@as Vec3]]
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):scale(1 * dt) -- бежим 2 условных метра в секунду
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self.mapLogic.position = self.mapLogic.position:add(vel)
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local vel = self.mapLogic.runTarget:subtract(self.mapLogic.position) --[[@as Vec3]]
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local delta = love.timer.getTime() - self.mapLogic.t0 or love.timer.getTime()
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local fraction = delta / 0.5
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if fraction >= 1 then -- мы добежали до цели и сейчас в целевой клетке (возможно, промежуточной)
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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.state = "idle"
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self.mapLogic.runTarget = nil
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end
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else -- мы не добежали до цели
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self.mapLogic.displayedPosition = self.mapLogic.position:add(vel:scale(fraction))
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end
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end
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@ -1,8 +1,10 @@
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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 latestPosition Vec3 позиция, где character был один тик назад
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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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@ -13,7 +15,9 @@ local function new(id, position, size)
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return setmetatable({
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id = id,
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position = position or Vec3({}),
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size = size or Vec3({ 1, 1 })
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displayedPosition = position or Vec3({}),
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size = size or Vec3({ 1, 1 }),
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path = (require "lib.utils.deque").new()
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}, mapLogic)
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end
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@ -1,6 +1,8 @@
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local deque = require "lib.utils.deque"
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--- @param cur Vec3
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--- @param to Vec3
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--- @param acc Vec3[]
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--- @param acc Deque
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local function greedy_trace_step(cur, to, acc)
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local lengthTable = {}
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for x = -1, 1 do
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@ -15,7 +17,7 @@ local function greedy_trace_step(cur, to, acc)
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end
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local next = min[1]
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table.insert(acc, cur)
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acc = acc:push_back(cur)
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if cur == to then
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return acc
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end
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@ -24,8 +26,9 @@ end
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--- @param from Vec3
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--- @param to Vec3
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--- @return Deque
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local function trace(from, to)
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return greedy_trace_step(from, to, {})
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return greedy_trace_step(from, to, deque.new())
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end
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return trace
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@ -27,7 +27,17 @@ function selector:update(dt)
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end
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local characterId = Tree.level.characterGrid:get(mousePosition.x, mousePosition.y)
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if not characterId and self.id then -- временная обработка события "побежать к точке"
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local char = Tree.level.characters[self.id]
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local charPos = char.logic.mapLogic.position
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local path = (require "lib.pathfinder")(charPos, mousePosition)
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path:pop_front()
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print("Following path: ")
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for p in path:values() do print(p) end
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char:followPath(path)
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end
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self:select(characterId)
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print("[Selector]:", mousePosition, characterId and "selected " .. characterId or "deselected")
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end
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7
main.lua
7
main.lua
@ -12,8 +12,7 @@ end
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local width = 30
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local height = 30
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function love.load()
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local char = character.spawn("Hero", "warrior", Tree.assets.files.sprites.character)
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char:runTo(Vec3 { 5, 5 })
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character.spawn("Hero", "warrior", Tree.assets.files.sprites.character)
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Grass = Tree.assets.files.tiles.grass.atlas
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Gr1 = love.graphics.newQuad(0, 32, 32, 32, Grass)
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@ -76,8 +75,8 @@ function love.draw()
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local path = (require "lib.pathfinder")(charPos, mpos)
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love.graphics.setColor(1, 0, 0)
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for _, p in ipairs(path) do
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love.graphics.rectangle("fill", p.x + 0.5, p.y + 0.5, 0.1, 0.1)
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for p in path:values() do
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love.graphics.rectangle("fill", p.x + 0.45, p.y + 0.45, 0.1, 0.1)
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end
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love.graphics.setColor(1, 1, 1)
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end
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