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fix/grid-a
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47
assets/shaders/divine_ripple.glsl
Normal file
47
assets/shaders/divine_ripple.glsl
Normal file
@ -0,0 +1,47 @@
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extern vec2 center;
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extern number time;
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extern number intensity;
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extern vec2 screenSize;
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// Hexagon grid logic
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// Returns distance to nearest hex center
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float hexDist(vec2 p) {
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p = abs(p);
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float c = dot(p, normalize(vec2(1.0, 1.73)));
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c = max(c, p.x);
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return c;
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}
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
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// Normalize coordinates to -1..1, correcting for aspect ratio
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vec2 aspect = vec2(screenSize.x / screenSize.y, 1.0);
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vec2 uv = (screen_coords / screenSize.y) - (center / screenSize.y);
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// Wave parameters
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float dist = length(uv);
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float speed = 5.0;
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float waveWidth = 0.1;
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float decay = 1.0 - smoothstep(0.0, 1.5, dist); // Decay over distance
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// Calculate wave pulse
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float wavePhase = time * speed;
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float pulse = smoothstep(waveWidth, 0.0, abs(dist - mod(wavePhase, 2.0)));
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// Hex grid pattern (visual only)
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vec2 hexUV = screen_coords * 0.05; // Scale grid
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// Basic hex grid approximation
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vec2 q = vec2(hexUV.x * 2.0/3.0, hexUV.y);
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// Distortion
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vec2 distort = normalize(uv) * pulse * intensity * 0.02 * decay;
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vec2 finalUV = texture_coords - distort;
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// Sample texture with distortion
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vec4 texColor = Texel(texture, finalUV);
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// Add divine glow at the wavefront
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vec4 glowColor = vec4(1.0, 0.8, 0.4, 1.0); // Gold/Kitsune-fire color
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texColor += glowColor * pulse * decay * 0.5;
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return texColor * color;
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}
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@ -1,102 +0,0 @@
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local easing = require "lib.utils.easing"
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--- @alias voidCallback fun(): nil
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--- @alias animationRunner fun(node: AnimationNode)
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--- Узел дерева анимаций.
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---
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--- Отслеживает завершение всех анимаций всех дочерних узлов и оповещает вышестоящий узел.
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---
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--- Дочерние узлы одного уровня запускают свою анимацию одновременно после завершения анимации родителя.
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--- Example:
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--- ```lua
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--- AnimationNode {
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--- function (node) residentsleeper:sleep(1000, node) end, -- must pass itself down as the parameter
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--- onEnd = function() print("completed") end,
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--- children = { -- children run in parallel after the parent animation is completed
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--- AnimationNode {
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--- function (node) sprite:animate("attack", node) end
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--- },
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--- AnimationNode {
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--- function (node) other_sprite:animate("hurt", node) end
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--- },
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--- }
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--- }:run()
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--- ```
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--- @class AnimationNode
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--- @field count integer
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--- @field run animationRunner
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--- @field parent AnimationNode?
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--- @field children AnimationNode[]
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--- @field finish voidCallback
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--- @field onEnd voidCallback?
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--- @field duration number продолжительность в миллисекундах
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--- @field easing ease функция смягчения
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--- @field t number прогресс анимации
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--- @field state "running" | "waiting" | "finished"
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local animation = {}
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animation.__index = animation
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--- Регистрация завершения дочерней анимации
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function animation:bubbleUp()
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self.count = self.count - 1
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if self.count > 0 then return end
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self.state = "finished"
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if self.onEnd then self.onEnd() end
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if self.parent then self.parent:bubbleUp() end
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end
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--- @param children AnimationNode[]
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--- Запланировать анимации после текущей, которые запустятся одновременно друг с другом
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function animation:chain(children)
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for _, child in ipairs(children) do
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child.parent = self
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table.insert(self.children, child)
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self.count = self.count + 1
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end
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return self
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end
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--- Возвращает текущий прогресс анимации с учетом смягчения
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function animation:getValue()
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return self.easing(self.t)
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end
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function animation:update(dt)
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if self.state ~= "running" then return end
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if self.t < 1 then
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self.t = self.t + dt * 1000 / self.duration -- в знаменателе продолжительность анимации в секундах
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else
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self.t = 1
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self:finish()
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end
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end
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--- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]}
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--- @return AnimationNode
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local function new(data)
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local t = setmetatable({}, animation)
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t.run = data[1] or function(self)
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self:finish()
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end
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t.onEnd = data.onEnd
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t.count = 1 -- своя анимация
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t.children = {}
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t:chain(data.children or {})
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t.duration = data.duration or 1000
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t.easing = data.easing or easing.linear
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t.t = 0
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t.state = "running"
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t.finish = function()
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if t.state ~= "running" then return end
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t.state = "waiting"
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t:bubbleUp()
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for _, anim in ipairs(t.children) do
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anim:run()
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end
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end
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return t
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end
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return new
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@ -8,3 +8,6 @@ Tree.behaviors.light = require "character.behaviors.light"
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Tree.behaviors.positioned = require "character.behaviors.positioned"
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Tree.behaviors.positioned = require "character.behaviors.positioned"
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Tree.behaviors.tiled = require "character.behaviors.tiled"
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Tree.behaviors.tiled = require "character.behaviors.tiled"
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Tree.behaviors.cursor = require "character.behaviors.cursor"
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Tree.behaviors.cursor = require "character.behaviors.cursor"
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Tree.behaviors.ai = require "lib.character.behaviors.ai"
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--- @alias voidCallback fun(): nil
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@ -1,5 +1,5 @@
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local task = require "lib.utils.task"
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local ease = require "lib.utils.easing"
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local ease = require "lib.utils.easing"
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local AnimationNode = require "lib.animation_node"
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local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
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local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
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@ -9,7 +9,6 @@ local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
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--- @field musicVolume number
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--- @field musicVolume number
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--- @field soundVolume number
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--- @field soundVolume number
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--- @field looped boolean
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--- @field looped boolean
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--- @field animationNode AnimationNode?
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--- @field from love.Source?
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--- @field from love.Source?
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--- @field to love.Source?
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--- @field to love.Source?
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audio = {}
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audio = {}
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@ -25,11 +24,11 @@ local function new(musicVolume, soundVolume)
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end
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end
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function audio:update(dt)
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function audio:update(dt)
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if not self.animationNode then return end
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if self.fader then
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self.from:setVolume(self.musicVolume - self.animationNode:getValue() * self.musicVolume)
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local t = self.fader.value
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self.to:setVolume(self.animationNode:getValue() * self.musicVolume)
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if self.from then self.from:setVolume(self.musicVolume * (1 - t)) end
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self.animationNode:update(dt)
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if self.to then self.to:setVolume(self.musicVolume * t) end
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-- print(self.animationNode.t)
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end
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end
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end
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--- if from is nil, than we have fade in to;
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--- if from is nil, than we have fade in to;
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@ -41,23 +40,32 @@ end
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--- @param ms number? in milliseconds
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--- @param ms number? in milliseconds
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function audio:crossfade(from, to, ms)
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function audio:crossfade(from, to, ms)
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print("[Audio]: Triggered crossfade")
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print("[Audio]: Triggered crossfade")
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-- Stop previous 'from' if it's dangling to avoid leaks
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if self.from and self.from ~= from and self.from ~= to then
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self.from:stop()
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end
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self:play(to)
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self:play(to)
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to:setVolume(0)
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to:setVolume(0)
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self.from = from
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self.from = from
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self.to = to
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self.to = to
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self.animationNode = AnimationNode {
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function(node) end,
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-- Reuse fader object to allow task cancellation
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onEnd = function()
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if not self.fader then self.fader = { value = 0 } end
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self.fader.value = 0
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task.tween(self.fader, { value = 1 }, ms or 1000, ease.easeOutCubic)(function()
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if self.from then
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self.from:setVolume(0)
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self.from:setVolume(0)
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self.to:setVolume(self.musicVolume)
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self.from:stop()
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self.from:stop()
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self.animationNode = nil
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end
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if self.to then
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self.to:setVolume(self.musicVolume)
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end
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self.fader = nil
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print("[Audio]: Crossfade done")
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print("[Audio]: Crossfade done")
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end,
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end)
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duration = ms or 1000,
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easing = ease.easeOutCubic,
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}
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self.animationNode:run()
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end
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end
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--- @param source love.Source
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--- @param source love.Source
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57
lib/character/behaviors/ai.lua
Normal file
57
lib/character/behaviors/ai.lua
Normal file
@ -0,0 +1,57 @@
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local easing = require "lib.utils.easing"
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local function closestCharacter(char)
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local caster = Vec3 {}
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char:try(Tree.behaviors.positioned, function(b)
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caster = b.position
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end)
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local charTarget
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local minDist = 88005553535 -- spooky magic number
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for k, v in pairs(Tree.level.characters) do
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v:try(Tree.behaviors.positioned, function(b)
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local dist = ((caster.x - b.position.x) ^ 2 + (caster.y - b.position.y) ^ 2) ^ 0.5
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if dist < minDist and dist ~= 0 then
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minDist = dist
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charTarget = v
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end
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-- print(k, b.position)
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end)
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end
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return charTarget
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end
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--- @class AIBehavior : Behavior
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--- @field target Vec3?
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "ai"
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function behavior.new()
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return setmetatable({}, behavior)
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end
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--- @return Task<nil>
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function behavior:makeTurn()
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return function(callback) -- почему так, описано в Task
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self.owner:try(Tree.behaviors.spellcaster, function(spellB)
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local charTarget = closestCharacter(self.owner)
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charTarget:try(Tree.behaviors.positioned, function(b)
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self.target = Vec3 { b.position.x, b.position.y + 1 } --- @todo тут захардкожено + 1, но мы должны как-то хитро определять с какой стороны обойти
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end)
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spellB.spellbook[1]:cast(self.owner, self.target)(function()
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-- здесь мы оказываемся после того, как сходили в первый раз
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print("[AI]: finished move 1")
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local newTarget = Vec3 { 1, 1 }
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-- поэтому позиция персонажа для нового каста пересчитается динамически
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spellB.spellbook[1]:cast(self.owner, newTarget)(function()
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print("[AI]: finished move 2")
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-- дергаем функцию после завершения хода
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callback()
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end)
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end)
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end)
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end
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end
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return behavior
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@ -1,10 +1,10 @@
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local task = require "lib.utils.task"
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--- @class LightBehavior : Behavior
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--- @class LightBehavior : Behavior
|
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--- @field intensity number
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--- @field intensity number
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--- @field color Vec3
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--- @field color Vec3
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--- @field seed integer
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--- @field seed integer
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--- @field colorAnimationNode? AnimationNode
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--- @field private animateColorTask? Task
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--- @field targetColor? Vec3
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--- @field sourceColor? Vec3
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|
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local behavior = {}
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local behavior = {}
|
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behavior.__index = behavior
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behavior.__index = behavior
|
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behavior.id = "light"
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behavior.id = "light"
|
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@ -20,17 +20,12 @@ function behavior.new(values)
|
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end
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end
|
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|
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function behavior:update(dt)
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function behavior:update(dt)
|
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if not self.colorAnimationNode then return end
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-- All logic moved to tasks
|
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local delta = self.targetColor - self.sourceColor
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|
||||||
self.color = self.sourceColor + delta * self.colorAnimationNode:getValue()
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|
||||||
self.colorAnimationNode:update(dt)
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|
||||||
end
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end
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|
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function behavior:animateColor(targetColor, animationNode)
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function behavior:animateColor(targetColor, duration, easing)
|
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if self.colorAnimationNode then self.colorAnimationNode:finish() end
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-- If there's support for canceling tasks, we should do it here
|
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self.colorAnimationNode = animationNode
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return task.tween(self, { color = targetColor }, duration or 800, easing)
|
||||||
self.sourceColor = self.color
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|
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self.targetColor = targetColor
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|
||||||
end
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end
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|
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function behavior:draw()
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function behavior:draw()
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||||||
|
|||||||
@ -1,21 +1,37 @@
|
|||||||
--- Умеет асинхронно ждать какое-то время (для анимаций)
|
--- Умеет асинхронно ждать какое-то время (для анимаций)
|
||||||
--- @class ResidentSleeperBehavior : Behavior
|
--- @class ResidentSleeperBehavior : Behavior
|
||||||
--- @field animationNode? AnimationNode
|
--- @field private t0 number?
|
||||||
|
--- @field private sleepTime number?
|
||||||
|
--- @field private callback voidCallback?
|
||||||
|
--- @field private state 'running' | 'finished'
|
||||||
local behavior = {}
|
local behavior = {}
|
||||||
behavior.__index = behavior
|
behavior.__index = behavior
|
||||||
behavior.id = "residentsleeper"
|
behavior.id = "residentsleeper"
|
||||||
|
|
||||||
function behavior.new() return setmetatable({}, behavior) end
|
function behavior.new() return setmetatable({}, behavior) end
|
||||||
|
|
||||||
function behavior:update(dt)
|
function behavior:update(_)
|
||||||
if not self.animationNode then return end
|
if self.state ~= 'running' then return end
|
||||||
self.animationNode:update(dt)
|
|
||||||
|
local t = love.timer.getTime()
|
||||||
|
if t >= self.t0 + self.sleepTime then
|
||||||
|
self.state = 'finished'
|
||||||
|
self.callback()
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- @param node AnimationNode
|
--- @return Task<nil>
|
||||||
function behavior:sleep(node)
|
function behavior:sleep(ms)
|
||||||
if self.animationNode then self.animationNode:finish() end
|
self.sleepTime = ms / 1000
|
||||||
self.animationNode = node
|
return function(callback)
|
||||||
|
if self.state == 'running' then
|
||||||
|
self.callback()
|
||||||
|
end
|
||||||
|
|
||||||
|
self.t0 = love.timer.getTime()
|
||||||
|
self.callback = callback
|
||||||
|
self.state = 'running'
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return behavior
|
return behavior
|
||||||
|
|||||||
@ -69,18 +69,21 @@ function sprite:draw()
|
|||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- @param node AnimationNode
|
--- @return Task<nil>
|
||||||
function sprite:animate(state, node)
|
function sprite:animate(state)
|
||||||
|
return function(callback)
|
||||||
if not self.animationGrid[state] then
|
if not self.animationGrid[state] then
|
||||||
return print("[SpriteBehavior]: no animation for '" .. state .. "'")
|
print("[SpriteBehavior]: no animation for '" .. state .. "'")
|
||||||
|
callback()
|
||||||
end
|
end
|
||||||
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
|
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
|
||||||
function()
|
function()
|
||||||
self:loop("idle")
|
self:loop("idle")
|
||||||
node:finish()
|
callback()
|
||||||
end)
|
end)
|
||||||
self.state = state
|
self.state = state
|
||||||
end
|
end
|
||||||
|
end
|
||||||
|
|
||||||
function sprite:loop(state)
|
function sprite:loop(state)
|
||||||
if not self.animationGrid[state] then
|
if not self.animationGrid[state] then
|
||||||
|
|||||||
@ -1,12 +1,7 @@
|
|||||||
local utils = require "lib.utils.utils"
|
local task = require "lib.utils.task"
|
||||||
|
|
||||||
--- Отвечает за перемещение по тайлам
|
--- Отвечает за перемещение по тайлам
|
||||||
--- @class TiledBehavior : Behavior
|
--- @class TiledBehavior : Behavior
|
||||||
--- @field private runSource? Vec3 точка, из которой бежит персонаж
|
|
||||||
--- @field private runTarget? Vec3 точка, в которую в данный момент бежит персонаж
|
|
||||||
--- @field private path? Deque путь, по которому сейчас бежит персонаж
|
|
||||||
--- @field private animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
|
|
||||||
--- @field private t0 number время начала движения
|
|
||||||
--- @field size Vec3
|
--- @field size Vec3
|
||||||
local behavior = {}
|
local behavior = {}
|
||||||
behavior.__index = behavior
|
behavior.__index = behavior
|
||||||
@ -20,29 +15,35 @@ function behavior.new(size)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- @param path Deque
|
--- @param path Deque
|
||||||
--- @param animationNode AnimationNode
|
--- @return Task<nil>
|
||||||
function behavior:followPath(path, animationNode)
|
function behavior:followPath(path)
|
||||||
if path:is_empty() then return animationNode:finish() end
|
if path:is_empty() then return task.fromValue(nil) end
|
||||||
self.animationNode = animationNode
|
|
||||||
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
||||||
sprite:loop("run")
|
sprite:loop("run")
|
||||||
end)
|
end)
|
||||||
self.path = path;
|
|
||||||
---@type Vec3
|
-- Рекурсивная функция для прохода по пути
|
||||||
local nextCell = path:peek_front()
|
local function nextStep()
|
||||||
self:runTo(nextCell)
|
if path:is_empty() then
|
||||||
path:pop_front()
|
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
||||||
|
sprite:loop("idle")
|
||||||
|
end)
|
||||||
|
return task.fromValue(nil)
|
||||||
|
end
|
||||||
|
|
||||||
|
local nextCell = path:pop_front()
|
||||||
|
return task.chain(self:runTo(nextCell), nextStep)
|
||||||
|
end
|
||||||
|
|
||||||
|
return nextStep()
|
||||||
end
|
end
|
||||||
|
|
||||||
--- @param target Vec3
|
--- @param target Vec3
|
||||||
|
--- @return Task<nil>
|
||||||
function behavior:runTo(target)
|
function behavior:runTo(target)
|
||||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||||
if not positioned then return end
|
if not positioned then return task.fromValue(nil) end
|
||||||
|
|
||||||
self.t0 = love.timer.getTime()
|
|
||||||
self.runTarget = target
|
|
||||||
|
|
||||||
self.runSource = positioned.position
|
|
||||||
|
|
||||||
self.owner:try(Tree.behaviors.sprite,
|
self.owner:try(Tree.behaviors.sprite,
|
||||||
function(sprite)
|
function(sprite)
|
||||||
@ -53,31 +54,15 @@ function behavior:runTo(target)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
)
|
)
|
||||||
|
|
||||||
|
local distance = target:subtract(positioned.position):length()
|
||||||
|
local duration = distance * 500 -- 500ms per unit
|
||||||
|
|
||||||
|
return task.tween(positioned, { position = target }, duration)
|
||||||
end
|
end
|
||||||
|
|
||||||
function behavior:update(dt)
|
function behavior:update(dt)
|
||||||
if self.runTarget then
|
-- Logic moved to tasks
|
||||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
|
||||||
if not positioned then return end
|
|
||||||
|
|
||||||
local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
|
|
||||||
local fraction = delta /
|
|
||||||
(0.5 * self.runTarget:subtract(self.runSource):length()) -- бежим одну клетку за 500 мс, по диагонали больше
|
|
||||||
if fraction >= 1 then -- анимация перемещена завершена
|
|
||||||
positioned.position = self.runTarget
|
|
||||||
if not self.path:is_empty() then -- еще есть, куда бежать
|
|
||||||
self:runTo(self.path:pop_front())
|
|
||||||
else -- мы добежали до финальной цели
|
|
||||||
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
|
||||||
sprite:loop("idle")
|
|
||||||
end)
|
|
||||||
self.runTarget = nil
|
|
||||||
if self.animationNode then self.animationNode:finish() end
|
|
||||||
end
|
|
||||||
else -- анимация перемещения не завершена
|
|
||||||
positioned.position = utils.lerp(self.runSource, self.runTarget, fraction) -- линейный интерполятор
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
return behavior
|
return behavior
|
||||||
|
|||||||
@ -1,5 +1,7 @@
|
|||||||
local Vec3 = require "lib.utils.vec3"
|
local Vec3 = require "lib.utils.vec3"
|
||||||
local utils = require "lib.utils.utils"
|
local utils = require "lib.utils.utils"
|
||||||
|
local task = require "lib.utils.task"
|
||||||
|
local easing = require "lib.utils.easing"
|
||||||
|
|
||||||
local EPSILON = 0.001
|
local EPSILON = 0.001
|
||||||
|
|
||||||
@ -9,9 +11,6 @@ local EPSILON = 0.001
|
|||||||
--- @field speed number
|
--- @field speed number
|
||||||
--- @field pixelsPerMeter integer
|
--- @field pixelsPerMeter integer
|
||||||
--- @field scale number
|
--- @field scale number
|
||||||
--- @field animationNode AnimationNode?
|
|
||||||
--- @field animationEndPosition Vec3
|
|
||||||
--- @field animationBeginPosition Vec3
|
|
||||||
local camera = {
|
local camera = {
|
||||||
position = Vec3 {},
|
position = Vec3 {},
|
||||||
velocity = Vec3 {},
|
velocity = Vec3 {},
|
||||||
@ -38,12 +37,6 @@ local controlMap = {
|
|||||||
}
|
}
|
||||||
|
|
||||||
function camera:update(dt)
|
function camera:update(dt)
|
||||||
if self.animationNode and self.animationNode.state == "running" then
|
|
||||||
self.animationNode:update(dt) -- тик анимации
|
|
||||||
self.position = utils.lerp(self.animationBeginPosition, self.animationEndPosition, self.animationNode:getValue())
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
-------------------- зум на колесо ---------------------
|
-------------------- зум на колесо ---------------------
|
||||||
local y = Tree.controls.mouseWheelY
|
local y = Tree.controls.mouseWheelY
|
||||||
if camera.scale > camera:getDefaultScale() * 5 and y > 0 then return end;
|
if camera.scale > camera:getDefaultScale() * 5 and y > 0 then return end;
|
||||||
@ -97,14 +90,14 @@ function camera:detach()
|
|||||||
love.graphics.pop()
|
love.graphics.pop()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Плавно перемещает камеру к указанной точке.
|
||||||
--- @param position Vec3
|
--- @param position Vec3
|
||||||
--- @param animationNode AnimationNode
|
--- @param duration number?
|
||||||
function camera:animateTo(position, animationNode)
|
--- @param easing function?
|
||||||
if self.animationNode and self.animationNode.state ~= "finished" then self.animationNode:finish() end
|
--- @return Task
|
||||||
self.animationNode = animationNode
|
function camera:animateTo(position, duration, easing)
|
||||||
self.animationEndPosition = position
|
self.velocity = Vec3 {} -- Сбрасываем инерцию перед началом анимации
|
||||||
self.animationBeginPosition = self.position
|
return task.tween(self, { position = position }, duration or 1000, easing)
|
||||||
self.velocity = Vec3 {}
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- @return Camera
|
--- @return Camera
|
||||||
|
|||||||
@ -40,6 +40,7 @@ end
|
|||||||
function level:update(dt)
|
function level:update(dt)
|
||||||
utils.each(self.deadIds, function(id)
|
utils.each(self.deadIds, function(id)
|
||||||
self.characters[id] = nil
|
self.characters[id] = nil
|
||||||
|
self.turnOrder:remove(id)
|
||||||
end)
|
end)
|
||||||
self.deadIds = {}
|
self.deadIds = {}
|
||||||
|
|
||||||
|
|||||||
@ -37,9 +37,16 @@ function selector:update(dt)
|
|||||||
if not selectedId then self:select(nil) end
|
if not selectedId then self:select(nil) end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if b.cast:cast(char, mousePosition) then
|
local task = b.cast:cast(char, mousePosition) -- в task функция, которая запускает анимацию спелла
|
||||||
|
if task then
|
||||||
self:lock()
|
self:lock()
|
||||||
b.state = "running"
|
b.state = "running"
|
||||||
|
|
||||||
|
task(
|
||||||
|
function(_) -- это коллбэк, который сработает по окончании анимации спелла
|
||||||
|
b:endCast()
|
||||||
|
end
|
||||||
|
)
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|||||||
@ -1,4 +1,5 @@
|
|||||||
local PriorityQueue = require "lib.utils.priority_queue"
|
local PriorityQueue = require "lib.utils.priority_queue"
|
||||||
|
local easing = require "lib.utils.easing"
|
||||||
|
|
||||||
local initiativeComparator = function(id_a, id_b)
|
local initiativeComparator = function(id_a, id_b)
|
||||||
local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats)
|
local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats)
|
||||||
@ -29,11 +30,31 @@ end
|
|||||||
--- Перемещаем активного персонажа в очередь сходивших
|
--- Перемещаем активного персонажа в очередь сходивших
|
||||||
---
|
---
|
||||||
--- Если в очереди на ход больше никого нет, заканчиваем раунд
|
--- Если в очереди на ход больше никого нет, заканчиваем раунд
|
||||||
|
---
|
||||||
|
--- Анимируем камеру к следующему персонажу. Если это ИИ, то активируем его логику.
|
||||||
function turnOrder:next()
|
function turnOrder:next()
|
||||||
self.actedQueue:insert(self.current)
|
self.actedQueue:insert(self.current)
|
||||||
local next = self.pendingQueue:peek()
|
local next = self.pendingQueue:peek()
|
||||||
if not next then return self:endRound() end
|
if not next then self:endRound() else self.current = self.pendingQueue:pop() end
|
||||||
self.current = self.pendingQueue:pop()
|
|
||||||
|
local char = Tree.level.characters[self.current]
|
||||||
|
|
||||||
|
Tree.level.selector:lock()
|
||||||
|
char:try(Tree.behaviors.positioned, function(positioned)
|
||||||
|
Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)(
|
||||||
|
function()
|
||||||
|
if char:has(Tree.behaviors.ai) then
|
||||||
|
char:has(Tree.behaviors.ai):makeTurn()(
|
||||||
|
function()
|
||||||
|
self:next()
|
||||||
|
end)
|
||||||
|
else
|
||||||
|
Tree.level.selector:unlock()
|
||||||
|
Tree.level.selector:select(self.current)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
)
|
||||||
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Меняем местами очередь сходивших и не сходивших (пустую)
|
--- Меняем местами очередь сходивших и не сходивших (пустую)
|
||||||
@ -108,4 +129,29 @@ function turnOrder:add(id)
|
|||||||
self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода
|
self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Удалить персонажа из очереди хода (например, при смерти)
|
||||||
|
--- @param id Id
|
||||||
|
function turnOrder:remove(id)
|
||||||
|
if self.current == id then
|
||||||
|
self.current = self.pendingQueue:pop()
|
||||||
|
if not self.current then
|
||||||
|
self:endRound()
|
||||||
|
end
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
local function filterQueue(q, targetId)
|
||||||
|
local newQ = PriorityQueue.new(initiativeComparator)
|
||||||
|
for _, val in ipairs(q.data) do
|
||||||
|
if val ~= targetId then
|
||||||
|
newQ:insert(val)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return newQ
|
||||||
|
end
|
||||||
|
|
||||||
|
self.actedQueue = filterQueue(self.actedQueue, id)
|
||||||
|
self.pendingQueue = filterQueue(self.pendingQueue, id)
|
||||||
|
end
|
||||||
|
|
||||||
return { new = new }
|
return { new = new }
|
||||||
|
|||||||
@ -1,5 +1,5 @@
|
|||||||
|
local task = require "lib.utils.task"
|
||||||
local easing = require "lib.utils.easing"
|
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 SkillRow = require "lib.simple_ui.level.skill_row"
|
local SkillRow = require "lib.simple_ui.level.skill_row"
|
||||||
@ -7,7 +7,8 @@ local Bars = require "lib.simple_ui.level.bottom_bars"
|
|||||||
local EndTurnButton = require "lib.simple_ui.level.end_turn"
|
local EndTurnButton = require "lib.simple_ui.level.end_turn"
|
||||||
|
|
||||||
--- @class CharacterPanel : UIElement
|
--- @class CharacterPanel : UIElement
|
||||||
--- @field animationNode AnimationNode
|
--- @field animationTask Task
|
||||||
|
--- @field alpha number
|
||||||
--- @field state "show" | "idle" | "hide"
|
--- @field state "show" | "idle" | "hide"
|
||||||
--- @field skillRow SkillRow
|
--- @field skillRow SkillRow
|
||||||
--- @field bars BottomBars
|
--- @field bars BottomBars
|
||||||
@ -21,41 +22,26 @@ function characterPanel.new(characterId)
|
|||||||
t.skillRow = SkillRow(characterId)
|
t.skillRow = SkillRow(characterId)
|
||||||
t.bars = Bars(characterId)
|
t.bars = Bars(characterId)
|
||||||
t.endTurnButton = EndTurnButton {}
|
t.endTurnButton = EndTurnButton {}
|
||||||
|
t.alpha = 0 -- starts hidden/animating
|
||||||
return setmetatable(t, characterPanel)
|
return setmetatable(t, characterPanel)
|
||||||
end
|
end
|
||||||
|
|
||||||
function characterPanel:show()
|
function characterPanel:show()
|
||||||
AnimationNode {
|
|
||||||
function(animationNode)
|
|
||||||
if self.animationNode then self.animationNode:finish() end
|
|
||||||
self.animationNode = animationNode
|
|
||||||
self.state = "show"
|
self.state = "show"
|
||||||
end,
|
self.animationTask = task.tween(self, { alpha = 1 }, 300, easing.easeOutCubic)
|
||||||
duration = 300,
|
self.animationTask(function() self.state = "idle" end)
|
||||||
onEnd = function()
|
|
||||||
self.state = "idle"
|
|
||||||
end,
|
|
||||||
easing = easing.easeOutCubic
|
|
||||||
}:run()
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function characterPanel:hide()
|
function characterPanel:hide()
|
||||||
AnimationNode {
|
|
||||||
function(animationNode)
|
|
||||||
if self.animationNode then self.animationNode:finish() end
|
|
||||||
self.animationNode = animationNode
|
|
||||||
self.state = "hide"
|
self.state = "hide"
|
||||||
end,
|
self.animationTask = task.tween(self, { alpha = 0 }, 300, easing.easeOutCubic)
|
||||||
duration = 300,
|
|
||||||
easing = easing.easeOutCubic
|
|
||||||
}:run()
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- @type love.Canvas
|
--- @type love.Canvas
|
||||||
local characterPanelCanvas;
|
local characterPanelCanvas;
|
||||||
|
|
||||||
function characterPanel:update(dt)
|
function characterPanel:update(dt)
|
||||||
if self.animationNode then self.animationNode:update(dt) end
|
-- Tasks update automatically via task.update(dt) in main.lua
|
||||||
self.skillRow:update(dt)
|
self.skillRow:update(dt)
|
||||||
self.bars.bounds = Rect {
|
self.bars.bounds = Rect {
|
||||||
width = self.skillRow.bounds.width,
|
width = self.skillRow.bounds.width,
|
||||||
@ -82,14 +68,8 @@ function characterPanel:update(dt)
|
|||||||
end
|
end
|
||||||
|
|
||||||
--- анимация появления
|
--- 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
|
local revealShader = Tree.assets.files.shaders.reveal
|
||||||
revealShader:send("t", alpha)
|
revealShader:send("t", self.alpha)
|
||||||
end
|
end
|
||||||
|
|
||||||
function characterPanel:draw()
|
function characterPanel:draw()
|
||||||
|
|||||||
@ -1,5 +1,5 @@
|
|||||||
local Element = require "lib.simple_ui.element"
|
local Element = require "lib.simple_ui.element"
|
||||||
local AnimationNode = require "lib.animation_node"
|
local task = require "lib.utils.task"
|
||||||
local easing = require "lib.utils.easing"
|
local easing = require "lib.utils.easing"
|
||||||
|
|
||||||
--- @class EndTurnButton : UIElement
|
--- @class EndTurnButton : UIElement
|
||||||
@ -46,19 +46,6 @@ end
|
|||||||
|
|
||||||
function endTurnButton:onClick()
|
function endTurnButton:onClick()
|
||||||
Tree.level.turnOrder:next()
|
Tree.level.turnOrder:next()
|
||||||
Tree.level.selector:select(nil)
|
|
||||||
local cid = Tree.level.turnOrder.current
|
|
||||||
local playing = Tree.level.characters[cid]
|
|
||||||
if not playing:has(Tree.behaviors.positioned) then return end
|
|
||||||
|
|
||||||
AnimationNode {
|
|
||||||
function(node)
|
|
||||||
Tree.level.camera:animateTo(playing:has(Tree.behaviors.positioned).position, node)
|
|
||||||
end,
|
|
||||||
duration = 1500,
|
|
||||||
easing = easing.easeInOutCubic,
|
|
||||||
onEnd = function() Tree.level.selector:select(cid) end
|
|
||||||
}:run()
|
|
||||||
end
|
end
|
||||||
|
|
||||||
return function(values)
|
return function(values)
|
||||||
|
|||||||
@ -7,14 +7,13 @@
|
|||||||
--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
|
--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
|
||||||
--- Да, это Future/Promise/await/async
|
--- Да, это Future/Promise/await/async
|
||||||
|
|
||||||
local AnimationNode = require "lib.animation_node"
|
local task = require 'lib.utils.task'
|
||||||
local easing = require "lib.utils.easing"
|
|
||||||
|
|
||||||
--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
|
--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
|
||||||
--- @field tag string
|
--- @field tag string
|
||||||
--- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
|
--- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
|
||||||
--- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
|
--- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
|
||||||
--- @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
|
--- @field cast fun(self: Spell, caster: Character, target: Vec3): Task<nil> | nil Вызывается в момент каста, изменяет мир.
|
||||||
local spell = {}
|
local spell = {}
|
||||||
spell.__index = spell
|
spell.__index = spell
|
||||||
spell.tag = "base"
|
spell.tag = "base"
|
||||||
@ -23,7 +22,7 @@ function spell:update(caster, dt) end
|
|||||||
|
|
||||||
function spell:draw() end
|
function spell:draw() end
|
||||||
|
|
||||||
function spell:cast(caster, target) return true end
|
function spell:cast(caster, target) return end
|
||||||
|
|
||||||
local walk = setmetatable({
|
local walk = setmetatable({
|
||||||
--- @type Deque
|
--- @type Deque
|
||||||
@ -35,30 +34,28 @@ function walk:cast(caster, target)
|
|||||||
if not caster:try(Tree.behaviors.stats, function(stats)
|
if not caster:try(Tree.behaviors.stats, function(stats)
|
||||||
return stats.mana >= 2
|
return stats.mana >= 2
|
||||||
end) then
|
end) then
|
||||||
return false
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
local path = require "lib.pathfinder" (caster:has(Tree.behaviors.positioned).position:floor(), target)
|
local initialPos = caster:has(Tree.behaviors.positioned).position:floor()
|
||||||
|
local path = require "lib.pathfinder" (initialPos, target)
|
||||||
path:pop_front()
|
path:pop_front()
|
||||||
if path:is_empty() then return false end
|
if path:is_empty() then
|
||||||
|
print("[Walk]: the path is empty", initialPos, target)
|
||||||
for p in path:values() do print(p) end
|
return
|
||||||
|
end
|
||||||
|
|
||||||
caster:try(Tree.behaviors.stats, function(stats)
|
caster:try(Tree.behaviors.stats, function(stats)
|
||||||
stats.mana = stats.mana - 2
|
stats.mana = stats.mana - 2
|
||||||
print(stats.mana)
|
|
||||||
end)
|
end)
|
||||||
|
|
||||||
local sprite = caster:has(Tree.behaviors.sprite)
|
local sprite = caster:has(Tree.behaviors.sprite)
|
||||||
if not sprite then return true end
|
assert(sprite, "[Walk]", "WTF DUDE WHERE'S YOUR SPRITE")
|
||||||
AnimationNode {
|
if not sprite then
|
||||||
function(node)
|
return
|
||||||
caster:has(Tree.behaviors.tiled):followPath(path, node)
|
end
|
||||||
end,
|
|
||||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
|
|
||||||
}:run()
|
|
||||||
|
|
||||||
return true
|
return caster:has(Tree.behaviors.tiled):followPath(path)
|
||||||
end
|
end
|
||||||
|
|
||||||
function walk:update(caster, dt)
|
function walk:update(caster, dt)
|
||||||
@ -90,9 +87,10 @@ function regenerateMana:cast(caster, target)
|
|||||||
stats.mana = 10
|
stats.mana = 10
|
||||||
stats.initiative = stats.initiative + 10
|
stats.initiative = stats.initiative + 10
|
||||||
end)
|
end)
|
||||||
print(caster.id, "has regenerated mana and gained initiative")
|
|
||||||
local sprite = caster:has(Tree.behaviors.sprite)
|
local sprite = caster:has(Tree.behaviors.sprite)
|
||||||
if not sprite then return true end
|
if not sprite then return nil end
|
||||||
|
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")
|
||||||
light:addBehavior {
|
light:addBehavior {
|
||||||
@ -100,26 +98,20 @@ function regenerateMana:cast(caster, target)
|
|||||||
Tree.behaviors.residentsleeper.new(),
|
Tree.behaviors.residentsleeper.new(),
|
||||||
Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
|
Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
|
||||||
}
|
}
|
||||||
AnimationNode {
|
|
||||||
function(node)
|
|
||||||
local audioPath = Tree.assets.files.audio
|
|
||||||
sprite:animate("hurt", node)
|
|
||||||
Tree.audio:crossfade(audioPath.music.level1.battle,
|
|
||||||
audioPath.music.level1.choral, 5000)
|
|
||||||
end,
|
|
||||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
|
|
||||||
}:run()
|
|
||||||
|
|
||||||
AnimationNode {
|
local flash = function(callback)
|
||||||
function(node)
|
light:has(Tree.behaviors.light):animateColor(Vec3 {})(
|
||||||
light:has(Tree.behaviors.light):animateColor(Vec3 {}, node)
|
function()
|
||||||
end,
|
light:die()
|
||||||
easing = easing.easeInQuad,
|
callback()
|
||||||
duration = 800,
|
end
|
||||||
onEnd = function() light:die() end
|
)
|
||||||
}:run()
|
end
|
||||||
|
|
||||||
return true
|
return task.wait {
|
||||||
|
flash,
|
||||||
|
sprite:animate("hurt")
|
||||||
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
local attack = setmetatable({}, spell)
|
local attack = setmetatable({}, spell)
|
||||||
@ -131,7 +123,7 @@ function attack:cast(caster, target)
|
|||||||
print("dist:", dist)
|
print("dist:", dist)
|
||||||
return dist > 2
|
return dist > 2
|
||||||
end) then
|
end) then
|
||||||
return false
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
caster:try(Tree.behaviors.stats, function(stats)
|
caster:try(Tree.behaviors.stats, function(stats)
|
||||||
@ -140,7 +132,7 @@ function attack:cast(caster, target)
|
|||||||
|
|
||||||
--- @type Character
|
--- @type Character
|
||||||
local targetCharacterId = Tree.level.characterGrid:get(target)
|
local targetCharacterId = Tree.level.characterGrid:get(target)
|
||||||
if not targetCharacterId or targetCharacterId == caster.id then return false end
|
if not targetCharacterId or targetCharacterId == caster.id then return end
|
||||||
local targetCharacter = Tree.level.characters[targetCharacterId]
|
local targetCharacter = Tree.level.characters[targetCharacterId]
|
||||||
targetCharacter:try(Tree.behaviors.stats, function(stats)
|
targetCharacter:try(Tree.behaviors.stats, function(stats)
|
||||||
stats.hp = stats.hp - 4
|
stats.hp = stats.hp - 4
|
||||||
@ -148,43 +140,20 @@ function attack:cast(caster, target)
|
|||||||
|
|
||||||
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 true end
|
if not sprite or not targetSprite then return end
|
||||||
|
|
||||||
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
|
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
|
||||||
|
|
||||||
AnimationNode {
|
return
|
||||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
|
task.wait {
|
||||||
children = {
|
sprite:animate("attack"),
|
||||||
AnimationNode {
|
task.wait {
|
||||||
function(node)
|
task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200),
|
||||||
sprite:animate("attack", node)
|
function() return targetSprite:animate("hurt") end
|
||||||
end
|
),
|
||||||
},
|
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
|
||||||
AnimationNode {
|
|
||||||
function(node)
|
|
||||||
targetCharacter:has(Tree.behaviors.residentsleeper):sleep(node)
|
|
||||||
end,
|
|
||||||
duration = 200,
|
|
||||||
children = {
|
|
||||||
AnimationNode {
|
|
||||||
function(node)
|
|
||||||
local audioPath = Tree.assets.files.audio
|
|
||||||
targetSprite:animate("hurt", node)
|
|
||||||
--- @type SourceFilter
|
|
||||||
local settings = {
|
|
||||||
type = "highpass",
|
|
||||||
volume = 1,
|
|
||||||
lowgain = 0.1
|
|
||||||
}
|
|
||||||
Tree.audio:play(audioPath.sounds.hurt, settings)
|
|
||||||
end
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
}:run()
|
|
||||||
|
|
||||||
return true
|
|
||||||
end
|
end
|
||||||
|
|
||||||
----------------------------------------
|
----------------------------------------
|
||||||
@ -199,6 +168,7 @@ local spellbook = {
|
|||||||
function spellbook.of(list)
|
function spellbook.of(list)
|
||||||
local spb = {}
|
local spb = {}
|
||||||
for i, sp in ipairs(list) do
|
for i, sp in ipairs(list) do
|
||||||
|
print(i)
|
||||||
spb[i] = setmetatable({}, { __index = sp })
|
spb[i] = setmetatable({}, { __index = sp })
|
||||||
end
|
end
|
||||||
return spb
|
return spb
|
||||||
|
|||||||
40
lib/utils/counter.lua
Normal file
40
lib/utils/counter.lua
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
--- @class Counter
|
||||||
|
--- @field private count integer
|
||||||
|
--- @field private onFinish fun(): nil
|
||||||
|
--- @field private isAlive boolean
|
||||||
|
--- @field push fun():nil добавить 1 к счетчику
|
||||||
|
--- @field pop fun():nil убавить 1 у счетчика
|
||||||
|
--- @field set fun(count: integer): nil установить значение на счетчике
|
||||||
|
local counter = {}
|
||||||
|
counter.__index = counter
|
||||||
|
|
||||||
|
|
||||||
|
--- @private
|
||||||
|
function counter:_push()
|
||||||
|
self.count = self.count + 1
|
||||||
|
end
|
||||||
|
|
||||||
|
--- @private
|
||||||
|
function counter:_pop()
|
||||||
|
self.count = self.count - 1
|
||||||
|
if self.count == 0 and self.isAlive then
|
||||||
|
self.isAlive = false
|
||||||
|
self.onFinish()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- @param onFinish fun(): nil
|
||||||
|
local function new(onFinish)
|
||||||
|
local t = {
|
||||||
|
count = 0,
|
||||||
|
onFinish = onFinish,
|
||||||
|
isAlive = true,
|
||||||
|
}
|
||||||
|
t.push = function() counter._push(t) end
|
||||||
|
t.pop = function() counter._pop(t) end
|
||||||
|
t.set = function(count) t.count = count end
|
||||||
|
|
||||||
|
return setmetatable(t, counter)
|
||||||
|
end
|
||||||
|
|
||||||
|
return new
|
||||||
142
lib/utils/task.lua
Normal file
142
lib/utils/task.lua
Normal file
@ -0,0 +1,142 @@
|
|||||||
|
local easing_lib = require "lib.utils.easing"
|
||||||
|
local lerp = require "lib.utils.utils".lerp
|
||||||
|
|
||||||
|
--- Обобщенная асинхронная функция (Task).
|
||||||
|
--- По сути это функция, принимающая коллбэк: `fun(callback: fun(value: T): nil): nil`
|
||||||
|
--- @generic T
|
||||||
|
--- @alias Task fun(callback: fun(value: T): nil): nil
|
||||||
|
|
||||||
|
local task = {}
|
||||||
|
local activeTweens = {} -- list of tweens
|
||||||
|
-- We also need a way to track tweens by target to support cancellation/replacement
|
||||||
|
-- Let's stick to a simple list for update, but maybe add a helper to find by target?
|
||||||
|
-- Or, just allow multiple tweens per target (which is valid for different properties).
|
||||||
|
-- But if we animate the SAME property, we have a conflict.
|
||||||
|
-- For now, let's just add task.cancel(target) which kills ALL tweens for that target.
|
||||||
|
|
||||||
|
--- Обновление всех активных анимаций (твинов).
|
||||||
|
--- Нужно вызывать в love.update(dt)
|
||||||
|
function task.update(dt)
|
||||||
|
for i = #activeTweens, 1, -1 do
|
||||||
|
local t = activeTweens[i]
|
||||||
|
if not t.cancelled then
|
||||||
|
t.elapsed = t.elapsed + dt * 1000
|
||||||
|
local progress = math.min(t.elapsed / t.duration, 1)
|
||||||
|
local value = t.easing(progress)
|
||||||
|
|
||||||
|
for key, targetValue in pairs(t.properties) do
|
||||||
|
t.target[key] = lerp(t.initial[key], targetValue, value)
|
||||||
|
end
|
||||||
|
|
||||||
|
if progress >= 1 then
|
||||||
|
t.completed = true
|
||||||
|
table.remove(activeTweens, i)
|
||||||
|
if t.resolve then t.resolve() end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
table.remove(activeTweens, i)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Возвращает Completer — объект, который позволяет вручную завершить таску.
|
||||||
|
--- @generic T
|
||||||
|
--- @return { complete: fun(val: T) }, Task<T> future
|
||||||
|
function task.completer()
|
||||||
|
local c = { completed = false, value = nil, cb = nil }
|
||||||
|
function c:complete(val)
|
||||||
|
if self.completed then return end
|
||||||
|
self.completed = true
|
||||||
|
self.value = val
|
||||||
|
if self.cb then self.cb(val) end
|
||||||
|
end
|
||||||
|
|
||||||
|
local future = function(callback)
|
||||||
|
if c.completed then
|
||||||
|
callback(c.value)
|
||||||
|
else
|
||||||
|
c.cb = callback
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return c, future
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Отменяет все активные твины для указанного объекта.
|
||||||
|
--- @param target table
|
||||||
|
function task.cancel(target)
|
||||||
|
for _, t in ipairs(activeTweens) do
|
||||||
|
if t.target == target then
|
||||||
|
t.cancelled = true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Создает таску, которая плавно меняет свойства объекта.
|
||||||
|
--- Автоматически отменяет предыдущие твины для этого объекта (чтобы не было конфликтов).
|
||||||
|
--- @param target table Объект, свойства которого меняем
|
||||||
|
--- @param properties table Набор конечных значений { key = value }
|
||||||
|
--- @param duration number Длительность в мс
|
||||||
|
--- @param easing function? Функция смягчения (по умолчанию linear)
|
||||||
|
--- @return Task<nil>
|
||||||
|
function task.tween(target, properties, duration, easing)
|
||||||
|
task.cancel(target) -- Cancel previous animations on this target
|
||||||
|
|
||||||
|
local initial = {}
|
||||||
|
for k, _ in pairs(properties) do
|
||||||
|
initial[k] = target[k]
|
||||||
|
if type(initial[k]) == "table" and initial[k].copy then
|
||||||
|
initial[k] = initial[k]:copy() -- Для Vec3
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
local comp, future = task.completer()
|
||||||
|
table.insert(activeTweens, {
|
||||||
|
target = target,
|
||||||
|
initial = initial,
|
||||||
|
properties = properties,
|
||||||
|
duration = duration or 1000,
|
||||||
|
easing = easing or easing_lib.linear,
|
||||||
|
elapsed = 0,
|
||||||
|
resolve = function() comp:complete() end
|
||||||
|
})
|
||||||
|
return future
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Возвращает таску, которая завершится сразу с переданным значением.
|
||||||
|
function task.fromValue(val)
|
||||||
|
return function(callback) callback(val) end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Возвращает новый Task, который завершится после завершения всех переданных `tasks`.
|
||||||
|
--- @param tasks Task[]
|
||||||
|
--- @return Task<any[]>
|
||||||
|
function task.wait(tasks)
|
||||||
|
if #tasks == 0 then return task.fromValue({}) end
|
||||||
|
local count = #tasks
|
||||||
|
local results = {}
|
||||||
|
|
||||||
|
return function(callback)
|
||||||
|
for i, t in ipairs(tasks) do
|
||||||
|
t(function(result)
|
||||||
|
results[i] = result
|
||||||
|
count = count - 1
|
||||||
|
if count == 0 then callback(results) end
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Последовательно объединяет два `Task` в один.
|
||||||
|
--- @param t Task
|
||||||
|
--- @param onCompleted fun(value: any): Task
|
||||||
|
--- @return Task
|
||||||
|
function task.chain(t, onCompleted)
|
||||||
|
return function(callback)
|
||||||
|
t(function(value)
|
||||||
|
local t2 = onCompleted(value)
|
||||||
|
t2(callback)
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return task
|
||||||
30
main.lua
30
main.lua
@ -2,6 +2,8 @@
|
|||||||
|
|
||||||
local character = require "lib/character/character"
|
local character = require "lib/character/character"
|
||||||
local testLayout
|
local testLayout
|
||||||
|
local TestRunner = require "test.runner"
|
||||||
|
TestRunner:register(require "test.task")
|
||||||
|
|
||||||
function love.conf(t)
|
function love.conf(t)
|
||||||
t.console = true
|
t.console = true
|
||||||
@ -23,16 +25,37 @@ function love.load()
|
|||||||
Tree.behaviors.shadowcaster.new(),
|
Tree.behaviors.shadowcaster.new(),
|
||||||
Tree.behaviors.spellcaster.new()
|
Tree.behaviors.spellcaster.new()
|
||||||
},
|
},
|
||||||
character.spawn("Baris")
|
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 { 5, 5 }),
|
Tree.behaviors.positioned.new(Vec3 { 4, 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()
|
||||||
},
|
},
|
||||||
|
character.spawn("Foodor")
|
||||||
|
:addBehavior {
|
||||||
|
Tree.behaviors.residentsleeper.new(),
|
||||||
|
Tree.behaviors.stats.new(nil, nil, 3),
|
||||||
|
Tree.behaviors.positioned.new(Vec3 { 5, 3 }),
|
||||||
|
Tree.behaviors.tiled.new(),
|
||||||
|
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||||
|
Tree.behaviors.shadowcaster.new(),
|
||||||
|
Tree.behaviors.spellcaster.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()
|
||||||
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
for id, _ in pairs(chars) do
|
for id, _ in pairs(chars) do
|
||||||
@ -46,7 +69,10 @@ end
|
|||||||
|
|
||||||
local lt = "0"
|
local lt = "0"
|
||||||
function love.update(dt)
|
function love.update(dt)
|
||||||
|
TestRunner:update(dt) -- закомментировать для отключения тестов
|
||||||
|
|
||||||
local t1 = love.timer.getTime()
|
local t1 = love.timer.getTime()
|
||||||
|
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:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше
|
||||||
|
|||||||
46
test/runner.lua
Normal file
46
test/runner.lua
Normal file
@ -0,0 +1,46 @@
|
|||||||
|
--- @class Test
|
||||||
|
local test = {}
|
||||||
|
function test:run(complete) end
|
||||||
|
|
||||||
|
function test:update(dt) end
|
||||||
|
|
||||||
|
--- @class TestRunner
|
||||||
|
--- @field private tests Test[]
|
||||||
|
--- @field private state "loading" | "running" | "completed"
|
||||||
|
--- @field private completedCount integer
|
||||||
|
local runner = {}
|
||||||
|
runner.tests = {}
|
||||||
|
runner.state = "loading"
|
||||||
|
runner.completedCount = 0
|
||||||
|
|
||||||
|
--- глобальный update для тестов, нужен для тестирования фич, зависимых от времени
|
||||||
|
function runner:update(dt)
|
||||||
|
if self.state == "loading" then
|
||||||
|
print("[TestRunner]: running " .. #self.tests .. " tests")
|
||||||
|
|
||||||
|
for _, t in ipairs(self.tests) do
|
||||||
|
t:run(
|
||||||
|
function()
|
||||||
|
self.completedCount = self.completedCount + 1
|
||||||
|
if self.completedCount == #self.tests then
|
||||||
|
self.state = "completed"
|
||||||
|
print("[TestRunner]: tests completed")
|
||||||
|
end
|
||||||
|
end
|
||||||
|
)
|
||||||
|
end
|
||||||
|
self.state = "running"
|
||||||
|
end
|
||||||
|
|
||||||
|
for _, t in ipairs(self.tests) do
|
||||||
|
if t.update then t:update(dt) end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- добавляет тест для прохождения
|
||||||
|
--- @param t Test
|
||||||
|
function runner:register(t)
|
||||||
|
table.insert(self.tests, t)
|
||||||
|
end
|
||||||
|
|
||||||
|
return runner
|
||||||
75
test/task.lua
Normal file
75
test/task.lua
Normal file
@ -0,0 +1,75 @@
|
|||||||
|
local task = require "lib.utils.task"
|
||||||
|
|
||||||
|
local test = {}
|
||||||
|
|
||||||
|
local t0
|
||||||
|
local task1Start, task2Start
|
||||||
|
local task1Callback, task2Callback
|
||||||
|
|
||||||
|
--- @return Task<number>
|
||||||
|
local function task1()
|
||||||
|
return function(callback)
|
||||||
|
task1Start = love.timer.getTime()
|
||||||
|
task1Callback = callback
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- @return Task<number>
|
||||||
|
local function task2()
|
||||||
|
return function(callback)
|
||||||
|
task2Start = love.timer.getTime()
|
||||||
|
task2Callback = callback
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function test:run(complete)
|
||||||
|
t0 = love.timer.getTime()
|
||||||
|
|
||||||
|
task.wait {
|
||||||
|
task1(),
|
||||||
|
task2()
|
||||||
|
} (function(values)
|
||||||
|
local tWait = love.timer.getTime()
|
||||||
|
local dt = tWait - t0
|
||||||
|
|
||||||
|
local t1 = values[1]
|
||||||
|
local t2 = values[2]
|
||||||
|
|
||||||
|
assert(type(t1) == "number" and type(t2) == "number")
|
||||||
|
assert(t2 > t1)
|
||||||
|
assert(dt >= 2, "dt = " .. dt)
|
||||||
|
|
||||||
|
print("task.wait completed in " .. dt .. " sec", "t1 = " .. t1 - t0, "t2 = " .. t2 - t0)
|
||||||
|
|
||||||
|
|
||||||
|
t0 = love.timer.getTime()
|
||||||
|
task.chain(task1(), function(value)
|
||||||
|
t1 = value
|
||||||
|
assert(t1 - t0 >= 1)
|
||||||
|
return task2()
|
||||||
|
end)(
|
||||||
|
function(value)
|
||||||
|
t2 = value
|
||||||
|
assert(t2 - t0 >= 2)
|
||||||
|
print("task.chain completed in " .. t2 - t0 .. " sec")
|
||||||
|
|
||||||
|
complete()
|
||||||
|
end
|
||||||
|
)
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
function test:update(dt)
|
||||||
|
local t = love.timer.getTime()
|
||||||
|
if task1Start and t - task1Start >= 1 then
|
||||||
|
task1Callback(t)
|
||||||
|
task1Start = nil
|
||||||
|
end
|
||||||
|
|
||||||
|
if task2Start and t - task2Start >= 2 then
|
||||||
|
task2Callback(t)
|
||||||
|
task2Start = nil
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return test
|
||||||
Loading…
x
Reference in New Issue
Block a user