This commit is contained in:
Ivan Yuriev 2025-08-03 03:40:33 +03:00
commit ad77a92106
8 changed files with 72 additions and 22 deletions

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@ -0,0 +1,3 @@
return {
}

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@ -1,10 +1,11 @@
local anim8 = require "lib/anim8"
require 'lib/vec3'
local AssetBundle = require "lib/asset_bundle"
local CHARACTER_SIZE = 64
--- Для anim8, представляет из себя с какого по какого представлены спрайты для анимации
local ANIMATION_SIZE = '1-8'
local ANIMATION_SIZE = '1-6'
--- Скорость между кадрами в анимации
local ANIMATION_SPEED = 0.1
-- Константы ниже представляют из себя номер строки (с единицы), в которой находится та или иная анимация
@ -28,9 +29,21 @@ Character.animationTable = {
-- etc etc
}
--- чтобы не обновлять все анимации одновременно, храним нужную анимацию здесь
---
--- меняем вместе с Character.animation
Character.state = "idle"
--- когда нужно сменить анимацию с idle на run например, меняем именно это поле
Character.animation = Character.animationTable.idle
Character.spriteSheet = {
animationSpeed = 0.1,
width = 96,
height = 64,
idle = '1-6',
run = '1-8',
attack = '1-11',
hurt = '1-6'
}
---------- Statistics -----
@ -60,31 +73,56 @@ Character.position = Vec3({})
--- Обёртка над Character:Create
-- CreateCharacter = Character.create
-- ты клоун же
-- какого черта у тебя конструктор объекта принимает ссылку на объект
--
-- хз
-- ща я в душ
-- :clown:
--- Создаёт персонажа, которым будет управлять или игрок или компьютер
--- @param name string
--- @param imagePath string
--- @param spriteDir table
--- @param level? integer
function CreateCharacter(name, imagePath, level) -- aka Character.create(self, name, imagePath, level)
function CreateCharacter(name, spriteDir, level) -- aka Character.create(self, name, imagePath, level)
-- TODO: добавить asset_loader, где все необходимые ассеты будут грузиться в одном месте,
-- а здесь мы добавляем ассет на загрузку в очередь
local image = love.graphics.newImage(imagePath)
local animationGrid = anim8.newGrid(CHARACTER_SIZE, CHARACTER_SIZE, image:getWidth(), image:getHeight())
return Character {
-- local image = love.graphics.newImage(imagePath)
local 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)
animationGrid[n] = aGrid(tiles, 1)
end
--local animationGrid = anim8.newGrid(96, 64, image:getWidth(), image:getHeight())
local char = {
name = name,
animationTable = {
idle = anim8.newAnimation(animationGrid(ANIMATION_SIZE, IDLE_ROW), ANIMATION_SPEED),
run = anim8.newAnimation(animationGrid(ANIMATION_SIZE, RUN_ROW), ANIMATION_SPEED),
attack = anim8.newAnimation(animationGrid(ANIMATION_SIZE, ATTACK_ROW), ANIMATION_SPEED)
}
}
char.animationTable.idle = anim8.newAnimation(animationGrid["idle"], ANIMATION_SPEED)
char.animationTable.run = anim8.newAnimation(animationGrid["run"], ANIMATION_SPEED)
char.animationTable.attack = anim8.newAnimation(animationGrid["attack"], ANIMATION_SPEED, function()
char.state = "idle"
end)
char.animationTable.hurt = anim8.newAnimation(animationGrid["hurt"], ANIMATION_SPEED, function()
char.state = "idle"
end)
return setmetatable(char, { __index = Character })
end
function Character:update(dt)
self.animation:update(dt)
if love.keyboard.isDown("r") then
self.state = "run"
end
if love.keyboard.isDown("i") then
self.state = "idle"
end
if love.keyboard.isDown("u") then
self.state = "attack"
end
if love.keyboard.isDown("h") then
self.state = "hurt"
end
self.animationTable[self.state]:update(dt)
end
function Character:draw(camera)
self.animationTable[self.state]:draw(AssetBundle.files.sprites.character[self.state], self.position.x,
self.position.y, nil, 1 / camera.pixelsPerMeter, 1 / camera.pixelsPerMeter, 38, 47)
end

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@ -13,13 +13,13 @@ local camera = {
velocity = Vec3 {},
acceleration = 0.2,
speed = 5,
pixelsPerMeter = 100,
scale = 1
pixelsPerMeter = 24,
scale = 2
}
love.wheelmoved = function(x, y)
if camera.scale > 2 and y > 0 then return end;
if camera.scale < 0.5 and y < 0 then return end;
if camera.scale > 50 and y > 0 then return end;
if camera.scale < 0.005 and y < 0 then return end;
camera.scale = camera.scale + 0.1 * y
end

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@ -5,12 +5,15 @@ require "character"
local camera = require 'lib/camera'
local Vec3 = require "lib/vec3"
local tree = require "lib/tree"
local AssetBundle = require "lib/asset_bundle"
function love.conf(t)
t.console = true
end
function love.load()
AssetBundle:load()
Camera = camera.new()
Camera.position = Vec3({})
-- PlayerFaction = Faction
@ -18,6 +21,8 @@ function love.load()
-- Hero1 = Character:create("Petya", 10)
-- Hero2 = Character:create("Andrysha", 12)
Hero = CreateCharacter("Hero", AssetBundle.files.sprites.character)
-- PlayerFaction.characters = { Hero1, Hero2 }
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
end
@ -29,6 +34,8 @@ end
function love.update(dt)
Camera:update(dt)
tree.instance().panning:update(dt)
Hero:update(dt)
end
function love.draw()
@ -46,6 +53,8 @@ function love.draw()
love.graphics.rectangle('fill', 0, 0, width, height)
love.graphics.setColor(244 / 255, 67 / 255, 54 / 255, 1)
love.graphics.rectangle('fill', 0, 0, 1, 1)
love.graphics.setColor(1, 1, 1, 1)
Hero:draw(Camera)
Camera:detach()
end