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12 changed files with 80 additions and 455 deletions

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@ -1,8 +0,0 @@
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
{
vec4 px = Texel(tex, texCoord);
if (px.a == 0.0) {
discard;
}
return vec4(1.0);
}

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@ -1,24 +0,0 @@
extern float t;
extern float blockSize;
// hash-функция для шума по целочисленным координатам блока
float hash(vec2 p) {
p = vec2(
dot(p, vec2(127.1, 311.7)),
dot(p, vec2(269.5, 183.3))
);
return fract(sin(p.x + p.y) * 43758.5453123);
}
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
{
float blockSize = 4.0;
vec2 cell = floor(screenCoord / blockSize);
float n = hash(cell); // [0..1]
float mask = 1.0 - step(t, n);
vec4 base = Texel(tex, texCoord) * color;
base.a *= mask;
return base;
}

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@ -1,17 +0,0 @@
#pragma language glsl3
vec2 hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 34.345);
return fract(vec2(p.x * p.y, p.x + p.y));
}
vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
{
vec2 cell = floor(px / 2.0); // тут можно размер зерна менять
float n = hash(cell).x; // 0..1
float v = 0.9 + n * 0.1; // 0.9..1.0
return vec4(v, v, v, 1.0);
}

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@ -1,20 +0,0 @@
--- @class Color
--- @field r number
--- @field g number
--- @field b number
--- @field a number
local color = {
r = 1,
g = 1,
b = 1,
a = 1
}
color.__index = color
--- @param rgba {r?: number, g?: number, b?: number, a?: number}
--- @return Color
function color.new(rgba)
return setmetatable(rgba, color)
end
return color.new

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@ -1,22 +1,9 @@
local Rect = require "lib.simple_ui.rect" local Rect = require "lib.simple_ui.rect"
local function makeGradientMesh(w, h, topColor, bottomColor)
local vertices = {
{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
{ w, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
{ 0, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
}
local mesh = love.graphics.newMesh(vertices, "fan", "static")
return mesh
end
--- @class UIElement --- @class UIElement
--- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в экранных координатах --- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в *локальных* координатах
--- @field overlayGradientMesh love.Mesh Общий градиент поверх элемента (интерполированный меш) --- @field transform love.Transform Преобразование из локальных координат элемента (bounds) в экранные координаты
local uiElement = {} local uiElement = {}
uiElement.bounds = Rect {}
uiElement.overlayGradientMesh = makeGradientMesh(1, 1, { 0, 0, 0, 0 }, { 0, 0, 0, 0.4 });
uiElement.__index = uiElement uiElement.__index = uiElement
function uiElement:update(dt) end function uiElement:update(dt) end
@ -24,7 +11,8 @@ function uiElement:update(dt) end
function uiElement:draw() end function uiElement:draw() end
function uiElement:hitTest(screenX, screenY) function uiElement:hitTest(screenX, screenY)
return self.bounds:hasPoint(screenX, screenY) local lx, ly = self.transform:inverseTransformPoint(screenX, screenY)
return self.bounds:hasPoint(lx, ly)
end end
--- @generic T : UIElement --- @generic T : UIElement
@ -33,54 +21,8 @@ end
--- @return T --- @return T
function uiElement.new(self, values) function uiElement.new(self, values)
values.bounds = values.bounds or Rect {} values.bounds = values.bounds or Rect {}
values.overlayGradientMesh = values.overlayGradientMesh or uiElement.overlayGradientMesh; values.transform = values.transform or love.math.newTransform()
return setmetatable(values, self) return setmetatable(values, self)
end end
--- Рисует границу вокруг элемента (с псевдо-затенением)
--- @param type "outer" | "inner"
function uiElement:drawBorder(type)
if type == "inner" then
love.graphics.setColor(0.2, 0.2, 0.2)
love.graphics.line({
self.bounds.x, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y,
})
love.graphics.setColor(0.3, 0.3, 0.3)
love.graphics.line({
self.bounds.x + self.bounds.width, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y + self.bounds.height,
})
else
love.graphics.setColor(0.2, 0.2, 0.2)
love.graphics.line({
self.bounds.x + self.bounds.width, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y + self.bounds.height,
})
love.graphics.setColor(0.3, 0.3, 0.3)
love.graphics.line({
self.bounds.x, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y,
})
end
love.graphics.setColor(1, 1, 1)
end
--- рисует градиент поверх элемента
function uiElement:drawGradientOverlay()
love.graphics.push()
love.graphics.translate(self.bounds.x, self.bounds.y)
love.graphics.scale(self.bounds.width, self.bounds.height)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.overlayGradientMesh)
love.graphics.pop()
end
return uiElement return uiElement

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@ -3,256 +3,22 @@ local AnimationNode = require "lib.animation_node"
local Element = require "lib.simple_ui.element" local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect" local Rect = require "lib.simple_ui.rect"
local SkillRow = require "lib.simple_ui.level.skill_row" local SkillRow = require "lib.simple_ui.level.skill_row"
local Color = require "lib.simple_ui.color"
--- @class BarElement : UIElement
--- @field getter fun() : number
--- @field value number
--- @field maxValue number
--- @field color Color
--- @field useDividers boolean
--- @field drawText boolean
local barElement = setmetatable({}, Element)
barElement.__index = barElement
barElement.useDividers = false
barElement.drawText = false
function barElement:update(dt)
local val = self.getter()
self.value = val < 0 and 0 or val > self.maxValue and self.maxValue or val
end
function barElement:draw()
local valueWidth = self.bounds.width * self.value / self.maxValue
local emptyWidth = self.bounds.width - valueWidth
--- 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()
--- закраска пустой части
love.graphics.setColor(0.05, 0.05, 0.05)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x + valueWidth, self.bounds.y, emptyWidth,
self.bounds.height)
love.graphics.setBlendMode("alpha")
--- закраска значимой части её цветом
love.graphics.setColor(self.color.r, self.color.g, self.color.b)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, valueWidth,
self.bounds.height)
love.graphics.setBlendMode("alpha")
--- мерки
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
love.graphics.line(self.bounds.x + i * measureWidth, self.bounds.y, self.bounds.x + i * measureWidth,
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()
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 = {} local layout = {}
function layout:update(dt) function layout:update(dt)
local cid = Tree.level.selector:selected() local cid = Tree.level.selector:selected()
if cid then if cid then
self.characterPanel = characterPanel.new(cid) self.skillRow = SkillRow(cid)
self.characterPanel:show() self.skillRow:show()
elseif Tree.level.selector:deselected() then elseif Tree.level.selector:deselected() then
self.characterPanel:hide() self.skillRow:hide()
end end
if self.characterPanel then self.characterPanel:update(dt) end if self.skillRow then self.skillRow:update(dt) end
end end
function layout:draw() function layout:draw()
if self.characterPanel then self.characterPanel:draw() end if self.skillRow then self.skillRow:draw() end
end end
return layout return layout

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@ -1,2 +0,0 @@
local UI_SCALE = 0.8 -- выдуманное значение для dependency injection
return UI_SCALE

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@ -1,19 +1,18 @@
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons) 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 Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect" local Rect = require "lib.simple_ui.rect"
local UI_SCALE = require "lib.simple_ui.level.scale"
--- @class SkillButton : UIElement --- @class SkillButton : UIElement
--- @field hovered boolean --- @field hovered boolean
--- @field selected boolean --- @field selected boolean
--- @field onClick function? --- @field onClick function?
--- @field icon? string --- @field icon string
local skillButton = setmetatable({}, Element) local skillButton = setmetatable({}, Element)
skillButton.__index = skillButton skillButton.__index = skillButton
function skillButton:update(dt) function skillButton:update(dt)
if not self.icon then return end
local mx, my = love.mouse.getPosition() local mx, my = love.mouse.getPosition()
if self:hitTest(mx, my) then if self:hitTest(mx, my) then
self.hovered = true self.hovered = true
@ -27,33 +26,22 @@ function skillButton:update(dt)
end end
function skillButton:draw() 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.push()
love.graphics.translate(self.bounds.x, self.bounds.y) love.graphics.applyTransform(self.transform)
love.graphics.scale(self.bounds.width / icons.tileSize, self.bounds.height / icons.tileSize)
love.graphics.draw(icons.atlas, quad)
love.graphics.pop()
self:drawBorder("inner") local r, g, b, a = love.graphics.getColor()
if self.selected then if self.selected then
love.graphics.setColor(0.3, 1, 0.3, 0.5) love.graphics.setColor(0.3, 1, 0.3, a)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
elseif self.hovered then elseif self.hovered then
love.graphics.setColor(0.7, 1, 0.7, 0.5) love.graphics.setColor(0.7, 1, 0.7, a)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height) else
love.graphics.setColor(1, 1, 1, a)
end 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 end
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
@ -61,6 +49,8 @@ end
--- @class SkillRow : UIElement --- @class SkillRow : UIElement
--- @field characterId Id --- @field characterId Id
--- @field selected SkillButton? --- @field selected SkillButton?
--- @field animationNode AnimationNode
--- @field state "show" | "idle" | "hide"
--- @field children SkillButton[] --- @field children SkillButton[]
local skillRow = setmetatable({}, Element) local skillRow = setmetatable({}, Element)
skillRow.__index = skillRow skillRow.__index = skillRow
@ -70,6 +60,7 @@ skillRow.__index = skillRow
function skillRow.new(characterId) function skillRow.new(characterId)
local t = { local t = {
characterId = characterId, characterId = characterId,
state = "show",
children = {} children = {}
} }
@ -80,6 +71,7 @@ function skillRow.new(characterId)
for i, spell in ipairs(behavior.spellbook) do for i, spell in ipairs(behavior.spellbook) do
local skb = skillButton:new { icon = spell.tag } local skb = skillButton:new { icon = spell.tag }
skb.onClick = function() skb.onClick = function()
if t.state ~= "idle" then return end
skb.selected = not skb.selected skb.selected = not skb.selected
if t.selected then t.selected.selected = false end if t.selected then t.selected.selected = false end
t.selected = skb t.selected = skb
@ -96,79 +88,75 @@ function skillRow.new(characterId)
end end
end) end)
for i = #t.children + 1, 7, 1 do
t.children[i] = skillButton:new {}
end
return t return t
end 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) 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 screenW, screenH = love.graphics.getDimensions()
local padding, margin = 8, 4 local padding = 8
local count = #self.children -- слоты под скиллы local count = #self.children
self.bounds = Rect { self.bounds = Rect {
width = iconSize * count + (count + 1) * margin, width = count * icons.tileSize + (count - 1) * padding,
height = iconSize + 2 * margin, 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.transform = love.math.newTransform():translate(screenW / 2,
self.bounds.x = screenW / 2 - self.bounds.width / 2 screenH - 16):scale(scale, scale):translate(-self.bounds.width / 2, -iconSize)
for i, skb in ipairs(self.children) do 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 skb.bounds = Rect { height = iconSize, width = iconSize }
y = self.bounds.y + margin, 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) skb:update(dt)
end end
end end
local c = love.graphics.newCanvas(1280, 720) --- @TODO: выставлять канвасу правильный размер в зависимости от окна
function skillRow:draw() function skillRow:draw()
local oldCanvas = love.graphics.getCanvas() local alpha = 1
love.graphics.setCanvas({ c, stencil = true }) if self.state == "show" then
love.graphics.clear() alpha = self.animationNode:getValue()
love.graphics.setColor(1, 1, 1) elseif self.state == "hide" then
alpha = 1 - self.animationNode:getValue()
-- сначала иконки скиллов end
love.graphics.setColor(1, 1, 1, alpha)
for _, skb in ipairs(self.children) do for _, skb in ipairs(self.children) do
skb:draw() skb:draw()
end 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 end
return skillRow.new return skillRow.new

View File

@ -18,7 +18,7 @@ function rect.new(table)
end end
function rect:hasPoint(x, y) 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 end
return rect.new return rect.new

View File

@ -18,7 +18,7 @@ function love.load()
end end
Tree.level.turnOrder:endRound() Tree.level.turnOrder:endRound()
print("Now playing:", Tree.level.turnOrder.current) 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 end
local lt = "0" local lt = "0"