migrate spells to AnimationNode api
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@ -27,7 +27,7 @@ function sprite.new(spriteDir)
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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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anim:loop("idle")
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return anim
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end
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@ -54,20 +54,6 @@ function sprite:draw()
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)
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end
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--- @param state string
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--- @param loop nil | boolean | fun(): 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,
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type(loop) == "function" and loop or
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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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--- @param node AnimationNode
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function sprite:animate(state, node)
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if not self.animationGrid[state] then
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@ -7,7 +7,7 @@
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--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
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--- Да, это Future/Promise/await/async
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local Animation = require "lib.animation_node"
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local AnimationNode = require "lib.animation_node"
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--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
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--- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
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@ -40,44 +40,18 @@ function walk:cast(caster, target)
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for p in path:values() do print(p) end
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Animation {
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function(node) caster:has(Tree.behaviors.sprite):animate("hurt", node) end,
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onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
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children = {
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Animation {
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function(node)
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caster:has(Tree.behaviors.sprite):loop('idle')
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caster:has(Tree.behaviors.residentsleeper):sleep(1000, node)
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end,
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children = {
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Animation {
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function(node)
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caster:has(Tree.behaviors.map):followPath(path, node)
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end,
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}
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}
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},
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Animation {
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function(node)
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Tree.level.characters[2]:has(Tree.behaviors.sprite):animate("hurt", node)
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end,
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children = {
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Animation {
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function(node)
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local from = Tree.level.characters[2]:has(Tree.behaviors.map).position
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local p = (require "lib.pathfinder")(from, Vec3 { 10, 10 })
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Tree.level.characters[2]:has(Tree.behaviors.map):followPath(p, node)
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end
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}
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}
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}
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}
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}:run()
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caster:try(Tree.behaviors.stats, function(stats)
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stats.mana = stats.mana - 2
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print(stats.mana)
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end)
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local sprite = caster:has(Tree.behaviors.sprite)
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if not sprite then return true end
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AnimationNode {
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function(node) caster:has(Tree.behaviors.map):followPath(path, node) end,
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onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
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}:run()
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return true
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end
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@ -105,14 +79,15 @@ function regenerateMana:cast(caster, target)
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stats.mana = 10
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end)
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print(caster.id, "has regenerated mana")
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caster:try(Tree.behaviors.sprite, function(sprite) -- бойлерплейт (временный)
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-- В данный момент заклинание не позволяет отслеживать состояние последствий своего применения, так что надо повесить хоть какую-то анимашку просто для того, чтобы отложить завершение каста куда-то в будущее
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-- См. также https://learn.javascript.ru/settimeout-setinterval
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sprite:play("hurt", function()
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sprite:play("idle")
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caster:has(Tree.behaviors.spellcaster):endCast()
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end)
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end)
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local sprite = caster:has(Tree.behaviors.sprite)
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if not sprite then return true end
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AnimationNode {
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function(node)
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sprite:animate("hurt", node)
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end,
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onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
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}:run()
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return true
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end
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@ -135,18 +110,35 @@ function attack:cast(caster, target)
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stats.hp = stats.hp - 4
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end)
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caster:try(Tree.behaviors.sprite, function(sprite)
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sprite:play("attack", function()
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sprite:play("idle")
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targetCharacter:try(Tree.behaviors.sprite, function(targetSprite)
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targetSprite:play("hurt", function()
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targetSprite:play("idle")
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caster:has(Tree.behaviors.spellcaster):endCast()
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end)
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end)
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end)
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end)
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local sprite = caster:has(Tree.behaviors.sprite)
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local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
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if not sprite or not targetSprite then return true end
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AnimationNode {
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function(node)
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caster:has(Tree.behaviors.residentsleeper):sleep(0, node)
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end,
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onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
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children = {
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AnimationNode {
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function(node)
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sprite:animate("attack", node)
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end
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},
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AnimationNode {
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function(node)
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targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200, node)
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end,
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children = {
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AnimationNode {
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function(node)
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targetSprite:animate("hurt", node)
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end
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}
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}
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}
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}
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}:run()
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return true
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end
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