feat: implement RenderQueue, SpriteBatch for tiles and Low-Res rendering for lights/shadows
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@ -32,22 +32,19 @@ function behavior:draw()
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local positioned = self.owner:has(Tree.behaviors.positioned)
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local positioned = self.owner:has(Tree.behaviors.positioned)
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if not positioned then return end
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if not positioned then return end
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Tree.level.render:enqueue(Tree.level.render.LAYERS.LIGHT, positioned.position.y, function()
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love.graphics.setBlendMode("add", "premultiplied")
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love.graphics.setBlendMode("add", "premultiplied")
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Tree.level.camera:attach()
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love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
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local shader = Tree.assets.files.shaders.light
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local shader = Tree.assets.files.shaders.light
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shader:send("color", { self.color.x, self.color.y, self.color.z })
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shader:send("color", { self.color.x, self.color.y, self.color.z })
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shader:send("time", love.timer.getTime() + self.seed)
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shader:send("time", love.timer:getTime() + self.seed)
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love.graphics.setShader(shader)
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love.graphics.setShader(shader)
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love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
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love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
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positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
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positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
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self.intensity / 128)
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self.intensity / 128)
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love.graphics.setBlendMode("alpha")
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love.graphics.setShader()
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love.graphics.setShader()
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love.graphics.setCanvas()
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love.graphics.setBlendMode("alpha")
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Tree.level.camera:detach()
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end)
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end
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end
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return behavior
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return behavior
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@ -10,10 +10,7 @@ function behavior:draw()
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local sprite = self.owner:has(Tree.behaviors.sprite)
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local sprite = self.owner:has(Tree.behaviors.sprite)
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local positioned = self.owner:has(Tree.behaviors.positioned)
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local positioned = self.owner:has(Tree.behaviors.positioned)
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if not positioned then return end
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if not positioned then return end
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if not sprite then
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if not sprite then return end
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love.graphics.setCanvas()
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return
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end
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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 = positioned.position + Vec3 { 0.5, 0.5 }
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local position = positioned.position + Vec3 { 0.5, 0.5 }
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@ -25,18 +22,18 @@ function behavior:draw()
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table.insert(lights, Tree.level.characters[id])
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table.insert(lights, Tree.level.characters[id])
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end
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end
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-- 1. Эллипс тени
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Tree.level.camera:attach()
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Tree.level.render:enqueue(Tree.level.render.LAYERS.SHADOW, position.y, function()
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love.graphics.setCanvas(Tree.level.render.textures.shadowLayer)
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love.graphics.push()
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love.graphics.push()
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.translate(position.x, position.y)
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love.graphics.translate(position.x, position.y)
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love.graphics.ellipse("fill", 0, 0, sprite.manifest.size / 2, sprite.manifest.size / 2 * math.cos(math.pi / 4))
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love.graphics.ellipse("fill", 0, 0, sprite.manifest.size / 2, sprite.manifest.size / 2 * math.cos(math.pi / 4))
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love.graphics.pop()
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love.graphics.pop()
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end)
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-- 2. Свет на спрайте
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if #lights > 0 then
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love.graphics.setCanvas(Tree.level.render.textures.spriteLightLayer)
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Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE_LIGHT, position.y, function()
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love.graphics.setBlendMode("add")
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love.graphics.setBlendMode("add")
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for _, light in ipairs(lights) do
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for _, light in ipairs(lights) do
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local lightPos = light:has(Tree.behaviors.positioned).position
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local lightPos = light:has(Tree.behaviors.positioned).position
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@ -56,10 +53,9 @@ function behavior:draw()
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position.y, nil, 1 / ppm * sprite.side, 1 / ppm, sprite.manifest.base.x, sprite.manifest.base.y)
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position.y, nil, 1 / ppm * sprite.side, 1 / ppm, sprite.manifest.base.x, sprite.manifest.base.y)
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end
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end
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love.graphics.setBlendMode("alpha")
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love.graphics.setBlendMode("alpha")
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Tree.level.camera:detach()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setColor(1, 1, 1)
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love.graphics.setCanvas()
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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 behavior
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return behavior
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@ -49,9 +49,7 @@ function sprite: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 = pos.position + Vec3 { 0.5, 0.5 }
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local position = pos.position + Vec3 { 0.5, 0.5 }
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love.graphics.setCanvas(Tree.level.render.textures.spriteLayer)
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Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE, position.y, function()
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Tree.level.camera:attach()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setColor(1, 1, 1)
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if Tree.level.selector.id == self.owner.id then
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if Tree.level.selector.id == self.owner.id then
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local texW, texH = self.sheets[self.state]:getWidth(),
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local texW, texH = self.sheets[self.state]:getWidth(),
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@ -66,8 +64,7 @@ function sprite:draw()
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position.y, nil, 1 / ppm * self.side, 1 / ppm, self.manifest.base.x, self.manifest.base.y)
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position.y, nil, 1 / ppm * self.side, 1 / ppm, self.manifest.base.x, self.manifest.base.y)
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love.graphics.setShader()
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love.graphics.setShader()
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Tree.level.camera:detach()
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end)
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love.graphics.setCanvas()
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end
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end
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)
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)
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end
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end
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@ -9,17 +9,32 @@ map.__index = map
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--- @param size? Vec3
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--- @param size? Vec3
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local function new(type, template, size)
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local function new(type, template, size)
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local tMap = require('lib.level.' .. type).new(template, size)
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local tMap = require('lib.level.' .. type).new(template, size)
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return setmetatable({ __grid = tMap }, map)
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local grid = setmetatable({ __grid = tMap }, map)
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grid:refreshBatch()
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return grid
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end
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function map:refreshBatch()
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-- Находим атлас первого попавшегося тайла (предполагаем, что он один для всех)
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local _, firstTile = next(self.__grid)
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if not firstTile then return end
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local atlas = firstTile.atlasData.atlas
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local count = 0
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for _ in pairs(self.__grid) do count = count + 1 end
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self.batch = love.graphics.newSpriteBatch(atlas, count)
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for _, tile in pairs(self.__grid) do
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-- 1/32 это масштаб, так как размер тайла в мире 1x1 метр, а в атласе 32x32 пикселя
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self.batch:add(tile.atlasData.quad, tile.position.x, tile.position.y, 0, 1 / 32, 1 / 32)
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end
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end
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end
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function map:draw()
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function map:draw()
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love.graphics.setCanvas(Tree.level.render.textures.floorLayer)
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if not self.batch then return end
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Tree.level.camera:attach()
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Tree.level.render:enqueue(Tree.level.render.LAYERS.FLOOR, 0, function()
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utils.each(self.__grid, function(el)
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love.graphics.draw(self.batch)
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el:draw()
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end)
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end)
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Tree.level.camera:detach()
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love.graphics.setCanvas()
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end
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end
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return { new = new }
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return { new = new }
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@ -56,9 +56,9 @@ end
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function level:draw()
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function level:draw()
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self.render:clear()
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self.render:clear()
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self.tileGrid:draw()
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self.tileGrid:draw()
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while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
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utils.each(self.characters, function(char)
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self.characterGrid.yOrderQueue:pop():draw()
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char:draw()
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end
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end)
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self.render:draw()
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self.render:draw()
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end
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end
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@ -1,12 +1,24 @@
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--- @class Render
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--- @class Render
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--- @field textures table<string, love.Canvas>
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--- @field textures table<string, love.Canvas>
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--- @field queue table[]
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local render = {
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local render = {
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textures = {}
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textures = {},
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queue = {},
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LAYERS = {
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FLOOR = 1,
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SHADOW = 2,
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LIGHT = 3,
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SPRITE = 4,
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SPRITE_LIGHT = 5,
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OVERLAY = 6
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}
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}
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}
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function render:clear()
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function render:clear()
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local weather = Tree.level.weather
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local weather = Tree.level.weather
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local txs = self.textures
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local txs = self.textures
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self.queue = {}
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love.graphics.setCanvas(txs.shadowLayer)
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love.graphics.setCanvas(txs.shadowLayer)
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love.graphics.clear()
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love.graphics.clear()
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love.graphics.setCanvas(txs.spriteLayer)
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love.graphics.setCanvas(txs.spriteLayer)
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@ -21,6 +33,10 @@ function render:clear()
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love.graphics.clear()
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love.graphics.clear()
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end
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end
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function render:enqueue(layer, z, func)
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table.insert(self.queue, { layer = layer, z = z, func = func })
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end
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function render:free()
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function render:free()
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for _, tx in pairs(self.textures) do
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for _, tx in pairs(self.textures) do
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tx:release()
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tx:release()
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@ -57,19 +73,98 @@ function render:applyBlur(input, radius)
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return self.textures.tmp2
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return self.textures.tmp2
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end
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end
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---@param params {w: number?, h: number?}
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---@return table|Render
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local function new(params)
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local w = params.w or love.graphics.getWidth()
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local h = params.h or love.graphics.getHeight()
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local lowResScale = 0.5
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return setmetatable({
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lowResScale = lowResScale,
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queue = {},
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textures = {
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shadowLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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spriteLayer = love.graphics.newCanvas(w, h),
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spriteLightLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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floorLayer = love.graphics.newCanvas(w, h),
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overlayLayer = love.graphics.newCanvas(w, h),
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lightLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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tmp1 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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tmp2 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
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}
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}, { __index = render })
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end
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function render:draw()
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function render:draw()
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local weather = Tree.level.weather
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local weather = Tree.level.weather
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local txs = self.textures
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local txs = self.textures
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-- 1. Сортировка очереди
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table.sort(self.queue, function(a, b)
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if a.layer ~= b.layer then
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return a.layer < b.layer
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end
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return a.z < b.z
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end)
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-- 2. Рендеринг очереди в соответствующие Canvas
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local currentLayer = nil
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for _, entry in ipairs(self.queue) do
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if entry.layer ~= currentLayer then
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if currentLayer then
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Tree.level.camera:detach()
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local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.SPRITE_LIGHT or
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currentLayer == self.LAYERS.LIGHT
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if wasLowRes then
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love.graphics.pop()
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end
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end
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currentLayer = entry.layer
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local isLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.SPRITE_LIGHT or
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currentLayer == self.LAYERS.LIGHT
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if currentLayer == self.LAYERS.FLOOR then
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love.graphics.setCanvas(txs.floorLayer)
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elseif currentLayer == self.LAYERS.SHADOW then
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love.graphics.setCanvas(txs.shadowLayer)
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elseif currentLayer == self.LAYERS.LIGHT then
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love.graphics.setCanvas(txs.lightLayer)
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love.graphics.setCanvas(txs.lightLayer)
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love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale))
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elseif currentLayer == self.LAYERS.SPRITE then
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love.graphics.setCanvas(txs.spriteLayer)
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elseif currentLayer == self.LAYERS.SPRITE_LIGHT then
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love.graphics.setCanvas(txs.spriteLightLayer)
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elseif currentLayer == self.LAYERS.OVERLAY then
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love.graphics.setCanvas(txs.overlayLayer)
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end
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if isLowRes then
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love.graphics.push()
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love.graphics.scale(self.lowResScale)
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end
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Tree.level.camera:attach()
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end
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entry.func()
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end
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if currentLayer then
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Tree.level.camera:detach()
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local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.SPRITE_LIGHT or
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currentLayer == self.LAYERS.LIGHT
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if wasLowRes then
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love.graphics.pop()
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end
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end
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love.graphics.setCanvas()
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love.graphics.setCanvas()
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-- self.lightLayer:newImageData():encode("png", "lightLayer.png")
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-- 3. Пост-процессинг и композиция
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-- os.exit(0)
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love.graphics.setCanvas(txs.lightLayer)
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-- Радиус блюра тоже масштабируем, так как текстура меньше
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love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale * self.lowResScale))
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love.graphics.setCanvas()
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local lightShader = Tree.assets.files.shaders.light_postprocess
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local lightShader = Tree.assets.files.shaders.light_postprocess
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lightShader:send("scene", txs.floorLayer)
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lightShader:send("scene", txs.floorLayer)
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lightShader:send("light", self:applyBlur(txs.lightLayer, 2))
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lightShader:send("light", self:applyBlur(txs.lightLayer, 2 * self.lowResScale))
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lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
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lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
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love.graphics.setShader(lightShader)
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love.graphics.setShader(lightShader)
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love.graphics.draw(txs.floorLayer)
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love.graphics.draw(txs.floorLayer)
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@ -84,23 +179,4 @@ function render:draw()
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love.graphics.setShader()
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love.graphics.setShader()
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end
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end
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---@param params {w: number?, h: number?}
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---@return table|Render
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local function new(params)
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local w = params.w or love.graphics.getWidth()
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local h = params.h or love.graphics.getHeight()
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return setmetatable({
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textures = {
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shadowLayer = love.graphics.newCanvas(w, h),
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spriteLayer = love.graphics.newCanvas(w, h),
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spriteLightLayer = love.graphics.newCanvas(w, h),
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floorLayer = love.graphics.newCanvas(w, h),
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overlayLayer = love.graphics.newCanvas(w, h),
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lightLayer = love.graphics.newCanvas(w, h),
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tmp1 = love.graphics.newCanvas(w, h),
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tmp2 = love.graphics.newCanvas(w, h),
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}
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}, { __index = render })
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end
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return { new = new }
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return { new = new }
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@ -54,8 +54,7 @@ function spell:draw()
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local path = self.path --[[@as Deque?]]
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local path = self.path --[[@as Deque?]]
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if not path then return end
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if not path then return end
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--- Это отрисовка пути персонажа к мышке
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--- Это отрисовка пути персонажа к мышке
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Tree.level.camera:attach()
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Tree.level.render:enqueue(Tree.level.render.LAYERS.OVERLAY, 0, function()
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||||||
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
|
|
||||||
local i = 0
|
local i = 0
|
||||||
path:pop_front()
|
path:pop_front()
|
||||||
for p in path:values() do
|
for p in path:values() do
|
||||||
@ -64,12 +63,10 @@ function spell:draw()
|
|||||||
local quad = i > self.distance and icons:pickQuad('dev_path_closed') or icons:pickQuad('dev_path')
|
local quad = i > self.distance and icons:pickQuad('dev_path_closed') or icons:pickQuad('dev_path')
|
||||||
love.graphics.draw(icons.atlas, quad, p.x, p.y, 0, s, s)
|
love.graphics.draw(icons.atlas, quad, p.x, p.y, 0, s, s)
|
||||||
end
|
end
|
||||||
love.graphics.setCanvas()
|
|
||||||
Tree.level.camera:detach()
|
|
||||||
love.graphics.setColor(1, 1, 1)
|
love.graphics.setColor(1, 1, 1)
|
||||||
|
end)
|
||||||
else
|
else
|
||||||
Tree.level.camera:attach()
|
Tree.level.render:enqueue(Tree.level.render.LAYERS.OVERLAY, 0, function()
|
||||||
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
|
|
||||||
love.graphics.setColor(1, 1, 1, 0.5)
|
love.graphics.setColor(1, 1, 1, 0.5)
|
||||||
for _, p in pairs(self.targets) do
|
for _, p in pairs(self.targets) do
|
||||||
local s = self.tSize / Tree.level.camera.pixelsPerMeter
|
local s = self.tSize / Tree.level.camera.pixelsPerMeter
|
||||||
@ -77,10 +74,8 @@ function spell:draw()
|
|||||||
love.graphics.draw(icons.atlas, quad, p.x + 0.5 - self.tSize / 2, p.y + 0.5 - self.tSize / 2, 0, s, s)
|
love.graphics.draw(icons.atlas, quad, p.x + 0.5 - self.tSize / 2, p.y + 0.5 - self.tSize / 2, 0, s, s)
|
||||||
end
|
end
|
||||||
love.graphics.setShader()
|
love.graphics.setShader()
|
||||||
|
|
||||||
love.graphics.setCanvas()
|
|
||||||
Tree.level.camera:detach()
|
|
||||||
love.graphics.setColor(1, 1, 1)
|
love.graphics.setColor(1, 1, 1)
|
||||||
|
end)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
2
main.lua
2
main.lua
@ -146,5 +146,5 @@ function love.resize(w, h)
|
|||||||
local render = Tree.level.render
|
local render = Tree.level.render
|
||||||
if not render then return end
|
if not render then return end
|
||||||
render:free()
|
render:free()
|
||||||
Tree.level.render = (require "lib.level.render").new { w, h }
|
Tree.level.render = (require "lib.level.render").new { w = w, h = h }
|
||||||
end
|
end
|
||||||
|
|||||||
Loading…
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Reference in New Issue
Block a user