fixed character z-ordering while moving
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e8bb7306ac
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@ -1,6 +1,8 @@
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local utils = require "lib.utils.utils"
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local utils = require "lib.utils.utils"
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local pQueue = require "lib.utils.priority_queue"
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--- @class CharacterGrid : Grid
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--- @class CharacterGrid : Grid
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--- @field __grid {string: Id|nil}
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--- @field __grid {string: Id|nil}
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--- @field yOrderQueue PriorityQueue<Character> очередь отрисовки сверху вниз
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local grid = setmetatable({}, require "lib.level.grid.base")
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local grid = setmetatable({}, require "lib.level.grid.base")
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grid.__index = grid
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grid.__index = grid
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@ -21,13 +23,21 @@ function grid:add(id)
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end
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end
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end
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end
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--- @param a Character
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--- @param b Character
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local function drawCmp(a, b)
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return a.logic.mapLogic.displayedPosition.y < b.logic.mapLogic.displayedPosition.y
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end
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--- fills the grid with the actual data
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--- fills the grid with the actual data
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---
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---
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--- should be called as early as possible during every tick
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--- should be called as early as possible during every tick
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function grid:reload()
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function grid:reload()
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self:reset()
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self:reset()
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self.yOrderQueue = pQueue.new(drawCmp)
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utils.each(Tree.level.characters, function(c)
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utils.each(Tree.level.characters, function(c)
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self:add(c.id)
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self:add(c.id)
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self.yOrderQueue:insert(c)
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end)
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end)
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end
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end
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@ -39,9 +39,9 @@ end
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function level:draw()
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function level:draw()
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self.tileGrid:draw()
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self.tileGrid:draw()
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utils.each(self.characters, function(el)
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while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n, но линейное
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el:draw()
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self.characterGrid.yOrderQueue:pop():draw()
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end)
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end
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end
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end
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return {
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return {
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