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68 Commits

Author SHA1 Message Date
781a09a947 Merge branch 'feature/effects' 2026-05-06 10:19:23 +03:00
9e7a787d83 Merge branch 'main' of https://gitea.peaashmeter.dev/ArcMutex/heroes-of-nerevelon 2026-05-03 20:29:38 +03:00
d41f9fb542 remove pQueue by y-axis from CharacterGrid as sorting is done now during
the draw
2026-05-03 20:29:31 +03:00
80ae1e0a68 add hints in .luarc.json 2026-05-03 20:28:12 +03:00
1602d3b5ac revert EffectTag to string 2026-05-02 15:33:13 +03:00
1f97bffe2e fix typos in effect 2026-05-02 02:34:18 +03:00
8b24793e82 effect:onBirth refactor 2026-05-02 02:31:39 +03:00
c7a41676c2 refactor __eq in effect 2026-05-02 02:03:51 +03:00
aac6e5e8f4 refactor effectdata 2026-05-02 02:00:33 +03:00
3d125f5cbc fix typo 2026-05-01 14:55:54 +03:00
1397e48e84 add new effect rule onBirth 2026-05-01 02:33:51 +03:00
b75dca12cb smol refactor effects:addEffect 2026-05-01 02:18:12 +03:00
4f7dc9ab14 change sum func name 2026-05-01 01:59:42 +03:00
efe98e8210 fix effects birth 2026-05-01 01:21:53 +03:00
5bc51c976e fix sums & rewrite everything on tags! 2026-04-30 23:43:31 +03:00
652098fea1 delete unnecessary functions in effect 2026-04-30 22:48:54 +03:00
46a71ceb0b fix semantic on empty task creation (only one half) 2026-04-30 22:45:38 +03:00
90f3a82ce5 alias on sum function in effectbook 2026-04-30 22:41:37 +03:00
b4b9eea27e sum refactor i hope in better way 2026-04-29 16:42:58 +03:00
ec18710047 additional comments in effect.lua 2026-04-28 22:03:49 +03:00
5c464bc9ee some effectbook refactor 2026-04-28 21:43:57 +03:00
53c83bf1a1 added effect sum functional (its tough (in bad way)) 2026-04-28 21:32:33 +03:00
d8a89ec24b deleteEffect() function 2026-04-28 00:42:01 +03:00
d587c93222 fix effect returns in constructor (or something like that) 2026-04-28 00:29:44 +03:00
4cdd9f17ba some refactor & comments to effect functions 2026-04-25 18:57:00 +03:00
1514ad12ca make php semantic real
add new property to aversion to death effect

fix beforeTurn function call in turnOrder
2026-04-25 18:12:35 +03:00
52027c8693 now we have our class again 2026-04-25 12:55:21 +03:00
3ef6cfcfaf deleted one more print in stats 2026-04-25 12:40:55 +03:00
7242ad44ed new effect aversion to death 2026-04-25 12:40:26 +03:00
46a52c31df meeeeooooow 2026-04-25 00:55:16 +03:00
8bd9ae275b since the last commit everyone was in limbo by default, so i fixed that 2026-04-25 00:53:27 +03:00
51075bafbb fix dev_attack sound timing 2026-04-25 00:53:00 +03:00
3015971692 Create progressive_plains.ogg 2026-04-25 00:52:59 +03:00
9b5488ce0c move assets to lfs 2026-04-25 00:52:59 +03:00
a5e5ade8d7 conifgure git LFS 2026-04-25 00:52:59 +03:00
24131f277c add luals annotaions 2026-04-25 00:52:59 +03:00
0934028955 feat: implement sprite_light uber-shader with dynamic lighting and animated outline 2026-04-25 00:52:59 +03:00
9d11941fe9 improve characters dynamic lighting 2026-04-25 00:52:59 +03:00
8e58b8a532 move character lighting to shader 2026-04-25 00:52:59 +03:00
83e743e1cd feat: implement RenderQueue, SpriteBatch for tiles and Low-Res rendering for lights/shadows 2026-04-25 00:52:59 +03:00
b89719abed hotfix: revert some shit caused by merge
make the boar work with new AI features
2026-04-25 00:52:57 +03:00
3d6124d2ed slightly tweak the types in AIBehavior 2026-04-25 00:52:41 +03:00
09fb7e80ae i dont need epsilon now 2026-04-25 00:52:41 +03:00
885fabe24e he's (ai) doing some stuff and i think its cool 2026-04-25 00:52:41 +03:00
4629cde5d4 i hate negative numbers 2026-04-25 00:52:41 +03:00
b77c07eef0 new circleVectors (midpoint circle algorithm) and pathToClosestCharacter
function
2026-04-25 00:52:41 +03:00
7526e3064f circleVectors function and some ai progress 2026-04-25 00:52:38 +03:00
4b14d7252e some casual self typing 2026-04-25 00:52:19 +03:00
2b4dc56c88 ai maketurn, but in table 2026-04-25 00:52:18 +03:00
947ac12c35 added class stat 2026-04-25 00:51:35 +03:00
eecf24c471 meeeeooooow
added afterCast and beforeCast effect implementation
2026-04-24 13:22:10 +03:00
a9f8816c8e now we sums stacks in effects 2026-04-24 11:19:00 +03:00
be386be601 added effect intensity 2026-04-24 11:13:47 +03:00
8cbaf643ab refactor deepComparison 2026-04-23 22:11:15 +03:00
77f5a2abdc spelling fix: comp.. compar... КОМПАРАТОР 2026-04-23 21:58:48 +03:00
f59f32bd70 well i have no clue about what theres happening, but its works!! 2026-04-23 21:53:18 +03:00
94cd2e7ee9 cringe deepComprasion function because effects are hard 2026-04-23 21:34:28 +03:00
7c5314b7c8 make another functions & add some cool light on spawn effect 2026-04-22 13:33:13 +03:00
d2599f8764 make animation work 2026-04-22 00:47:12 +03:00
351fdda60c I MAKE THIS SHIT TO WORK (pochti) 2026-04-21 23:35:48 +03:00
e3d9cafdd3 effects too hard i dont understand 2026-04-20 19:57:54 +03:00
8292a20ae0 since the last commit everyone was in limbo by default, so i fixed that 2026-04-20 19:49:12 +03:00
c54e489b58 cool new function dealDamage
now we should replace all self.hp - damage with this function

damn...
2026-04-20 19:46:38 +03:00
a4b29af579 before after semantic (php my beloved gif) 2026-04-19 02:30:34 +03:00
f3d74440ce some silly additions to silly functions 2026-04-19 00:28:57 +03:00
9b10557435 some silly effect functions 2026-04-18 09:37:09 +03:00
aa4c5185d3 я наверно немного перемудрил с писаниной, оставлю только ссылку пожалуй 2026-04-17 20:41:52 +03:00
8cb6e62845 эффекты и недописанная литературная шизофрения 2026-04-17 09:32:01 +03:00
36 changed files with 1254 additions and 590 deletions

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assets/audio/sounds/meow.ogg (Stored with Git LFS) Normal file

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@ -9,5 +9,6 @@ Tree.behaviors.positioned = require "character.behaviors.positioned"
Tree.behaviors.tiled = require "character.behaviors.tiled" Tree.behaviors.tiled = require "character.behaviors.tiled"
Tree.behaviors.cursor = require "character.behaviors.cursor" Tree.behaviors.cursor = require "character.behaviors.cursor"
Tree.behaviors.ai = require "lib.character.behaviors.ai" Tree.behaviors.ai = require "lib.character.behaviors.ai"
Tree.behaviors.effects = require "lib.character.behaviors.effects"
--- @alias voidCallback fun(): nil --- @alias voidCallback fun(): nil

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@ -0,0 +1,187 @@
local task = require "lib.utils.task"
local efb = require "lib.effectbook"
local book = efb.book
--- ===========ЛОГИКА ЭФФЕКТОВ И ЧТО С ЭТИМ ЕДЯТ===========
--- читать здесь: https://docs.google.com/document/d/1Hxa5dOLaeRpLQOs5H-oIDDuLLhKbDw40lR9d62Zb4Tg/edit?usp=sharing
--- и здесь: https://docs.google.com/document/d/1jvhuM3mxqYSQTEM8m-WL-uUSie9QRsZOCCUEiw9ZqzM/edit?tab=t.0
--- behavior thats holds all effects that we applied
--- @class EffectsBehavior : Behavior
--- @field effectsPriority EffectTag[] хранит эффекты в порядке их применения
--- @field effectsProperties table<EffectTag, { stacks: integer, intensity: integer }> хранит характеристики эффектов
local behavior = {}
behavior.__index = behavior
behavior.id = "effects"
--- @return EffectsBehavior
function behavior.new()
return setmetatable({
effectsPriority = {},
effectsProperties = {},
}, behavior)
end
--- проверяет, можно ли наложить эффект и при наложении его применяет
--- @param effect EffectTag
--- @param stacks integer
--- @param intensity integer
function behavior:addEffect(effect, stacks, intensity)
local task1, birthStatement = book[effect]:beforeBirth(self.owner, intensity)
if task1 then
task1(function() end)
end
if not birthStatement then return end
-- проверка на сумму, и её применение
for i, ef in ipairs(self.effectsPriority) do
if efb.sums[effect] then
if efb.sums[effect][ef] then
if not efb.sums[effect][ef](self.owner, effect, ef) then return end
end
elseif efb.sums[ef] then
if efb.sums[ef][effect] then
if not efb.sums[ef][effect](self.owner, ef, effect) then return end
end
end
end
book[effect]:onBirth(self.owner, stacks, intensity)
local task3 = book[effect]:afterBirth(self.owner, intensity)
if task3 then
task3(function()
print("[Effects]: мы применили эффект!!")
end)
end
end
--- Удаляет один эффект по порядку
--- @param effect EffectTag
function behavior:deleteEffect(effect)
self.effectsProperties[effect] = nil
for i, ef in ipairs(self.effectsPriority) do
if ef == effect then
table.remove(self.effectsPriority, i)
return
end
end
end
--- О ДААА ЭТА ФУНКЦИЯ МЕНЯЕТ СОСТОЯНИЕ О ДАААААА О ДАААААААААА
--- @param effect EffectTag
--- @param amount integer
function behavior:deleteStacks(effect, amount)
print("[Effects]: удаляем стаки!!")
self.effectsProperties[effect].stacks = self.effectsProperties[effect].stacks -
amount -- !!!!!!!!!!!!!!!! <<<<< 21+ only
if self.effectsProperties[effect].stacks <= 0 then
print("[Effects]:", effect, "ДОЛЖЕН БЫТЬ СТЁРТ")
self:deleteEffect(effect)
print("[Effects]:", effect, "СТЁРТ")
end
end
--- должна вызываться перед смертью персонажа;
---
--- возвращает, убивать ли персонажа
--- @return boolean
function behavior:beforeDeath()
for i, ef in ipairs(self.effectsPriority) do
local task1, deathStatement = book[ef]:beforeDeath(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
if deathStatement == false then return false end
end
return true
end
--- должна вызываться после смерти персонажа (может ли такая ситуация возникнуть вообще?)
function behavior:afterDeath()
for i, ef in ipairs(self.effectsPriority) do
local task1 = book[ef]:afterDeath(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
end
end
--- должен вызываться в начале хода
---
--- возвращает, может ли персонаж сделать ход?
--- @return boolean
function behavior:beforeTurn()
for i, ef in ipairs(self.effectsPriority) do
local task1, turnStatement = book[ef]:beforeTurn(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
if turnStatement == false then return false end
end
return true
end
--- должен вызываться в конце хода
function behavior:afterTurn()
for i, ef in ipairs(self.effectsPriority) do
local task1 = book[ef]:afterTurn(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
end
end
--- должен вызываться перед кастом спелла
---
--- возвращает, может ли персонаж скастовать спелл?
--- @return boolean
function behavior:beforeCast()
for i, ef in ipairs(self.effectsPriority) do
local task1, castStatement = book[ef]:beforeCast(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
if castStatement == false then return false end
end
return true
end
--- должен вызываться после каста спелла
function behavior:afterCast()
for i, ef in ipairs(self.effectsPriority) do
local task1 = book[ef]:afterCast(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
end
end
--- должен вызываться перед получением урона
---
--- возвращает получаемый урон
--- @return integer
function behavior:beforeDamage(damage)
local totalDamage = damage
for i, ef in ipairs(self.effectsPriority) do
local task1
task1, totalDamage = book[ef]:beforeDamage(self.owner, self.effectsProperties[ef].intensity,
totalDamage or damage)
if task1 then
task1(function() end)
end
end
return totalDamage or damage
end
--- должен вызываться после получения урона
function behavior:afterDamage()
for i, ef in ipairs(self.effectsPriority) do
local task1 = book[ef]:afterDamage(self.owner, self.effectsProperties[ef].intensity)
if task1 then
task1(function() end)
end
end
end
return behavior

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@ -20,6 +20,9 @@ function behavior.new(spellbook)
end end
function behavior:endCast() function behavior:endCast()
self.owner:try(Tree.behaviors.effects, function(effects)
effects:afterCast()
end)
self.state = "idle" self.state = "idle"
self.cast = nil self.cast = nil
Tree.level.turnOrder:reorder() Tree.level.turnOrder:reorder()

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@ -6,10 +6,27 @@
--- @field initiative integer --- @field initiative integer
--- @field class Class --- @field class Class
--- @field isInTurnOrder boolean --- @field isInTurnOrder boolean
--- @field amIAlive boolean
local behavior = {} local behavior = {}
behavior.__index = behavior behavior.__index = behavior
behavior.id = "stats" behavior.id = "stats"
--- план прост, если что-то не так, то мы просто убиваем бехавиор (по крайней мере так должно было быть, но пиаш мне запретил :sob:)
function behavior:checkStats()
-- if self.hp <= 0 then behavior:die() end
if self.hp <= 0 then
self.amIAlive = false
end
end
--- @param damage integer
function behavior:dealDamage(damage)
local effects = self.owner:has(Tree.behaviors.effects)
if effects then damage = effects:beforeDamage(damage) end
self.hp = self.hp - damage
self:checkStats()
end
--- @param hp? integer --- @param hp? integer
--- @param mana? integer --- @param mana? integer
--- @param initiative? integer --- @param initiative? integer
@ -22,6 +39,7 @@ function behavior.new(hp, mana, initiative, class, isInTurnOrder)
initiative = initiative or 10, initiative = initiative or 10,
class = class or "dev_warrior", class = class or "dev_warrior",
isInTurnOrder = isInTurnOrder or true, isInTurnOrder = isInTurnOrder or true,
amIAlive = true
}, behavior) }, behavior)
end end

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lib/effectbook.lua Normal file
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@ -0,0 +1,123 @@
local task = require "lib.utils.task"
local effect = require "lib.spell.effect"
local easing = require "lib.utils.easing"
--- некое уникальное строковое значение
--- @alias EffectTag string
--- Кровотечение.
---
--- Наносит `intensity` урона перед началом каждого хода.
local bleeding = effect.new({
tag = "bleeding"
})
function bleeding:afterBirth(owner, intensity)
local light = require "lib/character/character".spawn("Bleeding Light Effect")
light:addBehavior {
Tree.behaviors.light.new { color = Vec3 { 1, 0., 0. }, intensity = 4 },
Tree.behaviors.positioned.new(owner:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
}
return task.wait({ task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
{ intensity = 1, color = Vec3 { 0, 0., 0. } }, 800, easing.easeInCubic), function()
light:die()
return task.fromValue()
end) })
end
function bleeding:beforeTurn(owner, intensity)
local stats = owner:has(Tree.behaviors.stats)
local sprite = owner:has(Tree.behaviors.sprite)
if not stats or not sprite then return end
stats:dealDamage(intensity)
return task.wait({ sprite:animate("hurt") }), true
end
function bleeding:afterTurn(owner, intensity)
local behavior = owner:has(Tree.behaviors.effects)
if not behavior then
print('[EffectBook]: yo man what the hell wheres your behavior how thats possible please stop thats not normal')
else
behavior:deleteStacks("bleeding", 1)
end
return task.wait {}
end
--- meow
function bleeding:afterCast(owner, intensity)
Tree.audio:play(Tree.assets.files.audio.sounds.meow)
return task.wait {}
end
function bleeding:beforeCast(owner, intensity)
Tree.audio:play(Tree.assets.files.audio.sounds.meow)
return task.wait {}, true
end
--- Отвращение к смерти.
---
--- Спасает от смертельного урона, оставляя одно очко здоровья. Персонаж не может ходить до тех пор, пока эффект не сработает.
local aversionToDeath = effect.new {
tag = "aversionToDeath"
}
function aversionToDeath:beforeDamage(owner, intensity, damage)
local stats = owner:has(Tree.behaviors.stats)
local effects = owner:has(Tree.behaviors.effects)
if not stats or not effects then return end
if stats.hp <= damage then
effects:deleteStacks("aversionToDeath", 1)
-- тут должен быть какой-нибудь классный спецэффект, но я не умею в шейдеры
return task.wait({}), stats.hp - 1
end
return task.wait {}, damage
end
function aversionToDeath:beforeTurn(owner, intensity)
local sprite = owner:has(Tree.behaviors.sprite)
if not sprite then
return task.wait {}, false
end
return task.wait {
sprite:animate("hurt")
}, false
end
----------------- Effectbook & Sum -----------------
--- @alias EffectSumFunc fun(owner: Character, effect1: EffectTag, effect2: EffectTag): boolean
--- Принимает таблицу, в ключах которых тэги эффектов, которые мы хотим просуммировать, и в значениях которых функция,
--- возвращающая булево значение: применять ли эффект после суммирования.
--- @type table<EffectTag, table<EffectTag, EffectSumFunc>>
local sums = {}
--- Сумма кровотечения и отвращения к смерти, (в целях разработки) удаляет оба эффекта, не позволяя дальше применять эффект
sums.bleeding = {
aversionToDeath = function(owner, effect1, effect2)
print("[EffectBook]: применяем сумму, удаляем оба эффекта")
local behaviorEffect = owner:has(Tree.behaviors.effects)
if not behaviorEffect then
print(
"[EffectBook]: yo man what the hell wheres your behavior how thats possible please stop thats not normal")
return true
end
behaviorEffect:deleteEffect(effect1)
behaviorEffect:deleteEffect(effect2)
return false
end
}
--- @class EffectBook
--- @field sums table<EffectTag, table<EffectTag, EffectSumFunc>>
--- @field book table<EffectTag, Effect>
local effectbook = {
sums = sums,
book = {
bleeding = bleeding,
aversionToDeath = aversionToDeath
}
}
return effectbook

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@ -1,8 +1,6 @@
local utils = require "lib.utils.utils" local utils = require "lib.utils.utils"
local pQueue = require "lib.utils.priority_queue"
--- @class CharacterGrid : Grid --- @class CharacterGrid : Grid
--- @field __grid {string: Id|nil} --- @field __grid {string: Id|nil}
--- @field yOrderQueue PriorityQueue<Character> очередь отрисовки сверху вниз
local grid = setmetatable({}, require "lib.level.grid.base") local grid = setmetatable({}, require "lib.level.grid.base")
grid.__index = grid grid.__index = grid
@ -29,22 +27,13 @@ function grid:add(id)
end end
end end
--- @param a Character
--- @param b Character
local function drawCmp(a, b)
--- @TODO: это захардкожено, надо разделить поведения
return a:has(Tree.behaviors.positioned).position.y < b:has(Tree.behaviors.positioned).position.y
end
--- fills the grid with the actual data --- fills the grid with the actual data
--- ---
--- should be called as early as possible during every tick --- should be called as early as possible during every tick
function grid:reload() function grid:reload()
self:reset() self:reset()
self.yOrderQueue = pQueue.new(drawCmp)
utils.each(Tree.level.characters, function(c) utils.each(Tree.level.characters, function(c)
self:add(c.id) self:add(c.id)
self.yOrderQueue:insert(c)
end) end)
end end

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@ -43,6 +43,15 @@ function turnOrder:next()
char:try(Tree.behaviors.positioned, function(positioned) char:try(Tree.behaviors.positioned, function(positioned)
Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)( Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)(
function() function()
-- проверяем, позволяют ли эффекты нам сходить
if char:try(Tree.behaviors.effects, function(effects)
-- print("[TurnOrder]: ну мы пытаемся применить эффект к", char.id)
return effects:beforeTurn()
end) == false then
self:next()
return
end
if char:has(Tree.behaviors.ai) then if char:has(Tree.behaviors.ai) then
char:has(Tree.behaviors.ai):makeTurn()( char:has(Tree.behaviors.ai):makeTurn()(
function() function()
@ -69,6 +78,9 @@ function turnOrder:endRound()
char:try(Tree.behaviors.spellcaster, function(spellcaster) char:try(Tree.behaviors.spellcaster, function(spellcaster)
spellcaster:processCooldowns() spellcaster:processCooldowns()
end) end)
char:try(Tree.behaviors.effects, function(effects)
effects:afterTurn()
end)
end end
self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue

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@ -1,77 +0,0 @@
--- Объект, который отвечает за работу с элементами интерфейса одного экрана
--- @class UIBuilder
--- @field private _cache UIElement[]
--- @field elementTree UIElement
local builder = {}
builder.__index = builder
--- @return UIBuilder
local function new(from)
from._cache = {}
setmetatable(from, builder)
return from
end
--- @param element? UIElement
--- @private
function builder:_get(element)
if not element then return nil end
local key = builder:_makeKey(element)
if not key then return element end
local cached = self._cache[key]
if cached then return cached end
self._cache[key] = element
return element
end
--- @param element UIElement
--- @private
function builder:_makeKey(element)
if not element.key then return nil end
if type(element.key) == "string" then return element.key end
element.key = element.type .. "<" .. tostring(element.key) .. ">"
return element.key
end
--- @private
function builder:build_step(cur)
if not cur then return end
if cur.build then
cur.child = self:_get(cur:build())
cur.child.parent = cur
self:build_step(cur.child)
elseif cur.children then
for _, child in ipairs(cur.children) do
self:build_step(self:_get(child))
end
else
cur.child = self:_get(cur.child)
self:build_step(cur.child)
end
end
--- Этот метод раскрывает всех отложенных (через build) детей в дереве и хитро их кэширует, чтобы не перестраивались постоянно
---
--- Благодаря этому можно каждый раз создавать новые элементы в верстке, а получать старые :)
function builder:build()
local root = self:_get(self.elementTree)
self:build_step(root)
end
function builder:layout()
self.elementTree:layout()
end
function builder:update(dt)
self.elementTree:update(dt)
end
function builder:draw()
self.elementTree:draw()
end
return new

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@ -1,21 +0,0 @@
--- @class Constraints
--- @field minWidth number
--- @field maxWidth number
--- @field minHeight number
--- @field maxHeight number
local constraints = {
minWidth = 0,
maxWidth = math.huge,
minHeight = 0,
maxHeight = math.huge
}
constraints.__index = constraints
--- @param from {minWidth: number?, maxWidth: number?, minHeight: number?, maxHeight: number?}
--- @return Constraints
local function new(from)
return setmetatable(from, constraints)
end
return new

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local Constraints = require "lib.simple_ui.core.constraints"
local Vec3 = require "lib.utils.vec3"
--- @class UIElement
--- @field type string
--- @field key? any Must be convertible to string
--- @field parent? UIElement
--- @field constraints Constraints
--- @field offset Vec3 Положение левого верхнего угла элемента в экранных координатах {x, y}. Устанавливается родительским элементом.
--- @field size Vec3 Размеры элемента в экранных координатах {x, y}
--- @field build? fun(self): UIElement?
local element = {}
element.__index = element
element.type = "Element"
element.constraints = Constraints {}
element.offset = Vec3 {}
element.size = Vec3 {}
--- "Constraints go down. Sizes go up. Parent sets position."
---
--- Karl Marx, probably.
function element:layout() end
function element:update(dt) end
function element:draw() end
--- @param values {[string]: any}
--- @return UIElement
function element:new(values)
return setmetatable(values, self)
end
--- Рекурсивно обходит дерево элементов вверх, начиная с первого родителя.
---
--- К каждому посещенному элементу применяет функцию visitor.
---
--- Обход заканчивается, если visitor возвращает false, или если родители кончились.
--- @param visitor fun(element: UIElement): boolean
function element:traverseUp(visitor)
if not self.parent then return end
if not visitor(self.parent) then return end
return self.parent:traverseUp(visitor)
end
return element

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local Element = require "lib.simple_ui.core.element"
--- @class MultiChildElement : UIElement
--- @field children UIElement[]
local element = setmetatable({}, require "lib.simple_ui.core.element")
element.__index = element
element.children = {}
function element:update(dt)
for _, child in ipairs(self.children) do
child:update(dt)
end
end
function element:draw()
for _, child in ipairs(self.children) do
child:draw()
end
--- @TODO: сделать дебажный метод для отрисовки границ
love.graphics.setColor(1, 0, 0)
love.graphics.line(self.offset.x, self.offset.y, self.offset.x + self.size.x, self.offset.y)
love.graphics.line(self.offset.x, self.offset.y, self.offset.x, self.offset.y + self.size.y)
love.graphics.line(self.offset.x + self.size.x, self.offset.y, self.offset.x + self.size.x,
self.offset.y + self.size.y)
love.graphics.line(self.offset.x, self.offset.y + self.size.y, self.offset.x + self.size.x,
self.offset.y + self.size.y)
love.graphics.setColor(1, 1, 1)
end
--- @generic T : MultiChildElement
--- @param values {children: UIElement[]?, [string]: any}
--- @return T
function element:new(values)
for _, child in ipairs(values.children or {}) do
child.parent = values
end
return Element.new(self, values)
end
return element

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local Element = require "lib.simple_ui.core.element"
--- @class SingleChildElement : UIElement
--- @field child? UIElement
local element = setmetatable({}, require "lib.simple_ui.core.element")
element.__index = element
function element:layout()
if not self.child then return end
self.child.constraints = self.constraints
self.child:layout()
self.child.offset = self.offset:copy()
end
function element:update(dt)
if self.child then self.child:update(dt) end
end
function element:draw()
if self.child then self.child:draw() end
end
--- @generic T : SingleChildElement
--- @param self T
--- @param values {child: UIElement?, [string]: any}
--- @return T
function element:new(values)
if values.child then values.child.parent = values end
return Element.new(self, values)
end
return element

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--- @alias Axis "horizontal" | "vertical"
--- @alias MainAxisSize "max" | "min"
--- @alias MainAxisAlignment "start" | "center" | "end"

109
lib/simple_ui/element.lua Normal file
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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
--- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в экранных координатах
--- @field overlayGradientMesh love.Mesh Общий градиент поверх элемента (интерполированный меш)
local uiElement = {}
uiElement.bounds = Rect {}
uiElement.overlayGradientMesh = makeGradientMesh(1, 1, { 0, 0, 0, 0 }, { 0, 0, 0, 0.4 });
uiElement.__index = uiElement
function uiElement:update(dt) end
function uiElement:draw() end
function uiElement:hitTest(screenX, screenY)
return self.bounds:hasPoint(screenX, screenY)
end
--- @generic T : UIElement
--- @param values table
--- @param self T
--- @return T
function uiElement.new(self, values)
values.bounds = values.bounds or Rect {}
values.overlayGradientMesh = values.overlayGradientMesh or uiElement.overlayGradientMesh;
return setmetatable(values, self)
end
--- Рисует границу вокруг элемента (с псевдо-затенением)
--- @param type "outer" | "inner"
--- @param width? number
function uiElement:drawBorder(type, width)
local w = width or 4
love.graphics.setLineWidth(w)
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(0.3, 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,
-- })
love.graphics.line({
self.bounds.x, self.bounds.y + self.bounds.height - w,
self.bounds.x, self.bounds.y + w,
})
love.graphics.line({
self.bounds.x + w, self.bounds.y,
self.bounds.x + self.bounds.width - w, self.bounds.y,
})
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.line({
self.bounds.x + self.bounds.width, self.bounds.y + w,
self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height - w,
})
love.graphics.line({
self.bounds.x + self.bounds.width - w, self.bounds.y + self.bounds.height,
self.bounds.x + w, self.bounds.y + self.bounds.height,
})
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

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local Constraints = require "lib.simple_ui.core.constraints"
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
--- @class Center : SingleChildElement
local element = setmetatable({}, SingleChildElement)
element.__index = element
element.__type = "Center"
function element:layout()
self.size = Vec3 { self.constraints.maxWidth, self.constraints.maxHeight }
if not self.child then return end
self.child.constraints = Constraints(self.constraints)
self.child:layout()
self.child.offset = Vec3 {
self.offset.x + (self.size.x - self.child.size.x) / 2,
self.offset.y + (self.size.y - self.child.size.y) / 2,
}
end
--- @return Center
--- @param values {child: UIElement?}
function element:new(values)
return SingleChildElement.new(self, values)
end
return element

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local Constraints = require "lib.simple_ui.core.constraints"
local MultiChildElement = require "lib.simple_ui.core.multi_child_element"
--- @class Flex : MultiChildElement
--- @field direction Axis
--- @field mainAxisSize MainAxisSize
--- @field mainAxisAlignment MainAxisAlignment
local element = setmetatable({}, require "lib.simple_ui.core.multi_child_element")
element.__index = element
element.type = "Flex"
element.direction = "horizontal"
element.mainAxisSize = "max"
element.mainAxisAlignment = "start"
function element:layout()
local mainAxisSize = 0
local crossAxisSize = 0
if self.direction == "horizontal" then
for _, child in ipairs(self.children) do
child.constraints = Constraints { maxHeight = self.constraints.maxHeight }
child:layout()
if child.size.y > crossAxisSize then crossAxisSize = child.size.y end
mainAxisSize = mainAxisSize + child.size.x
end
local start = 0
if self.mainAxisAlignment == "center" then
start = self.constraints.maxWidth / 2 - mainAxisSize / 2
elseif self.mainAxisAlignment == "end" then
start = self.constraints.maxWidth - mainAxisSize
end
local shift = 0
for _, child in ipairs(self.children) do
child.offset = Vec3 { self.offset.x + start + shift, self.offset.y }
shift = shift + child.size.x
end
if self.mainAxisSize == "max" then
self.size = Vec3 { self.constraints.maxWidth, crossAxisSize }
else
self.size = Vec3 { mainAxisSize, crossAxisSize }
end
else
for _, child in ipairs(self.children) do
child.constraints = Constraints { maxWidth = self.constraints.maxWidth }
child:layout()
if child.size.x > crossAxisSize then crossAxisSize = child.size.x end
mainAxisSize = mainAxisSize + child.size.y
end
local start = 0
if self.mainAxisAlignment == "center" then
start = self.constraints.maxHeight / 2 - mainAxisSize / 2
elseif self.mainAxisAlignment == "end" then
start = self.constraints.maxHeight - mainAxisSize
end
local shift = 0
for _, child in ipairs(self.children) do
child.offset = Vec3 { self.offset.x, self.offset.y + start + shift }
shift = shift + child.size.y
end
if self.mainAxisSize == "max" then
self.size = Vec3 { crossAxisSize, self.constraints.maxHeight }
else
self.size = Vec3 { crossAxisSize, mainAxisSize }
end
end
end
--- @param values {direction: Axis?, mainAxisSize: MainAxisSize?, mainAxisAlignment: MainAxisAlignment?, children: UIElement[]?}
--- @return Flex
function element:new(values)
return MultiChildElement.new(self, values)
end
return element

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local Constraints = require "lib.simple_ui.core.constraints"
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
--- @class Padding : SingleChildElement
--- @field left number
--- @field right number
--- @field top number
--- @field bottom number
local element = setmetatable({}, SingleChildElement)
element.__index = element
element.type = "Padding"
element.left = 0
element.right = 0
element.top = 0
element.bottom = 0
--- "When passing layout constraints to its child, padding shrinks the constraints by the given padding, causing the child to layout at a smaller size.
--- Padding then sizes itself to its child's size, inflated by the padding, effectively creating empty space around the child."
---
--- as in https://api.flutter.dev/flutter/widgets/Padding-class.html
function element:layout()
if not self.child then return end
local c = Constraints(self.constraints)
c.maxWidth = c.maxWidth - self.left - self.right
c.maxHeight = c.maxHeight - self.top - self.bottom
c.maxWidth = c.maxWidth > 0 and c.maxWidth or 0
c.maxHeight = c.maxHeight > 0 and c.maxHeight or 0
self.child.constraints = c
self.child:layout()
self.size = Vec3 { self.child.size.x + self.left + self.right, self.child.size.y + self.top + self.bottom }
self.child.offset = self.offset + Vec3 { self.left, self.top }
end
--- @return Padding
--- @param values {left: number?, top: number?, right: number?, bottom: number?, child: UIElement?}
function element:new(values)
return SingleChildElement.new(self, values)
end
return element

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local Constraints = require "lib.simple_ui.core.constraints"
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
--- @class Placeholder : SingleChildElement
local element = setmetatable({}, SingleChildElement)
element.__index = element
element.type = "Placeholder"
function element:layout()
self.size = Vec3 { self.constraints.maxWidth, self.constraints.maxHeight }
if not self.child then return end
self.child.constraints = Constraints(self.constraints)
self.child:layout()
self.child.offset = self.offset:copy()
end
function element:draw()
love.graphics.rectangle("line", self.offset.x, self.offset.y, self.size.x, self.size.y)
love.graphics.line(self.offset.x, self.offset.y, self.offset.x + self.size.x, self.offset.y + self.size.y)
love.graphics.line(self.offset.x, self.offset.y + self.size.y, self.offset.x + self.size.x, self.offset.y)
end
--- @return Placeholder
--- @param values {child: UIElement?}
function element:new(values)
return SingleChildElement.new(self, values)
end
return element

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local Constraints = require "lib.simple_ui.core.constraints"
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
--- @class ScreenArea : SingleChildElement
local element = setmetatable({}, SingleChildElement)
element.__index = element
element.type = "ScreenArea"
function element:layout()
local screenW, screenH = love.graphics.getWidth(), love.graphics.getHeight()
self.constraints = Constraints {
maxWidth = screenW,
maxHeight = screenH
}
self.size = Vec3 { screenW, screenH }
if not self.child then return end
self.child.constraints = Constraints {
maxWidth = screenW,
maxHeight = screenH,
}
self.child:layout()
self.child.offset = Vec3 {}
end
--- @return ScreenArea
--- @param values {child: UIElement?}
function element:new(values)
return SingleChildElement.new(self, values)
end
return element

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local SingleChildElement = require "lib.simple_ui.core.single_child_element"
--- @class SizedBox : SingleChildElement
local element = setmetatable({}, require "lib.simple_ui.core.single_child_element")
local Constraints = require("lib.simple_ui.core.constraints")
element.type = "SizedBox"
element.__index = element
element.width = 0
element.height = 0
function element:layout()
self.size = Vec3 { self.width, self.height }
if not self.child then return end
self.child.constraints = Constraints {
maxWidth = self.width,
maxHeight = self.height,
}
self.child:layout()
self.child.offset = self.offset:copy()
end
--- @return SizedBox
--- @param values {width: number?, height: number?, child: UIElement?}
function element:new(values)
return SingleChildElement.new(self, values)
end
return element

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local Element = require "lib.simple_ui.element"
--- @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
local font = Tree.fonts:getDefaultTheme():getVariant("small")
local t = love.graphics.newText(font, tostring(self.value) .. "/" .. tostring(self.maxValue))
love.graphics.draw(t, math.floor(self.bounds.x + self.bounds.width / 2 - t:getWidth() / 2),
math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))
end
self:drawBorder("inner")
self:drawGradientOverlay()
end
return function(values) return barElement:new(values) end

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local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect"
local Color = require "lib.simple_ui.color"
local Bar = require "lib.simple_ui.level.bar"
--- @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 =
Bar {
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 =
Bar {
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 = 16
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 - margin,
x = self.bounds.x + margin,
y = self.bounds.y + margin
}
self.manaBar.bounds = Rect {
width = -2 * margin + self.bounds.width / 2,
height = height - margin,
x = self.bounds.x + margin + self.bounds.width / 2,
y = self.bounds.y + margin
}
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
return bottomBars.new

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local task = require "lib.utils.task"
local easing = require "lib.utils.easing"
local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect"
local SkillRow = require "lib.simple_ui.level.skill_row"
local Bars = require "lib.simple_ui.level.bottom_bars"
local EndTurnButton = require "lib.simple_ui.level.end_turn"
--- @class CharacterPanel : UIElement
--- @field animationTask Task
--- @field alpha number
--- @field state "show" | "idle" | "hide"
--- @field skillRow SkillRow
--- @field bars BottomBars
--- @field endTurnButton EndTurnButton
local characterPanel = setmetatable({}, Element)
characterPanel.__index = characterPanel
function characterPanel.new(characterId)
local t = {}
t.state = "show"
t.skillRow = SkillRow(characterId)
t.bars = Bars(characterId)
t.endTurnButton = EndTurnButton {}
t.alpha = 0 -- starts hidden/animating
return setmetatable(t, characterPanel)
end
function characterPanel:show()
self.state = "show"
self.animationTask = task.tween(self, { alpha = 1 }, 300, easing.easeOutCubic)
self.animationTask(function() self.state = "idle" end)
end
function characterPanel:hide()
self.state = "hide"
self.animationTask = task.tween(self, { alpha = 0 }, 300, easing.easeOutCubic)
end
--- @type love.Canvas
local characterPanelCanvas;
function characterPanel:update(dt)
-- Tasks update automatically via task.update(dt) in main.lua
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
}
self.endTurnButton:layout()
self.endTurnButton.bounds.x = self.bounds.x + self.bounds.width + 32
self.endTurnButton.bounds.y = self.bounds.y + self.bounds.height / 2 - self.endTurnButton.bounds.height / 2
self.endTurnButton:update(dt)
if not characterPanelCanvas then
characterPanelCanvas = love.graphics.newCanvas(self.bounds.width, self.bounds.height)
end
--- анимация появления
local revealShader = Tree.assets.files.shaders.reveal
revealShader:send("t", self.alpha)
end
function characterPanel:draw()
self.skillRow:draw()
--- @TODO: переписать этот ужас с жонглированием координатами, а то слишком хардкод (skillRow рисуется относительно нуля и не закрывает канвас)
love.graphics.push()
local canvas = love.graphics.getCanvas()
love.graphics.translate(0, self.bars.bounds.height)
love.graphics.setCanvas(characterPanelCanvas)
love.graphics.clear()
love.graphics.draw(canvas)
love.graphics.pop()
love.graphics.push()
love.graphics.translate(-self.bounds.x, -self.bounds.y)
self.bars:draw()
self:drawBorder("outer")
love.graphics.pop()
--- рисуем текстуру шейдером появления
love.graphics.setCanvas()
love.graphics.setShader(Tree.assets.files.shaders.reveal)
love.graphics.setColor(1, 1, 1, 1)
self.endTurnButton:draw()
love.graphics.push()
love.graphics.translate(self.bounds.x, self.bounds.y)
love.graphics.draw(characterPanelCanvas)
love.graphics.setColor(1, 1, 1)
love.graphics.pop()
love.graphics.setShader()
end
return characterPanel.new

View File

@ -0,0 +1,53 @@
local Element = require "lib.simple_ui.element"
local task = require "lib.utils.task"
local easing = require "lib.utils.easing"
--- @class EndTurnButton : UIElement
--- @field hovered boolean
--- @field onClick function?
local endTurnButton = setmetatable({}, Element)
endTurnButton.__index = endTurnButton
function endTurnButton:update(dt)
local mx, my = love.mouse.getPosition()
if self:hitTest(mx, my) then
self.hovered = true
if Tree.controls:isJustPressed("select") then
if self.onClick then self.onClick() end
Tree.controls:consume("select")
end
else
self.hovered = false
end
end
function endTurnButton:layout()
local font = Tree.fonts:getDefaultTheme():getVariant("large")
self.text = love.graphics.newText(font, "Завершить ход")
self.bounds.width = self.text:getWidth() + 32
self.bounds.height = self.text:getHeight() + 16
end
function endTurnButton:draw()
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255, 0.9)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
if self.hovered then
love.graphics.setColor(0.1, 0.1, 0.1)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
end
love.graphics.setColor(0.95, 0.95, 0.95)
love.graphics.draw(self.text, self.bounds.x + 16, self.bounds.y + 8)
self:drawBorder("outer")
love.graphics.setColor(1, 1, 1)
end
function endTurnButton:onClick()
Tree.level.turnOrder:next()
end
return function(values)
return endTurnButton:new(values)
end

View File

@ -0,0 +1,23 @@
local CPanel = require "lib.simple_ui.level.cpanel"
local build
local layout = {}
function layout:update(dt)
if self.characterPanel then self.characterPanel:update(dt) end
local cid = Tree.level.selector:selected()
if cid then
self.characterPanel = CPanel(cid)
self.characterPanel:show()
self.characterPanel:update(dt)
elseif Tree.level.selector:deselected() then
self.characterPanel:hide()
end
end
function layout:draw()
if self.characterPanel then self.characterPanel:draw() end
end
return layout

View File

@ -0,0 +1,2 @@
local UI_SCALE = 0.75 -- выдуманное значение для dependency injection, надо подбирать так, чтобы UI_SCALE * 64 было целым числом
return UI_SCALE

View File

@ -0,0 +1,213 @@
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons)
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 getCooldown function?
--- @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
if Tree.controls:isJustPressed("select") then
local cd = self.getCooldown and self.getCooldown() or 0
if cd == 0 then
if self.onClick then self.onClick() end
end
Tree.controls:consume("select")
end
else
self.hovered = false
end
end
function skillButton:draw()
love.graphics.setLineWidth(2)
local cd = self.getCooldown and self.getCooldown() or 0
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()
self:drawBorder("inner")
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)
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)
end
if cd > 0 then
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
local font = Tree.fonts:getDefaultTheme():getVariant("headline")
love.graphics.setColor(0, 0, 0)
local t = love.graphics.newText(font, tostring(cd))
love.graphics.draw(t, math.floor(self.bounds.x + 2 + self.bounds.width / 2 - t:getWidth() / 2),
math.floor(self.bounds.y + 2 + self.bounds.height / 2 - t:getHeight() / 2))
love.graphics.setColor(1, 1, 1)
love.graphics.draw(t, math.floor(self.bounds.x + self.bounds.width / 2 - t:getWidth() / 2),
math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))
else
end
love.graphics.setColor(1, 1, 1)
end
--------------------------------------------------------------------------------
--- @class SkillRow : UIElement
--- @field characterId Id
--- @field selected SkillButton?
--- @field children SkillButton[]
local skillRow = setmetatable({}, Element)
skillRow.__index = skillRow
--- @param characterId Id
--- @return SkillRow
function skillRow.new(characterId)
local t = {
characterId = characterId,
children = {}
}
setmetatable(t, skillRow)
local char = Tree.level.characters[characterId]
char:try(Tree.behaviors.spellcaster, function(behavior)
for i, spell in ipairs(behavior.spellbook) do
local skb = skillButton:new { icon = spell.tag }
skb.onClick = function()
skb.selected = not skb.selected
if t.selected then t.selected.selected = false end
t.selected = skb
if not behavior.cast then
behavior.cast = behavior.spellbook[i]
behavior.state = "casting"
behavior.spellbook[i]:onSelected(char)
else
behavior.state = "idle"
behavior.cast = nil
end
end
skb.getCooldown = function()
return behavior.cooldowns[spell.tag] or 0
end
t.children[i] = skb
end
end)
for i = #t.children + 1, 7, 1 do
t.children[i] = skillButton:new {}
end
return t
end
--- @type love.Canvas
local c;
function skillRow:update(dt)
local iconSize = math.floor(64 * UI_SCALE)
local screenW, screenH = love.graphics.getDimensions()
local padding, margin = 8, 4
local count = #self.children -- слоты под скиллы
self.bounds = Rect {
width = iconSize * count + (count + 1) * margin,
height = iconSize + 2 * margin,
}
self.bounds.y = screenH - self.bounds.height - padding -- отступ снизу
self.bounds.x = screenW / 2 - self.bounds.width / 2
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:update(dt)
end
if not c then
c = love.graphics.newCanvas(self.bounds.width, self.bounds.height)
end
end
function skillRow:draw()
love.graphics.setCanvas({ c, stencil = true })
love.graphics.clear()
love.graphics.setColor(1, 1, 1)
do
--- рисуем в локальных координатах текстурки
love.graphics.push()
love.graphics.translate(-self.bounds.x, -self.bounds.y)
-- сначала иконки скиллов
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.pop()
end
love.graphics.setColor(1, 1, 1)
end
return skillRow.new

View File

@ -1,88 +0,0 @@
local ScreenArea = require "lib.simple_ui.elements.screen_area"
local Placeholder = require "lib.simple_ui.elements.placeholder"
local Padding = require "lib.simple_ui.elements.padding"
local Builder = require "lib.simple_ui.core.builder"
local Flex = require "lib.simple_ui.elements.flex"
local SizedBox = require "lib.simple_ui.elements.sized_box"
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
local MyWidget = setmetatable({}, SingleChildElement)
MyWidget.__index = MyWidget
local Canary = setmetatable({}, SingleChildElement)
Canary.__index = Canary
local reported = false
function Canary:build()
if not reported then
self:traverseUp(function(element)
print(element.type)
return true
end)
reported = true
end
return Placeholder:new {}
end
--- comment
--- @return Flex
function MyWidget:build()
return Flex:new {
key = "my_flex",
direction = "vertical",
mainAxisSize = "max",
children = {
Padding:new {
top = 8,
child = Flex:new {
key = "inner_flex",
mainAxisAlignment = "start",
mainAxisSize = "min",
children = {
SizedBox:new {
width = 100,
height = 100,
child = Placeholder:new {}
},
SizedBox:new {
width = 150,
height = 200,
child = Placeholder:new {}
},
SizedBox:new {
width = 100,
height = 100,
child = Canary:new {}
},
},
}
},
Flex:new {
key = "inner_flex2",
mainAxisAlignment = "center",
children = {
SizedBox:new {
width = 100,
height = 100,
child = Placeholder:new {}
},
SizedBox:new {
width = 100,
height = 100,
child = Placeholder:new {}
},
},
},
}
}
end
return Builder {
elementTree = ScreenArea:new {
child = MyWidget: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.width and y >= self.y and y < self.height return x >= self.x and x < self.x + self.width and y >= self.y and y < self.y + self.height
end end
return rect.new return rect.new

169
lib/spell/effect.lua Normal file
View File

@ -0,0 +1,169 @@
local utils = require "lib.utils.utils"
local taskUtils = require "lib.utils.task"
--- Некоторое свойство, что можно наложить на персонажа. Позволяет реализовать такие вещи как DOT'ы
--- и вообще, что душа поживает.
---
--- У каждого эффекта есть тэг и функции триггеры (например, `beforeTurn`, что срабатывает перед началом хода персонажа и так далее).
--- Каждая функция триггер делится на два типа, `before...` и `after...`. Каждая из них возвращает `task`, для того чтобы
--- проиграть анимацию, например. Функции типа `before...` также возвращают по мимо таска некоторое значение, зависящее от
--- конкретной функции.
--- @class Effect
--- @field tag string
local effect = {}
effect.__index = effect
--- Предполагается, что в каждую функцию будет передаваться `Character` (владелец эффекта) и параметр `intensity`, который отвечает за силу эффекта
--- @alias EffectFunc fun(owner: Character, intensity: integer): Task<nil>, nil бред конечно, но иначе всё в жёлтом
--- @alias EffectStatementFunc fun(owner: Character, intensity: integer): Task<nil>, boolean
--- @alias EffectDamageFunc fun(owner: Character, intensity: integer, damage: integer): Task<nil>, integer
--- @alias EffectRegenFunc fun(owner: Character, intensity: integer, amountHp: integer): Task<nil>, integer
--- @alias EffectData { tag: string }
--- Срабатывает перед применением эффекта
---
--- Возвращает, а можно ли применить эффект?
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>, boolean
function effect:beforeBirth(owner, intensity) return taskUtils.fromValue(), true end
--- Срабатывает после применения эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterBirth(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед смертью владельца эффекта
---
--- Возвращает, умирает ли персонаж?
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>, boolean
function effect:beforeDeath(owner, intensity) return taskUtils.fromValue(), true end
--- Срабатывает после смерти владельца эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterDeath(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед ходом владельца эффекта
---
--- Возвращает, будет ли персонаж ходить?
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>, boolean
function effect:beforeTurn(owner, intensity) return taskUtils.fromValue(), true end
--- Срабатывает после хода владельца эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterTurn(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед кастом заклинания владельцем эффекта
---
--- Возвращает, произойдёт ли каст?
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>, boolean
function effect:beforeCast(owner, intensity) return taskUtils.fromValue(), true end
--- Срабатывает после каста заклинания владельцем эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterCast(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед нанесением урона владельцем эффекта
---
--- Возвращает урон, который собираются нанести
--- @param owner Character
--- @param intensity integer
--- @param damage integer
--- @return Task<nil>, integer
function effect:beforeAttack(owner, intensity, damage) return taskUtils.fromValue(), damage end
--- Срабатывает после нанесения урона владельцем эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterAttack(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед получением урона владельцем эффекта
---
--- Возвращает урон, который должны получить
--- @param owner Character
--- @param intensity integer
--- @param damage integer
--- @return Task<nil>, integer
function effect:beforeDamage(owner, intensity, damage) return taskUtils.fromValue(), damage end
--- Срабатывает после получения урона владельцем эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterDamage(owner, intensity) return taskUtils.fromValue() end
--- Срабатывает перед регенерацией здоровья владельцем эффекта
---
--- Возвращает количество здоровья, которое должно быть восстановлено
--- @param owner Character
--- @param intensity integer
--- @param amountHp integer кол-во хп для регена
--- @return Task<nil>, integer
function effect:beforeRegeneration(owner, intensity, amountHp) return taskUtils.fromValue(), amountHp end
--- Срабатывает после регенерации здоровья владельцем эффекта
--- @param owner Character
--- @param intensity integer
--- @return Task<nil>
function effect:afterRegeneration(owner, intensity) return taskUtils.fromValue() end
--- Функция, что задаёт правила присвоения эффекта
--- @param owner Character
--- @param stacks integer
--- @param intensity integer
function effect:onBirth(owner, stacks, intensity)
local effects = owner:has(Tree.behaviors.effects)
if not effects then return end
-- проверяем на наличие такого же эффекта
if effects.effectsProperties[self.tag] then
local i = 1
while i < #effects.effectsPriority and effects.effectsPriority[i] ~= self.tag do
i = i + 1
end
local ef = table.remove(effects.effectsPriority, i)
effects.effectsPriority[#effects.effectsPriority + 1] = ef
else
effects.effectsPriority[#effects.effectsPriority + 1] = self.tag
end
effects.effectsProperties[self.tag] = {
stacks = stacks,
intensity = intensity
}
end
function effect:update(dt) end
function effect:draw() end
--- дип сравнение эффектов
--- @param other Effect
--- @return boolean
function effect:__eq(other)
return utils.deepComparison(self, other)
end
--- @param data EffectData
--- @return Effect
local function new(data)
local newEffect = setmetatable({
tag = data.tag,
}, effect)
return newEffect
end
return { new = new }

View File

@ -123,6 +123,13 @@ function spell.new(data)
return return
end end
-- проверка на возможность каста
if not caster:try(Tree.behaviors.effects, function(effects)
return effects:beforeCast()
end) then
return
end
caster:try(Tree.behaviors.stats, function(stats) caster:try(Tree.behaviors.stats, function(stats)
stats.mana = stats.mana - self.baseCost stats.mana = stats.mana - self.baseCost
end) end)
@ -130,6 +137,8 @@ function spell.new(data)
caster:try(Tree.behaviors.spellcaster, function(spellcaster) caster:try(Tree.behaviors.spellcaster, function(spellcaster)
spellcaster.cooldowns[self.tag] = self.baseCooldown spellcaster.cooldowns[self.tag] = self.baseCooldown
end) end)
return data.onCast(caster, target) return data.onCast(caster, target)
end end

View File

@ -52,7 +52,8 @@ local regenerateMana = spell.new {
end) end)
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return end local effects = caster:has(Tree.behaviors.effects)
if not sprite or not effects then return end -- и тут возможно на эффекты проверять не стоит
print(caster.id, "has regenerated mana and gained initiative") print(caster.id, "has regenerated mana and gained initiative")
local light = require "lib/character/character".spawn("Light Effect") local light = require "lib/character/character".spawn("Light Effect")
@ -67,7 +68,8 @@ local regenerateMana = spell.new {
light:die() light:die()
return task.fromValue() return task.fromValue()
end), end),
sprite:animate("hurt") sprite:animate("hurt"),
effects:addEffect("aversionToDeath", 1, 1),
} }
end end
} }
@ -86,9 +88,10 @@ local attack = spell.new {
stats.hp = stats.hp - 4 stats.hp = stats.hp - 4
end) end)
local targetEffects = targetCharacter:has(Tree.behaviors.effects)
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
local targetSprite = targetCharacter:has(Tree.behaviors.sprite) local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
if not sprite or not targetSprite then return end if not sprite or not targetSprite or not targetEffects then return end -- проверять на эффект может и не стоит
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end) caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
@ -111,7 +114,8 @@ local attack = spell.new {
light:die() light:die()
return task.fromValue() return task.fromValue()
end), end),
targetSprite:animate("hurt") targetSprite:animate("hurt"),
targetEffects:addEffect("bleeding", 3, 3)
} }
end end
), ),

View File

@ -74,4 +74,19 @@ function P.lerp(from, to, t)
return from + (to - from) * t return from + (to - from) * t
end end
--- Compares two tables by their fields
--- @param t1 table
--- @param t2 table
--- @return boolean
function P.deepComparison(t1, t2)
for k, v in pairs(t1) do
if type(v) == "table" and type(t2[k]) == "table" then
if not P.deepComparison(v, t2[k]) then return false end
elseif t2[k] ~= v then
return false
end
end
return true
end
return P return P

View File

@ -12,19 +12,20 @@ end
function love.load() function love.load()
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true }) love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
require "lib/tree" -- важно это сделать после настройки окна require "lib/tree" -- важно это сделать после настройки окна
testLayout = require "lib.simple_ui.level.test" testLayout = require "lib.simple_ui.level.layout"
local chars = { local chars = {
character.spawn("Foodor") -- character.spawn("Foodor")
:addBehavior { -- :addBehavior {
Tree.behaviors.residentsleeper.new(), -- Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 1), -- Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.positioned.new(Vec3 { 1, 1 }), -- Tree.behaviors.positioned.new(Vec3 { 3, 3 }),
Tree.behaviors.tiled.new(), -- Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character), -- Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(), -- Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new() -- Tree.behaviors.spellcaster.new(),
}, -- Tree.behaviors.effects.new()
-- },
character.spawn("Foodor") character.spawn("Foodor")
:addBehavior { :addBehavior {
Tree.behaviors.residentsleeper.new(), Tree.behaviors.residentsleeper.new(),
@ -33,7 +34,8 @@ function love.load()
Tree.behaviors.tiled.new(), Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character), Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(), Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new() Tree.behaviors.spellcaster.new(),
Tree.behaviors.effects.new()
}, },
character.spawn("Foodor") character.spawn("Foodor")
:addBehavior { :addBehavior {
@ -43,19 +45,33 @@ function love.load()
Tree.behaviors.tiled.new(), Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character), Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(), Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
character.spawn("BOAR")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 2),
Tree.behaviors.positioned.new(Vec3 { 5, 5 }),
Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.boar),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new(), Tree.behaviors.spellcaster.new(),
Tree.behaviors.ai.new("dev_warrior") Tree.behaviors.effects.new()
}, },
-- character.spawn("Baris")
-- :addBehavior {
-- Tree.behaviors.residentsleeper.new(),
-- Tree.behaviors.stats.new(nil, nil, 2),
-- Tree.behaviors.positioned.new(Vec3 { 5, 5 }),
-- Tree.behaviors.tiled.new(),
-- Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
-- Tree.behaviors.shadowcaster.new(),
-- Tree.behaviors.spellcaster.new(),
-- Tree.behaviors.ai.new(),
-- Tree.behaviors.effects.new()
-- },
-- character.spawn("BOAR")
-- :addBehavior {
-- Tree.behaviors.residentsleeper.new(),
-- Tree.behaviors.stats.new(nil, nil, 2),
-- Tree.behaviors.positioned.new(Vec3 { 7, 7 }),
-- Tree.behaviors.tiled.new(),
-- Tree.behaviors.sprite.new(Tree.assets.files.sprites.boar),
-- Tree.behaviors.shadowcaster.new(),
-- Tree.behaviors.spellcaster.new(),
-- Tree.behaviors.ai.new(),
-- Tree.behaviors.effects.new()
-- },
} }
for id, _ in pairs(chars) do for id, _ in pairs(chars) do
@ -83,11 +99,7 @@ function love.update(dt)
require('lib.utils.task').update(dt) require('lib.utils.task').update(dt)
Tree.controls:poll() Tree.controls:poll()
Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI
testLayout:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше
testLayout:build()
testLayout:layout()
testLayout:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше
Tree.panning:update(dt) Tree.panning:update(dt)
Tree.level:update(dt) Tree.level:update(dt)
Tree.audio:update(dt) Tree.audio:update(dt)