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7394249cb8
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c61c1875e7
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@ -1,8 +0,0 @@
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vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
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{
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vec4 px = Texel(tex, texCoord);
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if (px.a == 0.0) {
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discard;
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}
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return vec4(1.0);
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}
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@ -1,24 +0,0 @@
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extern float t;
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extern float blockSize;
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// hash-функция для шума по целочисленным координатам блока
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float hash(vec2 p) {
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p = vec2(
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dot(p, vec2(127.1, 311.7)),
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dot(p, vec2(269.5, 183.3))
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);
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return fract(sin(p.x + p.y) * 43758.5453123);
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}
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vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
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{
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float blockSize = 4.0;
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vec2 cell = floor(screenCoord / blockSize);
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float n = hash(cell); // [0..1]
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float mask = 1.0 - step(t, n);
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vec4 base = Texel(tex, texCoord) * color;
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base.a *= mask;
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return base;
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}
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@ -1,17 +0,0 @@
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#pragma language glsl3
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vec2 hash(vec2 p) {
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 34.345);
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return fract(vec2(p.x * p.y, p.x + p.y));
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}
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vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
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{
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vec2 cell = floor(px / 2.0); // тут можно размер зерна менять
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float n = hash(cell).x; // 0..1
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float v = 0.9 + n * 0.1; // 0.9..1.0
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return vec4(v, v, v, 1.0);
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}
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||||
@ -1,20 +0,0 @@
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--- @class Color
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--- @field r number
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--- @field g number
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--- @field b number
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--- @field a number
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local color = {
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r = 1,
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g = 1,
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b = 1,
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a = 1
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}
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color.__index = color
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--- @param rgba {r?: number, g?: number, b?: number, a?: number}
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--- @return Color
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function color.new(rgba)
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return setmetatable(rgba, color)
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end
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return color.new
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@ -1,22 +1,9 @@
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local Rect = require "lib.simple_ui.rect"
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local function makeGradientMesh(w, h, topColor, bottomColor)
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local vertices = {
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{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
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{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
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{ w, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
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{ 0, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
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}
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local mesh = love.graphics.newMesh(vertices, "fan", "static")
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return mesh
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end
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--- @class UIElement
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--- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в экранных координатах
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--- @field overlayGradientMesh love.Mesh Общий градиент поверх элемента (интерполированный меш)
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--- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в *локальных* координатах
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--- @field transform love.Transform Преобразование из локальных координат элемента (bounds) в экранные координаты
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local uiElement = {}
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uiElement.bounds = Rect {}
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uiElement.overlayGradientMesh = makeGradientMesh(1, 1, { 0, 0, 0, 0 }, { 0, 0, 0, 0.4 });
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uiElement.__index = uiElement
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function uiElement:update(dt) end
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@ -24,7 +11,8 @@ function uiElement:update(dt) end
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function uiElement:draw() end
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function uiElement:hitTest(screenX, screenY)
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return self.bounds:hasPoint(screenX, screenY)
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local lx, ly = self.transform:inverseTransformPoint(screenX, screenY)
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return self.bounds:hasPoint(lx, ly)
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end
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||||
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||||
--- @generic T : UIElement
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||||
@ -33,54 +21,8 @@ end
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--- @return T
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function uiElement.new(self, values)
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values.bounds = values.bounds or Rect {}
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values.overlayGradientMesh = values.overlayGradientMesh or uiElement.overlayGradientMesh;
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values.transform = values.transform or love.math.newTransform()
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return setmetatable(values, self)
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end
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||||
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||||
--- Рисует границу вокруг элемента (с псевдо-затенением)
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--- @param type "outer" | "inner"
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function uiElement:drawBorder(type)
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if type == "inner" then
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love.graphics.setColor(0.2, 0.2, 0.2)
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love.graphics.line({
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self.bounds.x, self.bounds.y + self.bounds.height,
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self.bounds.x, self.bounds.y,
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self.bounds.x + self.bounds.width, self.bounds.y,
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||||
})
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||||
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love.graphics.setColor(0.3, 0.3, 0.3)
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||||
love.graphics.line({
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self.bounds.x + self.bounds.width, self.bounds.y,
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self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
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self.bounds.x, self.bounds.y + self.bounds.height,
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||||
})
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else
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love.graphics.setColor(0.2, 0.2, 0.2)
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love.graphics.line({
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self.bounds.x + self.bounds.width, self.bounds.y,
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self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
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self.bounds.x, self.bounds.y + self.bounds.height,
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||||
})
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||||
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love.graphics.setColor(0.3, 0.3, 0.3)
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||||
love.graphics.line({
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||||
self.bounds.x, self.bounds.y + self.bounds.height,
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||||
self.bounds.x, self.bounds.y,
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||||
self.bounds.x + self.bounds.width, self.bounds.y,
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||||
})
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||||
end
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||||
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love.graphics.setColor(1, 1, 1)
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||||
end
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||||
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||||
--- рисует градиент поверх элемента
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function uiElement:drawGradientOverlay()
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love.graphics.push()
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love.graphics.translate(self.bounds.x, self.bounds.y)
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love.graphics.scale(self.bounds.width, self.bounds.height)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(self.overlayGradientMesh)
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love.graphics.pop()
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end
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||||
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||||
return uiElement
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||||
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||||
@ -3,256 +3,22 @@ local AnimationNode = require "lib.animation_node"
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local Element = require "lib.simple_ui.element"
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local Rect = require "lib.simple_ui.rect"
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local SkillRow = require "lib.simple_ui.level.skill_row"
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||||
local Color = require "lib.simple_ui.color"
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||||
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||||
--- @class BarElement : UIElement
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||||
--- @field getter fun() : number
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||||
--- @field value number
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||||
--- @field maxValue number
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||||
--- @field color Color
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||||
--- @field useDividers boolean
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||||
--- @field drawText boolean
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||||
local barElement = setmetatable({}, Element)
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||||
barElement.__index = barElement
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||||
barElement.useDividers = false
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||||
barElement.drawText = false
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||||
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function barElement:update(dt)
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local val = self.getter()
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self.value = val < 0 and 0 or val > self.maxValue and self.maxValue or val
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||||
end
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||||
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||||
function barElement:draw()
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||||
local valueWidth = self.bounds.width * self.value / self.maxValue
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||||
local emptyWidth = self.bounds.width - valueWidth
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||||
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||||
--- шум
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||||
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
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||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
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||||
love.graphics.setShader()
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||||
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||||
--- закраска пустой части
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||||
love.graphics.setColor(0.05, 0.05, 0.05)
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||||
love.graphics.setBlendMode("multiply", "premultiplied")
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love.graphics.rectangle("fill", self.bounds.x + valueWidth, self.bounds.y, emptyWidth,
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self.bounds.height)
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||||
love.graphics.setBlendMode("alpha")
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||||
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||||
--- закраска значимой части её цветом
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||||
love.graphics.setColor(self.color.r, self.color.g, self.color.b)
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||||
love.graphics.setBlendMode("multiply", "premultiplied")
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||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, valueWidth,
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||||
self.bounds.height)
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||||
love.graphics.setBlendMode("alpha")
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||||
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||||
--- мерки
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||||
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
|
||||
if self.useDividers then
|
||||
local count = self.maxValue - 1
|
||||
local measureWidth = self.bounds.width / self.maxValue
|
||||
|
||||
for i = 1, count, 1 do
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||||
love.graphics.line(self.bounds.x + i * measureWidth, self.bounds.y, self.bounds.x + i * measureWidth,
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||||
self.bounds.y + self.bounds.height)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
--- текст поверх
|
||||
if self.drawText then
|
||||
love.graphics.printf(tostring(self.value) .. "/" .. tostring(self.maxValue), self.bounds.x,
|
||||
self.bounds.y, self.bounds.width, "center")
|
||||
end
|
||||
|
||||
self:drawGradientOverlay()
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||||
end
|
||||
|
||||
--- @class BottomBars : UIElement
|
||||
--- @field hpBar BarElement
|
||||
--- @field manaBar BarElement
|
||||
local bottomBars = setmetatable({}, Element)
|
||||
bottomBars.__index = bottomBars;
|
||||
|
||||
--- @param cid Id
|
||||
function bottomBars.new(cid)
|
||||
local t = setmetatable({}, bottomBars)
|
||||
|
||||
t.hpBar =
|
||||
barElement:new {
|
||||
getter = function()
|
||||
local char = Tree.level.characters[cid]
|
||||
return char:try(Tree.behaviors.stats, function(stats)
|
||||
return stats.hp or 0
|
||||
end)
|
||||
end,
|
||||
color = Color { r = 130 / 255, g = 8 / 255, b = 8 / 255 },
|
||||
drawText = true,
|
||||
maxValue = 20
|
||||
}
|
||||
|
||||
t.manaBar =
|
||||
barElement:new {
|
||||
getter = function()
|
||||
local char = Tree.level.characters[cid]
|
||||
return char:try(Tree.behaviors.stats, function(stats)
|
||||
return stats.mana or 0
|
||||
end)
|
||||
end,
|
||||
color = Color { r = 51 / 255, g = 105 / 255, b = 30 / 255 },
|
||||
useDividers = true,
|
||||
maxValue = 10
|
||||
}
|
||||
|
||||
|
||||
return t
|
||||
end
|
||||
|
||||
function bottomBars:update(dt)
|
||||
local height = 14
|
||||
local margin = 2
|
||||
|
||||
self.bounds.height = height
|
||||
self.bounds.y = self.bounds.y - height
|
||||
|
||||
self.hpBar.bounds = Rect {
|
||||
width = -2 * margin + self.bounds.width / 2,
|
||||
height = height,
|
||||
x = self.bounds.x + margin,
|
||||
y = self.bounds.y
|
||||
}
|
||||
|
||||
self.manaBar.bounds = Rect {
|
||||
width = -2 * margin + self.bounds.width / 2,
|
||||
height = height,
|
||||
x = self.bounds.x + margin + self.bounds.width / 2,
|
||||
y = self.bounds.y
|
||||
}
|
||||
|
||||
self.hpBar:update(dt)
|
||||
self.manaBar:update(dt)
|
||||
end
|
||||
|
||||
function bottomBars:draw()
|
||||
-- шум
|
||||
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setShader()
|
||||
|
||||
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
|
||||
love.graphics.setBlendMode("multiply", "premultiplied")
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setBlendMode("alpha")
|
||||
|
||||
self.hpBar:draw()
|
||||
self.manaBar:draw()
|
||||
end
|
||||
|
||||
local c = love.graphics.newCanvas(1280, 720) --- @TODO: выставлять канвасу правильный размер в зависимости от окна
|
||||
|
||||
--- @class CharacterPanel : UIElement
|
||||
--- @field animationNode AnimationNode
|
||||
--- @field state "show" | "idle" | "hide"
|
||||
--- @field skillRow SkillRow
|
||||
--- @field bars BottomBars
|
||||
local characterPanel = setmetatable({}, Element)
|
||||
characterPanel.__index = characterPanel
|
||||
|
||||
function characterPanel.new(characterId)
|
||||
local t = {}
|
||||
t.state = "show"
|
||||
t.skillRow = SkillRow(characterId)
|
||||
t.bars = bottomBars.new(characterId)
|
||||
return setmetatable(t, characterPanel)
|
||||
end
|
||||
|
||||
function characterPanel:show()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "show"
|
||||
end,
|
||||
duration = 300,
|
||||
onEnd = function()
|
||||
self.state = "idle"
|
||||
end,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
function characterPanel:hide()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "hide"
|
||||
end,
|
||||
duration = 300,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
function characterPanel:update(dt)
|
||||
if self.animationNode then self.animationNode:update(dt) end
|
||||
self.skillRow:update(dt)
|
||||
self.bars.bounds = Rect {
|
||||
width = self.skillRow.bounds.width,
|
||||
x = self.skillRow.bounds.x,
|
||||
y = self.skillRow.bounds.y
|
||||
}
|
||||
self.bars:update(dt)
|
||||
|
||||
self.bounds = Rect {
|
||||
x = self.bars.bounds.x,
|
||||
y = self.bars.bounds.y,
|
||||
width = self.bars.bounds.width,
|
||||
height = self.bars.bounds.height + self.skillRow.bounds.height
|
||||
}
|
||||
|
||||
--- анимация появления
|
||||
local alpha = 1
|
||||
if self.state == "show" then
|
||||
alpha = self.animationNode:getValue()
|
||||
elseif self.state == "hide" then
|
||||
alpha = 1 - self.animationNode:getValue()
|
||||
end
|
||||
local revealShader = Tree.assets.files.shaders.reveal
|
||||
revealShader:send("t", alpha)
|
||||
end
|
||||
|
||||
function characterPanel:draw()
|
||||
love.graphics.setCanvas(c)
|
||||
love.graphics.clear()
|
||||
self.skillRow:draw()
|
||||
self.bars:draw()
|
||||
|
||||
self:drawBorder("outer")
|
||||
|
||||
--- рисуем текстуру шейдером появления
|
||||
love.graphics.setCanvas()
|
||||
love.graphics.setShader(Tree.assets.files.shaders.reveal)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(c)
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.setShader()
|
||||
end
|
||||
|
||||
-----------------------------------
|
||||
local layout = {}
|
||||
function layout:update(dt)
|
||||
local cid = Tree.level.selector:selected()
|
||||
if cid then
|
||||
self.characterPanel = characterPanel.new(cid)
|
||||
self.characterPanel:show()
|
||||
self.skillRow = SkillRow(cid)
|
||||
self.skillRow:show()
|
||||
elseif Tree.level.selector:deselected() then
|
||||
self.characterPanel:hide()
|
||||
self.skillRow:hide()
|
||||
end
|
||||
if self.characterPanel then self.characterPanel:update(dt) end
|
||||
if self.skillRow then self.skillRow:update(dt) end
|
||||
end
|
||||
|
||||
function layout:draw()
|
||||
if self.characterPanel then self.characterPanel:draw() end
|
||||
if self.skillRow then self.skillRow:draw() end
|
||||
end
|
||||
|
||||
return layout
|
||||
|
||||
@ -1,2 +0,0 @@
|
||||
local UI_SCALE = 0.8 -- выдуманное значение для dependency injection
|
||||
return UI_SCALE
|
||||
@ -1,19 +1,18 @@
|
||||
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons)
|
||||
local easing = require "lib.utils.easing"
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
|
||||
local UI_SCALE = require "lib.simple_ui.level.scale"
|
||||
|
||||
--- @class SkillButton : UIElement
|
||||
--- @field hovered boolean
|
||||
--- @field selected boolean
|
||||
--- @field onClick function?
|
||||
--- @field icon? string
|
||||
--- @field icon string
|
||||
local skillButton = setmetatable({}, Element)
|
||||
skillButton.__index = skillButton
|
||||
|
||||
function skillButton:update(dt)
|
||||
if not self.icon then return end
|
||||
local mx, my = love.mouse.getPosition()
|
||||
if self:hitTest(mx, my) then
|
||||
self.hovered = true
|
||||
@ -27,33 +26,22 @@ function skillButton:update(dt)
|
||||
end
|
||||
|
||||
function skillButton:draw()
|
||||
love.graphics.setLineWidth(2)
|
||||
|
||||
|
||||
if not self.icon then
|
||||
love.graphics.setColor(0.05, 0.05, 0.05)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
self:drawBorder("inner")
|
||||
return
|
||||
end
|
||||
|
||||
local quad = icons:pickQuad(self.icon)
|
||||
love.graphics.push()
|
||||
love.graphics.translate(self.bounds.x, self.bounds.y)
|
||||
love.graphics.scale(self.bounds.width / icons.tileSize, self.bounds.height / icons.tileSize)
|
||||
love.graphics.draw(icons.atlas, quad)
|
||||
love.graphics.pop()
|
||||
love.graphics.applyTransform(self.transform)
|
||||
|
||||
self:drawBorder("inner")
|
||||
local r, g, b, a = love.graphics.getColor()
|
||||
|
||||
if self.selected then
|
||||
love.graphics.setColor(0.3, 1, 0.3, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setColor(0.3, 1, 0.3, a)
|
||||
elseif self.hovered then
|
||||
love.graphics.setColor(0.7, 1, 0.7, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setColor(0.7, 1, 0.7, a)
|
||||
else
|
||||
love.graphics.setColor(1, 1, 1, a)
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
love.graphics.translate(0, self.bounds.y)
|
||||
love.graphics.draw(icons.atlas, icons:pickQuad(self.icon))
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
@ -61,6 +49,8 @@ end
|
||||
--- @class SkillRow : UIElement
|
||||
--- @field characterId Id
|
||||
--- @field selected SkillButton?
|
||||
--- @field animationNode AnimationNode
|
||||
--- @field state "show" | "idle" | "hide"
|
||||
--- @field children SkillButton[]
|
||||
local skillRow = setmetatable({}, Element)
|
||||
skillRow.__index = skillRow
|
||||
@ -70,6 +60,7 @@ skillRow.__index = skillRow
|
||||
function skillRow.new(characterId)
|
||||
local t = {
|
||||
characterId = characterId,
|
||||
state = "show",
|
||||
children = {}
|
||||
}
|
||||
|
||||
@ -80,6 +71,7 @@ function skillRow.new(characterId)
|
||||
for i, spell in ipairs(behavior.spellbook) do
|
||||
local skb = skillButton:new { icon = spell.tag }
|
||||
skb.onClick = function()
|
||||
if t.state ~= "idle" then return end
|
||||
skb.selected = not skb.selected
|
||||
if t.selected then t.selected.selected = false end
|
||||
t.selected = skb
|
||||
@ -96,79 +88,75 @@ function skillRow.new(characterId)
|
||||
end
|
||||
end)
|
||||
|
||||
for i = #t.children + 1, 7, 1 do
|
||||
t.children[i] = skillButton:new {}
|
||||
end
|
||||
|
||||
return t
|
||||
end
|
||||
|
||||
function skillRow:show()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "show"
|
||||
end,
|
||||
duration = 300,
|
||||
onEnd = function()
|
||||
self.state = "idle"
|
||||
end,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
function skillRow:hide()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "hide"
|
||||
end,
|
||||
duration = 300,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
function skillRow:update(dt)
|
||||
local iconSize = 64 * UI_SCALE
|
||||
if self.animationNode then self.animationNode:update(dt) end
|
||||
|
||||
local iconSize = icons.tileSize
|
||||
local scale = (64 / iconSize)
|
||||
local screenW, screenH = love.graphics.getDimensions()
|
||||
local padding, margin = 8, 4
|
||||
local count = #self.children -- слоты под скиллы
|
||||
local padding = 8
|
||||
local count = #self.children
|
||||
|
||||
self.bounds = Rect {
|
||||
width = iconSize * count + (count + 1) * margin,
|
||||
height = iconSize + 2 * margin,
|
||||
width = count * icons.tileSize + (count - 1) * padding,
|
||||
height = iconSize,
|
||||
y = self.state == "show" and 10 * (1 - self.animationNode:getValue()) or 0
|
||||
}
|
||||
self.bounds.y = screenH - self.bounds.height - padding -- отступ снизу
|
||||
self.bounds.x = screenW / 2 - self.bounds.width / 2
|
||||
self.transform = love.math.newTransform():translate(screenW / 2,
|
||||
screenH - 16):scale(scale, scale):translate(-self.bounds.width / 2, -iconSize)
|
||||
|
||||
for i, skb in ipairs(self.children) do
|
||||
skb.bounds = Rect { x = self.bounds.x + margin + (i - 1) * (iconSize + margin), -- друг за другом, включая первый отступ от границы
|
||||
y = self.bounds.y + margin, height = iconSize, width = iconSize }
|
||||
skb.bounds = Rect { height = iconSize, width = iconSize }
|
||||
skb.transform = self.transform:clone():translate(self.bounds.x + (i - 1) * iconSize +
|
||||
(i - 1) *
|
||||
padding, -- левый край ряда + размер предыдущих иконок + размер предыдущих отступов
|
||||
self.bounds.y -- высота не меняется
|
||||
)
|
||||
skb:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
local c = love.graphics.newCanvas(1280, 720) --- @TODO: выставлять канвасу правильный размер в зависимости от окна
|
||||
|
||||
function skillRow:draw()
|
||||
local oldCanvas = love.graphics.getCanvas()
|
||||
love.graphics.setCanvas({ c, stencil = true })
|
||||
love.graphics.clear()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
-- сначала иконки скиллов
|
||||
local alpha = 1
|
||||
if self.state == "show" then
|
||||
alpha = self.animationNode:getValue()
|
||||
elseif self.state == "hide" then
|
||||
alpha = 1 - self.animationNode:getValue()
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1, alpha)
|
||||
for _, skb in ipairs(self.children) do
|
||||
skb:draw()
|
||||
end
|
||||
|
||||
-- маска для вырезов под иконки
|
||||
love.graphics.setShader(Tree.assets.files.shaders.alpha_mask)
|
||||
love.graphics.stencil(function()
|
||||
local mask = Tree.assets.files.masks.rrect32
|
||||
local maskSize = mask:getWidth()
|
||||
for _, skb in ipairs(self.children) do
|
||||
love.graphics.draw(mask, skb.bounds.x, skb.bounds.y, 0,
|
||||
skb.bounds.width / maskSize, skb.bounds.height / maskSize)
|
||||
end
|
||||
end, "replace", 1)
|
||||
love.graphics.setShader()
|
||||
|
||||
-- дальше рисуем панель, перекрывая иконки
|
||||
love.graphics.setStencilTest("less", 1)
|
||||
-- шум
|
||||
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setShader()
|
||||
|
||||
-- фон
|
||||
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
|
||||
love.graphics.setBlendMode("multiply", "premultiplied")
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setBlendMode("alpha")
|
||||
|
||||
love.graphics.setStencilTest()
|
||||
|
||||
--затенение
|
||||
self:drawGradientOverlay()
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.setCanvas(oldCanvas)
|
||||
love.graphics.draw(c)
|
||||
end
|
||||
|
||||
return skillRow.new
|
||||
|
||||
@ -18,7 +18,7 @@ function rect.new(table)
|
||||
end
|
||||
|
||||
function rect:hasPoint(x, y)
|
||||
return x >= self.x and x < self.x + self.width and y >= self.y and y < self.y + self.height
|
||||
return x >= self.x and x < self.width and y >= self.y and y < self.height
|
||||
end
|
||||
|
||||
return rect.new
|
||||
|
||||
2
main.lua
2
main.lua
@ -18,7 +18,7 @@ function love.load()
|
||||
end
|
||||
Tree.level.turnOrder:endRound()
|
||||
print("Now playing:", Tree.level.turnOrder.current)
|
||||
love.window.setMode(1280, 720, { resizable = false, msaa = 0, vsync = true })
|
||||
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
|
||||
end
|
||||
|
||||
local lt = "0"
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user