- reimplement animation as AnimatedBehavior

- remove deprecated in Character
- remove RenderBehavior
This commit is contained in:
PeaAshMeter 2025-09-29 04:30:55 +03:00
parent dd84e157bd
commit 99d523a761
6 changed files with 84 additions and 120 deletions

View File

@ -1,46 +0,0 @@
local anim8 = require "lib.utils.anim8"
--- Скорость между кадрами в анимации
local ANIMATION_SPEED = 0.1
LEFT = -1
RIGHT = 1
--- @class Animation
--- @field animationTable table<string, table>
--- @field animationGrid table
--- @field state "idle"|"run"|"hurt"|"attack"
--- @field side 1|-1
local animation = {}
animation.__index = animation
local function new(spriteDir)
local anim = {
animationTable = {},
animationGrid = {}
}
-- n: name; i: image
for n, i in pairs(spriteDir) do
local aGrid = anim8.newGrid(96, 64, i:getWidth(), i:getHeight())
local tiles = '1-' .. math.ceil(i:getWidth() / 96)
anim.animationGrid[n] = aGrid(tiles, 1)
end
anim.state = "idle"
anim.side = RIGHT
return setmetatable(anim, animation)
end
function animation:getState()
return self.state
end
--- @param state CharacterState
function animation:setState(state, onLoop)
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], ANIMATION_SPEED, onLoop)
self.state = state
end
return { new = new }

View File

@ -0,0 +1,70 @@
local anim8 = require "lib.utils.anim8"
--- @class AnimatedBehavior : Behavior
--- @field animationTable table<string, table>
--- @field animationGrid table
--- @field state "idle"|"run"|"hurt"|"attack"
--- @field side 1|-1
local animated = {}
animated.__index = animated
animated.id = "animated"
animated.dependencies = { Tree.behaviors.map }
animated.LEFT = -1
animated.RIGHT = 1
--- Скорость между кадрами в анимации
animated.ANIMATION_SPEED = 0.1
function animated.new(spriteDir)
local anim = setmetatable({}, animated)
anim.animationTable = {}
anim.animationGrid = {}
-- n: name; i: image
for n, i in pairs(spriteDir) do
local aGrid = anim8.newGrid(96, 64, i:getWidth(), i:getHeight())
local tiles = '1-' .. math.ceil(i:getWidth() / 96)
anim.animationGrid[n] = aGrid(tiles, 1)
end
anim.state = "idle"
anim.side = animated.RIGHT
anim:play("idle")
return anim
end
function animated:update(dt)
local anim = self.animationTable[self.state] or self.animationTable["idle"] or nil
if not anim then return end
anim:update(dt)
end
function animated:draw()
if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
self.owner:try(Tree.behaviors.map,
function(map)
local ppm = Tree.level.camera.pixelsPerMeter
local position = map.displayedPosition
if Tree.level.selector.id == self.owner.id then love.graphics.setColor(0.5, 1, 0.5) end
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
position.x + 0.5,
position.y + 0.5, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
love.graphics.setColor(1, 1, 1)
end
)
end
--- @param state string
--- @param loop boolean | nil
function animated:play(state, loop)
if not self.animationGrid[state] then
return print("[AnimatedBehavior]: no animation for '" .. state .. "'")
end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED, function()
if not loop then self:play("idle", true) end
end)
self.state = state
end
return animated

View File

@ -27,7 +27,9 @@ end
function mapBehavior:followPath(path) function mapBehavior:followPath(path)
if path:is_empty() then return end if path:is_empty() then return end
self.position = self.displayedPosition self.position = self.displayedPosition
self.owner:setState("run") self.owner:try(Tree.behaviors.animated, function(animated)
animated:play("run", true)
end)
self.path = path; self.path = path;
---@type Vec3 ---@type Vec3
local nextCell = path:peek_front() local nextCell = path:peek_front()
@ -39,19 +41,19 @@ end
function mapBehavior:runTo(target) function mapBehavior:runTo(target)
self.t0 = love.timer.getTime() self.t0 = love.timer.getTime()
self.runTarget = target self.runTarget = target
self.owner:try(Tree.behaviors.render, self.owner:try(Tree.behaviors.animated,
function(render) function(animated)
if target.x < self.position.x then if target.x < self.position.x then
render.animation.side = LEFT animated.side = Tree.behaviors.animated.LEFT
elseif target.x > self.position.x then elseif target.x > self.position.x then
render.animation.side = RIGHT animated.side = Tree.behaviors.animated.RIGHT
end end
end end
) )
end end
function mapBehavior:update(dt) function mapBehavior:update(dt)
if self.owner.state == "run" and self.runTarget then if self.runTarget then
local delta = love.timer.getTime() - self.t0 or love.timer.getTime() local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
local fraction = delta / local fraction = delta /
(0.5 * self.runTarget:subtract(self.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше (0.5 * self.runTarget:subtract(self.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
@ -61,7 +63,9 @@ function mapBehavior:update(dt)
self:runTo(self.path:peek_front()) self:runTo(self.path:peek_front())
self.path:pop_front() self.path:pop_front()
else -- мы добежали до финальной цели else -- мы добежали до финальной цели
self.owner:setState("idle") self.owner:try(Tree.behaviors.animated, function(animated)
animated:play("idle", true)
end)
self.runTarget = nil self.runTarget = nil
end end
else -- анимация перемещения не завершена else -- анимация перемещения не завершена

View File

@ -1,37 +0,0 @@
--- @class DrawBehavior : Behavior
--- @field animation Animation
local renderBehavior = {}
renderBehavior.__index = renderBehavior
renderBehavior.id = "render"
renderBehavior.dependencies = { Tree.behaviors.map }
--- @param spriteDir table
function renderBehavior.new(spriteDir)
return setmetatable({
animation = (require 'lib.character.animation').new(spriteDir)
}, renderBehavior)
end
function renderBehavior:update(dt)
self.animation.animationTable[self.owner:getState()]:update(dt)
end
function renderBehavior:draw()
self.owner:try(Tree.behaviors.map,
function(map)
local ppm = Tree.level.camera.pixelsPerMeter
local position = map.displayedPosition
local state = self.owner:getState()
if Tree.level.selector.id == self.owner.id then love.graphics.setColor(0.5, 1, 0.5) end
self.animation.animationTable[state]:draw(Tree.assets.files.sprites.character[state],
position.x + 0.5,
position.y + 0.5, nil, 1 / ppm * self.animation.side, 1 / ppm, 38, 47)
love.graphics.setColor(1, 1, 1)
end
)
end
return renderBehavior

View File

@ -1,12 +1,10 @@
require 'lib.utils.vec3' require 'lib.utils.vec3'
--- @alias CharacterState "idle"|"run"|"attack"|"hurt"
--- @alias Id integer --- @alias Id integer
--- @type Id --- @type Id
local characterId = 1 local characterId = 1
--- @todo Композиция лучше наследования, но не до такой же степени! Надо отрефакторить и избавиться от сотни полей в таблице
--- @class Character --- @class Character
--- @field id Id --- @field id Id
--- @field behaviors Behavior[] --- @field behaviors Behavior[]
@ -32,11 +30,9 @@ local function spawn(name, template, spriteDir, position, size, level)
char:addBehavior { char:addBehavior {
Tree.behaviors.map.new(position, size), Tree.behaviors.map.new(position, size),
Tree.behaviors.render.new(spriteDir), Tree.behaviors.animated.new(spriteDir),
Tree.behaviors.spellcaster.new() Tree.behaviors.spellcaster.new()
} }
char:setState("idle") --- @todo сделать это отдельным модулем
Tree.level.characters[char.id] = char Tree.level.characters[char.id] = char
return char return char
@ -96,30 +92,7 @@ function character:addBehavior(behaviors)
return self return self
end end
--- геттеры и сеттеры для "внешних" данных
--- забей, это в поведения
--- @deprecated
--- @return CharacterState
function character:getState()
return self.state or "idle"
end
--- @param state CharacterState
--- @deprecated
function character:setState(state) --- @todo это вообще должно быть отдельное поведение
self.state = state
self:has(Tree.behaviors.render).animation:setState(state, (state ~= "idle" and state ~= "run") and function()
self:setState("idle")
end or nil)
end
--- @param path Deque
function character:followPath(path)
self:has(Tree.behaviors.map):followPath(path)
end
function character:update(dt) function character:update(dt)
--- @todo ну ты понел
for _, b in ipairs(self.behaviors) do for _, b in ipairs(self.behaviors) do
if b.update then b:update(dt) end if b.update then b:update(dt) end
end end

View File

@ -10,7 +10,7 @@ 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 = {} --- @todo написать нормальную загрузку поведений
Tree.behaviors.map = require "lib.character.behaviors.map" Tree.behaviors.map = require "lib.character.behaviors.map"
Tree.behaviors.render = require "lib.character.behaviors.render"
Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster" Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
Tree.behaviors.animated = require "lib.character.behaviors.animated"