Compare commits
No commits in common. "main" and "feature/animateTo" have entirely different histories.
main
...
feature/an
@ -1,91 +0,0 @@
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
https://openfontlicense.org
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
Binary file not shown.
@ -1,94 +0,0 @@
|
||||
Copyright 2025 The WDXL Lubrifont Project Authors (https://github.com/NightFurySL2001/WD-XL-font)
|
||||
Copyright 2018-2020 The ZCOOL QingKe HuangYou Project Authors (https://www.github.com/googlefonts/zcool-qingke-huangyou)
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
https://openfontlicense.org
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 1.5 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 2.7 KiB |
@ -1,8 +0,0 @@
|
||||
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
|
||||
{
|
||||
vec4 px = Texel(tex, texCoord);
|
||||
if (px.a == 0.0) {
|
||||
discard;
|
||||
}
|
||||
return vec4(1.0);
|
||||
}
|
||||
@ -1,24 +0,0 @@
|
||||
extern float t;
|
||||
extern float blockSize;
|
||||
|
||||
// hash-функция для шума по целочисленным координатам блока
|
||||
float hash(vec2 p) {
|
||||
p = vec2(
|
||||
dot(p, vec2(127.1, 311.7)),
|
||||
dot(p, vec2(269.5, 183.3))
|
||||
);
|
||||
return fract(sin(p.x + p.y) * 43758.5453123);
|
||||
}
|
||||
|
||||
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
|
||||
{
|
||||
float blockSize = 4.0;
|
||||
|
||||
vec2 cell = floor(screenCoord / blockSize);
|
||||
float n = hash(cell); // [0..1]
|
||||
float mask = 1.0 - step(t, n);
|
||||
|
||||
vec4 base = Texel(tex, texCoord) * color;
|
||||
base.a *= mask;
|
||||
return base;
|
||||
}
|
||||
@ -1,17 +0,0 @@
|
||||
#pragma language glsl3
|
||||
|
||||
vec2 hash(vec2 p) {
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 34.345);
|
||||
return fract(vec2(p.x * p.y, p.x + p.y));
|
||||
}
|
||||
|
||||
vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
|
||||
{
|
||||
vec2 cell = floor(px / 2.0); // тут можно размер зерна менять
|
||||
|
||||
float n = hash(cell).x; // 0..1
|
||||
float v = 0.9 + n * 0.1; // 0.9..1.0
|
||||
|
||||
return vec4(v, v, v, 1.0);
|
||||
}
|
||||
@ -33,7 +33,7 @@ local easing = require "lib.utils.easing"
|
||||
--- @field duration number продолжительность в миллисекундах
|
||||
--- @field easing ease функция смягчения
|
||||
--- @field t number прогресс анимации
|
||||
--- @field state "running" | "waiting" | "finished"
|
||||
--- @field finished boolean
|
||||
local animation = {}
|
||||
animation.__index = animation
|
||||
|
||||
@ -41,7 +41,7 @@ animation.__index = animation
|
||||
function animation:bubbleUp()
|
||||
self.count = self.count - 1
|
||||
if self.count > 0 then return end
|
||||
self.state = "finished"
|
||||
self.finished = true
|
||||
if self.onEnd then self.onEnd() end
|
||||
if self.parent then self.parent:bubbleUp() end
|
||||
end
|
||||
@ -63,7 +63,7 @@ function animation:getValue()
|
||||
end
|
||||
|
||||
function animation:update(dt)
|
||||
if self.state ~= "running" then return end
|
||||
if self.finished then return end
|
||||
|
||||
if self.t < 1 then
|
||||
self.t = self.t + dt * 1000 / self.duration -- в знаменателе продолжительность анимации в секундах
|
||||
@ -82,14 +82,14 @@ local function new(data)
|
||||
end
|
||||
t.onEnd = data.onEnd
|
||||
t.count = 1 -- своя анимация
|
||||
t.finished = false
|
||||
t.children = {}
|
||||
t:chain(data.children or {})
|
||||
t.duration = data.duration or 1000
|
||||
t.easing = data.easing or easing.linear
|
||||
t.t = 0
|
||||
t.state = "running"
|
||||
t.finish = function()
|
||||
t.state = "waiting"
|
||||
if t.finished then return end
|
||||
t:bubbleUp()
|
||||
for _, anim in ipairs(t.children) do
|
||||
anim:run()
|
||||
|
||||
@ -24,17 +24,6 @@ function mapBehavior.new(position, size)
|
||||
}, mapBehavior)
|
||||
end
|
||||
|
||||
--- @param position Vec3
|
||||
function mapBehavior:lookAt(position)
|
||||
self.owner:try(Tree.behaviors.sprite,
|
||||
function(sprite)
|
||||
if position.x > self.displayedPosition.x then sprite.side = sprite.RIGHT end
|
||||
-- (sic!)
|
||||
if position.x < self.displayedPosition.x then sprite.side = sprite.LEFT end
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
--- @param path Deque
|
||||
--- @param animationNode AnimationNode
|
||||
function mapBehavior:followPath(path, animationNode)
|
||||
|
||||
@ -24,10 +24,6 @@ function behavior:endCast()
|
||||
end
|
||||
|
||||
function behavior:update(dt)
|
||||
if Tree.level.selector:deselected() then
|
||||
self.state = "idle"
|
||||
self.cast = nil
|
||||
end
|
||||
if self.cast and self.state == "casting" then self.cast:update(self.owner, dt) end
|
||||
end
|
||||
|
||||
|
||||
@ -17,7 +17,7 @@ local camera = {
|
||||
velocity = Vec3 {},
|
||||
acceleration = 0.2,
|
||||
speed = 5,
|
||||
pixelsPerMeter = 32,
|
||||
pixelsPerMeter = 24,
|
||||
}
|
||||
|
||||
function camera:getDefaultScale()
|
||||
@ -38,7 +38,7 @@ local controlMap = {
|
||||
}
|
||||
|
||||
function camera:update(dt)
|
||||
if self.animationNode and self.animationNode.state == "running" then
|
||||
if self.animationNode and not (self.animationNode.t >= 1) then
|
||||
self.animationNode:update(dt) -- тик анимации
|
||||
self.position = utils.lerp(self.animationBeginPosition, self.animationEndPosition, self.animationNode:getValue())
|
||||
return
|
||||
@ -100,7 +100,7 @@ end
|
||||
--- @param position Vec3
|
||||
--- @param animationNode AnimationNode
|
||||
function camera:animateTo(position, animationNode)
|
||||
if self.animationNode and self.animationNode.state ~= "finished" then self.animationNode:finish() end
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.animationEndPosition = position
|
||||
self.animationBeginPosition = self.position
|
||||
|
||||
@ -35,6 +35,7 @@ function level:update(dt)
|
||||
el:update(dt)
|
||||
end)
|
||||
|
||||
self.camera:update(dt)
|
||||
self.selector:update(dt)
|
||||
end
|
||||
|
||||
|
||||
@ -34,8 +34,11 @@ function selector:update(dt)
|
||||
|
||||
char:try(Tree.behaviors.spellcaster, function(b)
|
||||
if not b.cast then
|
||||
if not selectedId then self:select(nil) end
|
||||
return
|
||||
-- тут какая-то страшная дичь, я даже не уверен что оно работает
|
||||
-- зато я точно уверен, что это надо было писать не так
|
||||
if not selectedId then self:select(selectedId) end
|
||||
if selectedId ~= Tree.level.turnOrder.current and Tree.level.turnOrder.isTurnsEnabled then return end
|
||||
return self:select(selectedId)
|
||||
end
|
||||
if b.cast:cast(char, mousePosition) then
|
||||
self:lock()
|
||||
|
||||
@ -30,6 +30,7 @@ end
|
||||
---
|
||||
--- Если в очереди на ход больше никого нет, заканчиваем раунд
|
||||
function turnOrder:next()
|
||||
Tree.level.selector.id = nil
|
||||
self.actedQueue:insert(self.current)
|
||||
local next = self.pendingQueue:peek()
|
||||
if not next then return self:endRound() end
|
||||
|
||||
@ -1,20 +0,0 @@
|
||||
--- @class Color
|
||||
--- @field r number
|
||||
--- @field g number
|
||||
--- @field b number
|
||||
--- @field a number
|
||||
local color = {
|
||||
r = 1,
|
||||
g = 1,
|
||||
b = 1,
|
||||
a = 1
|
||||
}
|
||||
color.__index = color
|
||||
|
||||
--- @param rgba {r?: number, g?: number, b?: number, a?: number}
|
||||
--- @return Color
|
||||
function color.new(rgba)
|
||||
return setmetatable(rgba, color)
|
||||
end
|
||||
|
||||
return color.new
|
||||
@ -1,22 +1,9 @@
|
||||
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)
|
||||
--- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в *локальных* координатах
|
||||
--- @field transform love.Transform Преобразование из локальных координат элемента (bounds) в экранные координаты
|
||||
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
|
||||
@ -24,7 +11,10 @@ function uiElement:update(dt) end
|
||||
function uiElement:draw() end
|
||||
|
||||
function uiElement:hitTest(screenX, screenY)
|
||||
return self.bounds:hasPoint(screenX, screenY)
|
||||
local r, g, b, a = love.graphics.getColor()
|
||||
if a == 0 then return false end
|
||||
local lx, ly = self.transform:inverseTransformPoint(screenX, screenY)
|
||||
return self.bounds:hasPoint(lx, ly)
|
||||
end
|
||||
|
||||
--- @generic T : UIElement
|
||||
@ -33,77 +23,8 @@ end
|
||||
--- @return T
|
||||
function uiElement.new(self, values)
|
||||
values.bounds = values.bounds or Rect {}
|
||||
values.overlayGradientMesh = values.overlayGradientMesh or uiElement.overlayGradientMesh;
|
||||
values.transform = values.transform or love.math.newTransform()
|
||||
return setmetatable(values, self)
|
||||
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
|
||||
|
||||
@ -1,71 +0,0 @@
|
||||
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("medium")
|
||||
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
|
||||
@ -1,86 +0,0 @@
|
||||
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
|
||||
@ -1,128 +0,0 @@
|
||||
local easing = require "lib.utils.easing"
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
local 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 animationNode AnimationNode
|
||||
--- @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 {}
|
||||
return setmetatable(t, characterPanel)
|
||||
end
|
||||
|
||||
function characterPanel:show()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "show"
|
||||
end,
|
||||
duration = 300,
|
||||
onEnd = function()
|
||||
self.state = "idle"
|
||||
end,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
function characterPanel:hide()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "hide"
|
||||
end,
|
||||
duration = 300,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
--- @type love.Canvas
|
||||
local characterPanelCanvas;
|
||||
|
||||
function characterPanel:update(dt)
|
||||
if self.animationNode then self.animationNode:update(dt) end
|
||||
self.skillRow:update(dt)
|
||||
self.bars.bounds = Rect {
|
||||
width = self.skillRow.bounds.width,
|
||||
x = self.skillRow.bounds.x,
|
||||
y = self.skillRow.bounds.y
|
||||
}
|
||||
self.bars:update(dt)
|
||||
|
||||
self.bounds = Rect {
|
||||
x = self.bars.bounds.x,
|
||||
y = self.bars.bounds.y,
|
||||
width = self.bars.bounds.width,
|
||||
height = self.bars.bounds.height + self.skillRow.bounds.height
|
||||
}
|
||||
|
||||
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 alpha = 1
|
||||
if self.state == "show" then
|
||||
alpha = self.animationNode:getValue()
|
||||
elseif self.state == "hide" then
|
||||
alpha = 1 - self.animationNode:getValue()
|
||||
end
|
||||
local revealShader = Tree.assets.files.shaders.reveal
|
||||
revealShader:send("t", alpha)
|
||||
end
|
||||
|
||||
function characterPanel:draw()
|
||||
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
|
||||
@ -1,66 +0,0 @@
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
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("headline")
|
||||
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()
|
||||
Tree.level.selector:select(nil)
|
||||
local cid = Tree.level.turnOrder.current
|
||||
local playing = Tree.level.characters[cid]
|
||||
if not playing:has(Tree.behaviors.map) then return end
|
||||
|
||||
AnimationNode {
|
||||
function(node)
|
||||
Tree.level.camera:animateTo(playing:has(Tree.behaviors.map).displayedPosition, node)
|
||||
end,
|
||||
duration = 1500,
|
||||
easing = easing.easeInOutCubic,
|
||||
onEnd = function() Tree.level.selector:select(cid) end
|
||||
}:run()
|
||||
end
|
||||
|
||||
return function(values)
|
||||
return endTurnButton:new(values)
|
||||
end
|
||||
@ -1,23 +1,24 @@
|
||||
local CPanel = require "lib.simple_ui.level.cpanel"
|
||||
local easing = require "lib.utils.easing"
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
local SkillRow = require "lib.simple_ui.level.skill_row"
|
||||
|
||||
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)
|
||||
self.skillRow = SkillRow(cid)
|
||||
self.skillRow:show()
|
||||
elseif Tree.level.selector:deselected() then
|
||||
self.characterPanel:hide()
|
||||
self.skillRow:hide()
|
||||
end
|
||||
if self.skillRow then self.skillRow:update(dt) end
|
||||
end
|
||||
|
||||
function layout:draw()
|
||||
if self.characterPanel then self.characterPanel:draw() end
|
||||
if self.skillRow then self.skillRow:draw() end
|
||||
end
|
||||
|
||||
return layout
|
||||
|
||||
@ -1,2 +0,0 @@
|
||||
local UI_SCALE = 0.75 -- выдуманное значение для dependency injection, надо подбирать так, чтобы UI_SCALE * 64 было целым числом
|
||||
return UI_SCALE
|
||||
@ -1,19 +1,18 @@
|
||||
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons)
|
||||
local easing = require "lib.utils.easing"
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
|
||||
local UI_SCALE = require "lib.simple_ui.level.scale"
|
||||
|
||||
--- @class SkillButton : UIElement
|
||||
--- @field hovered boolean
|
||||
--- @field selected boolean
|
||||
--- @field onClick function?
|
||||
--- @field icon? string
|
||||
--- @field icon string
|
||||
local skillButton = setmetatable({}, Element)
|
||||
skillButton.__index = skillButton
|
||||
|
||||
function skillButton:update(dt)
|
||||
if not self.icon then return end
|
||||
local mx, my = love.mouse.getPosition()
|
||||
if self:hitTest(mx, my) then
|
||||
self.hovered = true
|
||||
@ -27,33 +26,22 @@ function skillButton:update(dt)
|
||||
end
|
||||
|
||||
function skillButton:draw()
|
||||
love.graphics.setLineWidth(2)
|
||||
|
||||
|
||||
if not self.icon then
|
||||
love.graphics.setColor(0.05, 0.05, 0.05)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
self:drawBorder("inner")
|
||||
return
|
||||
end
|
||||
|
||||
local quad = icons:pickQuad(self.icon)
|
||||
love.graphics.push()
|
||||
love.graphics.translate(self.bounds.x, self.bounds.y)
|
||||
love.graphics.scale(self.bounds.width / icons.tileSize, self.bounds.height / icons.tileSize)
|
||||
love.graphics.draw(icons.atlas, quad)
|
||||
love.graphics.pop()
|
||||
love.graphics.applyTransform(self.transform)
|
||||
|
||||
self:drawBorder("inner")
|
||||
local r, g, b, a = love.graphics.getColor()
|
||||
|
||||
if self.selected then
|
||||
love.graphics.setColor(0.3, 1, 0.3, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setColor(0.3, 1, 0.3, a)
|
||||
elseif self.hovered then
|
||||
love.graphics.setColor(0.7, 1, 0.7, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setColor(0.7, 1, 0.7, a)
|
||||
else
|
||||
love.graphics.setColor(1, 1, 1, a)
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
love.graphics.translate(0, self.bounds.y)
|
||||
love.graphics.draw(icons.atlas, icons:pickQuad(self.icon))
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
@ -61,6 +49,8 @@ end
|
||||
--- @class SkillRow : UIElement
|
||||
--- @field characterId Id
|
||||
--- @field selected SkillButton?
|
||||
--- @field animationNode AnimationNode
|
||||
--- @field state "show" | "idle" | "hide"
|
||||
--- @field children SkillButton[]
|
||||
local skillRow = setmetatable({}, Element)
|
||||
skillRow.__index = skillRow
|
||||
@ -70,6 +60,7 @@ skillRow.__index = skillRow
|
||||
function skillRow.new(characterId)
|
||||
local t = {
|
||||
characterId = characterId,
|
||||
state = "show",
|
||||
children = {}
|
||||
}
|
||||
|
||||
@ -96,89 +87,75 @@ function skillRow.new(characterId)
|
||||
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)
|
||||
function skillRow:show()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "show"
|
||||
end,
|
||||
duration = 300,
|
||||
onEnd = function()
|
||||
self.state = "idle"
|
||||
end,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
if not c then
|
||||
c = love.graphics.newCanvas(self.bounds.width, self.bounds.height)
|
||||
function skillRow:hide()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "hide"
|
||||
end,
|
||||
duration = 300,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
function skillRow:update(dt)
|
||||
if self.animationNode then self.animationNode:update(dt) end
|
||||
|
||||
local iconSize = icons.tileSize
|
||||
local scale = (64 / iconSize)
|
||||
local screenW, screenH = love.graphics.getDimensions()
|
||||
local padding = 8
|
||||
local count = #self.children
|
||||
|
||||
self.bounds = Rect {
|
||||
width = count * icons.tileSize + (count - 1) * padding,
|
||||
height = iconSize,
|
||||
y = self.state == "show" and 10 * (1 - self.animationNode:getValue()) or 0
|
||||
}
|
||||
self.transform = love.math.newTransform():translate(screenW / 2,
|
||||
screenH - 16):scale(scale, scale):translate(-self.bounds.width / 2, -iconSize)
|
||||
|
||||
for i, skb in ipairs(self.children) do
|
||||
skb.bounds = Rect { height = iconSize, width = iconSize }
|
||||
skb.transform = self.transform:clone():translate(self.bounds.x + (i - 1) * iconSize +
|
||||
(i - 1) *
|
||||
padding, -- левый край ряда + размер предыдущих иконок + размер предыдущих отступов
|
||||
self.bounds.y -- высота не меняется
|
||||
)
|
||||
skb:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
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
|
||||
local alpha = 1
|
||||
if self.state == "show" then
|
||||
alpha = self.animationNode:getValue()
|
||||
elseif self.state == "hide" then
|
||||
alpha = 1 - self.animationNode:getValue()
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1, alpha)
|
||||
for _, skb in ipairs(self.children) do
|
||||
skb:draw()
|
||||
end
|
||||
|
||||
-- маска для вырезов под иконки
|
||||
love.graphics.setShader(Tree.assets.files.shaders.alpha_mask)
|
||||
love.graphics.stencil(function()
|
||||
local mask = Tree.assets.files.masks.rrect32
|
||||
local maskSize = mask:getWidth()
|
||||
for _, skb in ipairs(self.children) do
|
||||
love.graphics.draw(mask, skb.bounds.x, skb.bounds.y, 0,
|
||||
skb.bounds.width / maskSize, skb.bounds.height / maskSize)
|
||||
end
|
||||
end, "replace", 1)
|
||||
love.graphics.setShader()
|
||||
|
||||
|
||||
-- дальше рисуем панель, перекрывая иконки
|
||||
love.graphics.setStencilTest("less", 1)
|
||||
-- шум
|
||||
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setShader()
|
||||
|
||||
-- фон
|
||||
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
|
||||
love.graphics.setBlendMode("multiply", "premultiplied")
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setBlendMode("alpha")
|
||||
|
||||
love.graphics.setStencilTest()
|
||||
|
||||
--затенение
|
||||
self:drawGradientOverlay()
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
return skillRow.new
|
||||
|
||||
@ -18,7 +18,7 @@ function rect.new(table)
|
||||
end
|
||||
|
||||
function rect:hasPoint(x, y)
|
||||
return x >= self.x and x < self.x + self.width and y >= self.y and y < self.y + self.height
|
||||
return x >= self.x and x < self.width and y >= self.y and y < self.height
|
||||
end
|
||||
|
||||
return rect.new
|
||||
|
||||
@ -124,8 +124,6 @@ function attack:cast(caster, target)
|
||||
local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
|
||||
if not sprite or not targetSprite then return true end
|
||||
|
||||
caster:try(Tree.behaviors.map, function(map) map:lookAt(target) end)
|
||||
|
||||
AnimationNode {
|
||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
|
||||
children = {
|
||||
|
||||
@ -6,7 +6,6 @@
|
||||
Tree = {
|
||||
assets = (require "lib.utils.asset_bundle"):load()
|
||||
}
|
||||
Tree.fonts = (require "lib.utils.font_manager"):load("WDXL_Lubrifont_TC"):loadTheme("Roboto_Mono") -- дефолтный шрифт
|
||||
Tree.panning = require "lib/panning"
|
||||
Tree.controls = require "lib.controls"
|
||||
Tree.level = (require "lib.level.level").new("procedural", "flower_plains") -- для теста у нас только один уровень, который сразу же загружен
|
||||
|
||||
@ -51,7 +51,7 @@ function AssetBundle.loadFile(path)
|
||||
elseif (ext == "lua") then
|
||||
return require(string.gsub(path, ".lua", ""))
|
||||
end
|
||||
return filedata
|
||||
return nil
|
||||
end
|
||||
|
||||
function AssetBundle.cutExtension(filename)
|
||||
|
||||
@ -1,94 +0,0 @@
|
||||
--- @alias FontVariant "smallest" | "small" | "medium" | "large" | "headline"
|
||||
|
||||
--- @class TextTheme
|
||||
--- @field private _sizes {[FontVariant]: integer}
|
||||
local theme = {
|
||||
_sizes = {
|
||||
smallest = 10,
|
||||
small = 12,
|
||||
medium = 14,
|
||||
large = 16,
|
||||
headline = 20,
|
||||
}
|
||||
}
|
||||
theme.__index = theme
|
||||
|
||||
--- @param loader fun(size: integer): love.Font?
|
||||
function theme.new(loader)
|
||||
local t = {}
|
||||
for tag, size in pairs(theme._sizes) do
|
||||
local f = loader(size)
|
||||
if not f then return nil end
|
||||
t[tag] = f
|
||||
end
|
||||
|
||||
return setmetatable(t, theme)
|
||||
end
|
||||
|
||||
--- @param variant FontVariant
|
||||
--- @return love.Font
|
||||
function theme:getVariant(variant)
|
||||
return self[variant]
|
||||
end
|
||||
|
||||
----------------------------------------------------------
|
||||
|
||||
--- A singleton to handle fonts
|
||||
--- @class FontManager
|
||||
--- @field private _themes table
|
||||
--- @field defaultTheme string?
|
||||
local FontManager = {
|
||||
_themes = {}
|
||||
}
|
||||
|
||||
--- @param name string
|
||||
--- @param size integer
|
||||
function FontManager.newFont(name, size)
|
||||
local err = function()
|
||||
print("[FontManager]: font " .. name .. " not found!")
|
||||
end
|
||||
local fontDir = Tree.assets.files.fonts[name]
|
||||
if not fontDir then return err() end
|
||||
local font = fontDir.font
|
||||
if not font then return err() end
|
||||
return love.graphics.newFont(font, size)
|
||||
end
|
||||
|
||||
--- @param name string
|
||||
--- @return FontManager
|
||||
function FontManager:loadTheme(name)
|
||||
self._themes[name] = theme.new(
|
||||
function(size)
|
||||
return self.newFont(name, size)
|
||||
end
|
||||
)
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param name string
|
||||
--- @return TextTheme?
|
||||
function FontManager:getTheme(name)
|
||||
return self._themes[name]
|
||||
end
|
||||
|
||||
--- @return TextTheme
|
||||
function FontManager:getDefaultTheme()
|
||||
return self._themes[self.defaultTheme]
|
||||
end
|
||||
|
||||
--- initial setup
|
||||
--- @param defaultFontName string
|
||||
function FontManager:load(defaultFontName)
|
||||
local t = self:loadTheme(defaultFontName):getTheme(defaultFontName)
|
||||
if not t then
|
||||
print("[FontManager]: default font " .. defaultFontName .. " is missing")
|
||||
return self
|
||||
end
|
||||
self.defaultTheme = defaultFontName
|
||||
|
||||
local f = t:getVariant("medium")
|
||||
love.graphics.setFont(f)
|
||||
return self
|
||||
end
|
||||
|
||||
return FontManager
|
||||
21
main.lua
21
main.lua
@ -18,18 +18,28 @@ function love.load()
|
||||
end
|
||||
Tree.level.turnOrder:endRound()
|
||||
print("Now playing:", Tree.level.turnOrder.current)
|
||||
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
|
||||
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
|
||||
end
|
||||
|
||||
local lt = "0"
|
||||
function love.update(dt)
|
||||
local t1 = love.timer.getTime()
|
||||
Tree.controls:poll()
|
||||
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) -- логика UI-слоя должна отработать раньше всех, потому что нужно перехватить жесты и не пустить их дальше
|
||||
Tree.panning:update(dt)
|
||||
Tree.level:update(dt)
|
||||
|
||||
-- для тестов очереди ходов
|
||||
-- удалить как только появится ui для людей
|
||||
if Tree.controls:isJustPressed("endTurnTest") then
|
||||
Tree.level.turnOrder:next()
|
||||
print("Now playing:", Tree.level.turnOrder.current)
|
||||
end
|
||||
if Tree.controls:isJustPressed("toggleTurns") then
|
||||
print('toggle turns')
|
||||
Tree.level.turnOrder:toggleTurns()
|
||||
end
|
||||
|
||||
Tree.controls:cache()
|
||||
|
||||
local t2 = love.timer.getTime()
|
||||
@ -64,10 +74,7 @@ function love.draw()
|
||||
testLayout:draw()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("medium"))
|
||||
local stats = "fps: " ..
|
||||
love.timer.getFPS() ..
|
||||
" lt: " .. lt .. " dt: " .. dt .. " mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000)
|
||||
local stats = "fps: " .. love.timer.getFPS() .. " lt: " .. lt .. " dt: " .. dt
|
||||
love.graphics.print(stats, 10, 10)
|
||||
|
||||
local t2 = love.timer.getTime()
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user