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3 Commits
a8c188b24e
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14225002e2
| Author | SHA1 | Date | |
|---|---|---|---|
| 14225002e2 | |||
| 21dbf99435 | |||
| 72eb93baf7 |
@ -1,5 +1,6 @@
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--- @class Selector
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--- @field id Id | nil
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--- @field lastId Id | nil
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--- @field locked boolean
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local selector = {}
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selector.__index = selector
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@ -15,6 +16,7 @@ function selector:select(characterId)
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end
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function selector:update(dt)
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self.lastId = self.id
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if self.locked or not Tree.controls:isJustPressed("select") then return end
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local mousePosition = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
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@ -53,6 +55,16 @@ function selector:unlock()
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self.locked = false
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end
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--- If a character was selected during this tick, returns its Id
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function selector:selected()
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if self.id and self.id ~= self.lastId then return self.id end
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end
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--- If a character was **de**selected during this tick, returns its Id
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function selector:deselected()
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if not self.id and self.lastId then return self.lastId end
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end
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return {
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new = new
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}
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189
lib/simple_ui/level_layout.lua
Normal file
189
lib/simple_ui/level_layout.lua
Normal file
@ -0,0 +1,189 @@
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local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons)
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local AnimationNode = require "lib.animation_node"
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--- @class UIElement
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local uiElement = {
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x = 0,
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y = 0,
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width = 0,
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height = 0,
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transform = love.math.newTransform()
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}
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uiElement.__index = uiElement
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function uiElement:update(dt) end
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function uiElement:draw() end
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function uiElement:show(animationNode) end
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function uiElement:hide(animationNode) end
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function uiElement:hitTest(screenX, screenY)
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local lx, ly = self.transform:inverseTransformPoint(screenX, screenY)
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local belongs = function(value, lower, upper)
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return value >= lower and value < upper
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end
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return belongs(lx, self.x, self.x + self.width) and belongs(ly, self.y, self.y + self.height)
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end
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--- @class _SkillButton : UIElement
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--- @field showNode AnimationNode?
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--- @field showT number
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--- @field hovered boolean
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--- @field selected boolean
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--- @field onClick function?
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--- @field icon string
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local skillButton = setmetatable({}, uiElement)
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skillButton.__index = skillButton
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function skillButton.new(icon)
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return setmetatable({
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icon = icon
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}, skillButton)
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end
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local function easeIn(x)
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return x * x * x
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end
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function skillButton:update(dt)
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local mx, my = love.mouse.getPosition()
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if self:hitTest(mx, my) then
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self.hovered = true
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if Tree.controls:isJustPressed("select") then
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if self.onClick then self.onClick() end
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Tree.controls:consume("select")
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end
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else
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self.hovered = false
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end
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if self.showT < 300 then
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self.showT = self.showT + dt * 1000
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self.y = 10 * easeIn(-1 + self.showT / 300)
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return
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end
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if self.showNode then
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self.showNode:finish()
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self.showNode = nil
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end
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end
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--- @param animationNode AnimationNode
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function skillButton:show(animationNode)
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if self.showNode then
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self.showNode:finish()
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end
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self.showT = 0
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self.showNode = animationNode
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end
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function skillButton:draw()
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love.graphics.push()
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love.graphics.applyTransform(self.transform)
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local alpha = self.showT / 300
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if self.selected then
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love.graphics.setColor(0.3, 1, 0.3, alpha)
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elseif self.hovered then
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love.graphics.setColor(0.7, 1, 0.7, alpha)
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else
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love.graphics.setColor(1, 1, 1, alpha)
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end
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love.graphics.translate(0, self.y)
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love.graphics.draw(icons.atlas, icons:pickQuad(self.icon))
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love.graphics.setColor(1, 1, 1)
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love.graphics.pop()
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end
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--- @class _SkillRow : UIElement
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--- @field characterId Id
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--- @field children _SkillButton[]
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local skillRow = setmetatable({}, uiElement)
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skillRow.__index = skillRow
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--- @param characterId Id
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function skillRow.new(characterId)
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local t = {
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characterId = characterId,
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children = {}
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}
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local char = Tree.level.characters[characterId]
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char:try(Tree.behaviors.spellcaster, function(behavior)
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for i, spell in ipairs(behavior.spellbook) do
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local skb = skillButton.new(spell.tag)
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skb.onClick = function()
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skb.selected = not skb.selected
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if not behavior.cast then
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behavior.cast = behavior.spellbook[i]
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behavior.state = "casting"
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else
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behavior.state = "idle"
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behavior.cast = nil
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end
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end
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t.children[i] = skb
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end
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end)
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return setmetatable(t, skillRow)
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end
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function skillRow:show()
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for _, skb in ipairs(self.children) do
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AnimationNode {
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function(animationNode)
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skb:show(animationNode)
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end,
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}:run()
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end
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end
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function skillRow:update(dt)
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local iconSize = icons.tileSize
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local scale = (64 / iconSize)
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local screenW, screenH = love.graphics.getDimensions()
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local padding = 8
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local count = #self.children
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self.width, self.height, self.x, self.y = count * icons.tileSize + (count - 1) * padding, iconSize, 0,
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0 -- в локальных координатах
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self.transform = love.math.newTransform():translate(screenW / 2,
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screenH - 16):scale(scale, scale):translate(-self.width / 2, -iconSize)
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for i, skb in ipairs(self.children) do
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skb.width, skb.height = iconSize, iconSize
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skb.transform = self.transform:clone():translate(self.x + (i - 1) * iconSize +
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(i - 1) *
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padding, -- левый край ряда + размер предыдущих иконок + размер предыдущих отступов
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0 -- высота не меняется
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)
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skb:update(dt)
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end
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end
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function skillRow:draw()
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for _, skb in ipairs(self.children) do
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skb:draw()
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end
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end
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local layout = {}
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function layout:update(dt)
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local cid = Tree.level.selector:selected()
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if cid then
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self.skillRow = skillRow.new(cid)
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self.skillRow:show()
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end
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if Tree.level.selector:deselected() then self.skillRow = nil end
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if self.skillRow then self.skillRow:update(dt) end
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end
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function layout:draw()
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if self.skillRow then self.skillRow:draw() end
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end
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return layout
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@ -10,11 +10,13 @@
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local AnimationNode = require "lib.animation_node"
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--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
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--- @field tag string
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--- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
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--- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
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--- @field cast fun(self: Spell, caster: Character, target: Vec3): boolean Вызывается в момент каста, изменяет мир. Возвращает bool в зависимости от того, получилось ли скастовать
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local spell = {}
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spell.__index = spell
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spell.tag = "base"
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function spell:update(caster, dt) end
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@ -26,6 +28,7 @@ local walk = setmetatable({
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--- @type Deque
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path = nil
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}, spell)
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walk.tag = "dev_move"
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function walk:cast(caster, target)
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if not caster:try(Tree.behaviors.stats, function(stats)
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@ -73,6 +76,7 @@ function walk:draw()
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end
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local regenerateMana = setmetatable({}, spell)
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regenerateMana.tag = "dev_mana"
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function regenerateMana:cast(caster, target)
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caster:try(Tree.behaviors.stats, function(stats)
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@ -92,6 +96,7 @@ function regenerateMana:cast(caster, target)
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end
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local attack = setmetatable({}, spell)
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attack.tag = "dev_attack"
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function attack:cast(caster, target)
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if caster:try(Tree.behaviors.map, function(map)
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@ -102,7 +107,7 @@ function attack:cast(caster, target)
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return false
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end
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caster:try(Tree.behaviors.stats, function (stats)
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caster:try(Tree.behaviors.stats, function(stats)
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stats.mana = stats.mana - 2
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end)
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11
main.lua
11
main.lua
@ -3,7 +3,7 @@
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local character = require "lib/character/character"
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require "lib/tree"
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local layout = require "lib.ui.layout"
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local testLayout = require "lib.simple_ui.level_layout"
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function love.conf(t)
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t.console = true
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@ -19,8 +19,9 @@ local lt = "0"
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function love.update(dt)
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local t1 = love.timer.getTime()
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Tree.controls:poll()
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Widgets = layout:build()
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Widgets:update(dt) -- логика UI-слоя должна отработать раньше всех, потому что нужно перехватить жесты и не пустить их дальше
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testLayout:update(dt)
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--Widgets = layout:build()
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--Widgets:update(dt) -- логика UI-слоя должна отработать раньше всех, потому что нужно перехватить жесты и не пустить их дальше
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Tree.panning:update(dt)
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Tree.level:update(dt)
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Tree.controls:cache()
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@ -54,8 +55,8 @@ function love.draw()
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Tree.level:draw()
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Tree.level.camera:detach()
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Widgets:draw()
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testLayout:draw()
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--Widgets:draw()
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love.graphics.setColor(1, 1, 1)
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local stats = "fps: " .. love.timer.getFPS() .. " lt: " .. lt .. " dt: " .. dt
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