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feature/au
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@ -1,18 +0,0 @@
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extern vec2 direction; // (1.0, 0.0) для X, (0.0, 1.0) для Y
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extern number radius; // радиус размытия
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vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
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{
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vec4 sum = vec4(0.0);
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float weightTotal = 0.0;
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for (int i = -10; i <= 10; i++) {
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float offset = float(i);
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float weight = exp(-offset * offset / (2.0 * radius * radius));
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vec2 shift = direction * offset / love_ScreenSize.xy;
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sum += Texel(tex, texture_coords + shift) * weight;
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weightTotal += weight;
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}
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return sum / weightTotal;
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}
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@ -1,47 +0,0 @@
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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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@ -1,30 +0,0 @@
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extern vec3 color;
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extern number time;
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vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
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{
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vec4 texColor = Texel(tex, texture_coords);
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float mask = texColor.r;
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vec2 uv = texture_coords - 0.5;
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float dist = length(uv * 2.0);
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float t = time;
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float wave = sin((uv.x + uv.y) * 6.0 + t * 1.5) * 0.03;
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float ripple = sin(length(uv) * 20.0 - t * 2.0) * 0.02;
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float flicker = sin(t * 2.5) * 0.02;
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dist += wave + ripple + flicker;
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float intensity = 1.0 - smoothstep(0.0, 1.0, dist);
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intensity = pow(intensity, 2.0);
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float colorShift = sin(t * 3.0) * 0.1;
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vec3 flickerColor = color + vec3(colorShift, colorShift * 0.5, -colorShift * 0.3);
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vec3 finalColor = flickerColor * intensity * mask;
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return vec4(finalColor, mask * intensity);
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}
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@ -1,20 +0,0 @@
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extern Image scene;
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extern Image light;
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extern vec3 ambient;
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vec4 effect(vec4 vcolor, Image unused, vec2 uv, vec2 px)
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{
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vec4 s = Texel(scene, uv);
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vec3 l = Texel(light, uv).rgb;
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l = clamp(l, 0.0, 1.0);
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vec3 a = clamp(ambient, 0.0, 1.0);
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// Канальный множитель: от ambient до 1 в зависимости от света
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vec3 m = a + (vec3(1.0) - a) * l;
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vec3 rgb = s.rgb * m;
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return vec4(rgb, s.a);
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}
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101
lib/animation_node.lua
Normal file
101
lib/animation_node.lua
Normal file
@ -0,0 +1,101 @@
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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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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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@ -1,13 +1,6 @@
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--- @meta _
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Tree.behaviors.map = require "lib.character.behaviors.map"
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Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
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Tree.behaviors.sprite = require "lib.character.behaviors.sprite"
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Tree.behaviors.stats = require "lib.character.behaviors.stats"
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Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper"
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Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster"
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Tree.behaviors.light = require "character.behaviors.light"
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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.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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@ -1,7 +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 EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
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local AnimationNode = require "lib.animation_node"
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--- @alias SourceFilter { type: "bandpass"|"highpass"|"lowpass", volume: number, highgain: number, lowgain: number }
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@ -9,6 +7,7 @@ local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
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--- @field musicVolume number
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--- @field soundVolume number
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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 to love.Source?
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audio = {}
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@ -24,10 +23,15 @@ local function new(musicVolume, soundVolume)
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end
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function audio:update(dt)
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if self.fader then
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local t = self.fader.value
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if self.from then self.from:setVolume(self.musicVolume * (1 - t)) end
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if self.to then self.to:setVolume(self.musicVolume * t) end
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if self.animationNode and self.animationNode.state == "running" then
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self.animationNode:update(dt)
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self.from:setVolume(self.musicVolume - self.animationNode:getValue() * self.musicVolume)
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self.to:setVolume(self.animationNode:getValue() * self.musicVolume)
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-- print(self.animationNode.t)
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elseif self.animationNode and self.animationNode.state == "finished" then
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self.from:stop()
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self.animationNode:finish()
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self.animationNode = nil
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end
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end
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@ -40,52 +44,40 @@ end
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--- @param ms number? in milliseconds
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function audio:crossfade(from, to, ms)
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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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to:setVolume(0)
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self.from = from
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self.to = to
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-- Reuse fader object to allow task cancellation
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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.animationNode = AnimationNode {
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function(node) end,
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onEnd = function()
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self.from:setVolume(0)
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self.from:stop()
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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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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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--- @param source love.Source
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--- @param settings SourceFilter?
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--- @param effectName string?
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function audio:play(source, settings, effectName)
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if settings then
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source:setFilter(settings)
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end
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if effectName then
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source:setEffect(effectName, true)
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end
|
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if source:getType() == "stream" then
|
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source:setLooping(self.looped)
|
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source:setVolume(self.musicVolume)
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source:play()
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else
|
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return source:play()
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end
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source:setVolume(self.soundVolume)
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source:play()
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end
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if settings and EFFECTS_SUPPORTED then
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source.setFilter(source, settings)
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end
|
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if effectName and EFFECTS_SUPPORTED then
|
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source:setEffect(effectName, true)
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end
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return source:play()
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end
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function audio:setMusicVolume(volume)
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@ -1,64 +0,0 @@
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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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|
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--- @class AIBehavior : Behavior
|
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--- @field target Vec3?
|
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local behavior = {}
|
||||
behavior.__index = behavior
|
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behavior.id = "ai"
|
||||
|
||||
function behavior.new()
|
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return setmetatable({}, behavior)
|
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end
|
||||
|
||||
--- @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)
|
||||
|
||||
local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
|
||||
if task1 then
|
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task1(
|
||||
function()
|
||||
-- здесь мы оказываемся после того, как сходили в первый раз
|
||||
local newTarget = Vec3 { 1, 1 }
|
||||
local task2 = spellB.spellbook[1]:cast(self.owner, newTarget)
|
||||
if task2 then
|
||||
-- дергаем функцию после завершения хода
|
||||
task2(callback)
|
||||
else
|
||||
callback()
|
||||
end
|
||||
end
|
||||
)
|
||||
else
|
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callback()
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -11,11 +11,6 @@ behavior.id = "behavior"
|
||||
|
||||
function behavior.new() return setmetatable({}, behavior) end
|
||||
|
||||
--- это деструктор с крутым названием
|
||||
function behavior:die()
|
||||
|
||||
end
|
||||
|
||||
function behavior:update(dt) end
|
||||
|
||||
function behavior:draw() end
|
||||
|
||||
@ -1,19 +0,0 @@
|
||||
--- Добавляет следование за курсором мыши
|
||||
--- @class CursorBehavior : Behavior
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "cursor"
|
||||
|
||||
---@return CursorBehavior
|
||||
function behavior.new()
|
||||
return setmetatable({}, behavior)
|
||||
end
|
||||
|
||||
function behavior:update()
|
||||
self.owner:try(Tree.behaviors.positioned, function(b)
|
||||
local mx, my = love.mouse.getX(), love.mouse.getY()
|
||||
b.position = Tree.level.camera:toWorldPosition(Vec3 { mx, my })
|
||||
end)
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -1,52 +0,0 @@
|
||||
local task = require "lib.utils.task"
|
||||
|
||||
--- @class LightBehavior : Behavior
|
||||
--- @field intensity number
|
||||
--- @field color Vec3
|
||||
--- @field seed integer
|
||||
--- @field private animateColorTask? Task
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "light"
|
||||
|
||||
---@param values {intensity: number?, color: Vec3?, seed: integer?}
|
||||
---@return LightBehavior
|
||||
function behavior.new(values)
|
||||
return setmetatable({
|
||||
intensity = values.intensity or 1,
|
||||
color = values.color or Vec3 { 1, 1, 1 },
|
||||
seed = values.seed or math.random(math.pow(2, 16))
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
function behavior:update(dt)
|
||||
-- All logic moved to tasks
|
||||
end
|
||||
|
||||
function behavior:animateColor(targetColor, duration, easing)
|
||||
-- If there's support for canceling tasks, we should do it here
|
||||
return task.tween(self, { color = targetColor }, duration or 800, easing)
|
||||
end
|
||||
|
||||
function behavior:draw()
|
||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
|
||||
Tree.level.camera:attach()
|
||||
love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
|
||||
local shader = Tree.assets.files.shaders.light
|
||||
shader:send("color", { self.color.x, self.color.y, self.color.z })
|
||||
shader:send("time", love.timer.getTime() + self.seed)
|
||||
love.graphics.setShader(shader)
|
||||
love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
|
||||
positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
|
||||
self.intensity / 128)
|
||||
|
||||
love.graphics.setBlendMode("alpha")
|
||||
|
||||
love.graphics.setShader()
|
||||
love.graphics.setCanvas()
|
||||
Tree.level.camera:detach()
|
||||
end
|
||||
|
||||
return behavior
|
||||
91
lib/character/behaviors/map.lua
Normal file
91
lib/character/behaviors/map.lua
Normal file
@ -0,0 +1,91 @@
|
||||
local utils = require "lib.utils.utils"
|
||||
|
||||
--- Отвечает за размещение и перемещение по локации
|
||||
--- @class MapBehavior : Behavior
|
||||
--- @field position Vec3
|
||||
--- @field runTarget Vec3 точка, в которую в данный момент бежит персонаж
|
||||
--- @field displayedPosition Vec3 точка, в которой персонаж отображается
|
||||
--- @field t0 number время начала движения для анимациии
|
||||
--- @field path Deque путь, по которому сейчас бежит персонаж
|
||||
--- @field animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
|
||||
--- @field size Vec3
|
||||
local mapBehavior = {}
|
||||
mapBehavior.__index = mapBehavior
|
||||
mapBehavior.id = "map"
|
||||
|
||||
|
||||
--- @param position? Vec3
|
||||
--- @param size? Vec3
|
||||
function mapBehavior.new(position, size)
|
||||
return setmetatable({
|
||||
position = position or Vec3({}),
|
||||
displayedPosition = position or Vec3({}),
|
||||
size = size or Vec3({ 1, 1 }),
|
||||
}, 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)
|
||||
if path:is_empty() then return animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.position = self.displayedPosition
|
||||
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
||||
sprite:loop("run")
|
||||
end)
|
||||
self.path = path;
|
||||
---@type Vec3
|
||||
local nextCell = path:peek_front()
|
||||
self:runTo(nextCell)
|
||||
path:pop_front()
|
||||
end
|
||||
|
||||
--- @param target Vec3
|
||||
function mapBehavior:runTo(target)
|
||||
self.t0 = love.timer.getTime()
|
||||
self.runTarget = target
|
||||
self.owner:try(Tree.behaviors.sprite,
|
||||
function(sprite)
|
||||
if target.x < self.position.x then
|
||||
sprite.side = Tree.behaviors.sprite.LEFT
|
||||
elseif target.x > self.position.x then
|
||||
sprite.side = Tree.behaviors.sprite.RIGHT
|
||||
end
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
function mapBehavior:update(dt)
|
||||
if self.runTarget then
|
||||
local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
|
||||
local fraction = delta /
|
||||
(0.5 * self.runTarget:subtract(self.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
|
||||
if fraction >= 1 then -- анимация перемещена завершена
|
||||
self.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
|
||||
self.displayedPosition = utils.lerp(self.position, self.runTarget, fraction) -- линейный интерполятор
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return mapBehavior
|
||||
@ -1,25 +0,0 @@
|
||||
--- Отвечает за размещение на уровне
|
||||
--- @class PositionedBehavior : Behavior
|
||||
--- @field position Vec3
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "positioned"
|
||||
|
||||
--- @param position? Vec3
|
||||
function behavior.new(position)
|
||||
return setmetatable({
|
||||
position = position or Vec3({}),
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
--- @param position Vec3
|
||||
function behavior:lookAt(position)
|
||||
self.owner:try(Tree.behaviors.sprite,
|
||||
function(sprite)
|
||||
if position.x > self.position.x then sprite.side = sprite.RIGHT end
|
||||
if position.x < self.position.x then sprite.side = sprite.LEFT end
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -1,37 +1,28 @@
|
||||
--- Умеет асинхронно ждать какое-то время (для анимаций)
|
||||
--- @class ResidentSleeperBehavior : Behavior
|
||||
--- @field private t0 number?
|
||||
--- @field private sleepTime number?
|
||||
--- @field private callback voidCallback?
|
||||
--- @field private state 'running' | 'finished'
|
||||
--- @field animationNode? AnimationNode
|
||||
--- @field endsAt? number
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "residentsleeper"
|
||||
|
||||
function behavior.new() return setmetatable({}, behavior) end
|
||||
|
||||
function behavior:update(_)
|
||||
if self.state ~= 'running' then return end
|
||||
|
||||
local t = love.timer.getTime()
|
||||
if t >= self.t0 + self.sleepTime then
|
||||
self.state = 'finished'
|
||||
self.callback()
|
||||
function behavior:update(dt)
|
||||
if not self.animationNode then return end
|
||||
if love.timer.getTime() >= self.endsAt then
|
||||
self.animationNode:finish()
|
||||
self.animationNode = nil
|
||||
self.endsAt = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @return Task<nil>
|
||||
function behavior:sleep(ms)
|
||||
self.sleepTime = ms / 1000
|
||||
return function(callback)
|
||||
if self.state == 'running' then
|
||||
self.callback()
|
||||
end
|
||||
|
||||
self.t0 = love.timer.getTime()
|
||||
self.callback = callback
|
||||
self.state = 'running'
|
||||
end
|
||||
--- @param ms number time to wait in milliseconds
|
||||
--- @param node AnimationNode
|
||||
function behavior:sleep(ms, node)
|
||||
if self.animationNode then node:finish() end
|
||||
self.animationNode = node
|
||||
self.endsAt = love.timer.getTime() + ms / 1000
|
||||
end
|
||||
|
||||
return behavior
|
||||
|
||||
@ -1,63 +0,0 @@
|
||||
local easing = require "lib.utils.easing"
|
||||
--- @class ShadowcasterBehavior : Behavior
|
||||
local behavior = {}
|
||||
behavior.id = "shadowcaster"
|
||||
behavior.__index = behavior
|
||||
|
||||
function behavior.new() return setmetatable({}, behavior) end
|
||||
|
||||
function behavior:draw()
|
||||
local sprite = self.owner:has(Tree.behaviors.sprite)
|
||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
|
||||
local ppm = Tree.level.camera.pixelsPerMeter
|
||||
local position = positioned.position + Vec3 { 0.5, 0.5 }
|
||||
|
||||
local lightIds = Tree.level.lightGrid:query(position, 5)
|
||||
--- @type Character[]
|
||||
local lights = {}
|
||||
for _, id in ipairs(lightIds) do
|
||||
table.insert(lights, Tree.level.characters[id])
|
||||
end
|
||||
|
||||
Tree.level.camera:attach()
|
||||
love.graphics.setCanvas(Tree.level.render.textures.shadowLayer)
|
||||
love.graphics.push()
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
love.graphics.translate(position.x, position.y)
|
||||
love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
|
||||
love.graphics.pop()
|
||||
|
||||
if not sprite then
|
||||
love.graphics.setCanvas()
|
||||
return
|
||||
end
|
||||
|
||||
love.graphics.setCanvas(Tree.level.render.textures.spriteLightLayer)
|
||||
love.graphics.setBlendMode("add")
|
||||
for _, light in ipairs(lights) do
|
||||
local lightPos = light:has(Tree.behaviors.positioned).position
|
||||
local lightVec = lightPos - position
|
||||
|
||||
local lightColor = light:has(Tree.behaviors.light).color
|
||||
if lightPos.y > position.y then
|
||||
love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
|
||||
1 - 0.3 * lightVec:length())
|
||||
elseif position.y - lightPos.y < 3 then
|
||||
love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
|
||||
(1 - easing.easeInSine((position.y - lightPos.y))) - 0.3 * lightVec:length())
|
||||
end
|
||||
|
||||
sprite.animationTable[sprite.state]:draw(Tree.assets.files.sprites.character[sprite.state],
|
||||
position.x,
|
||||
position.y, nil, 1 / ppm * sprite.side, 1 / ppm, 38, 47)
|
||||
end
|
||||
love.graphics.setBlendMode("alpha")
|
||||
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.setCanvas()
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -1,13 +1,11 @@
|
||||
--- @class SpellcasterBehavior : Behavior
|
||||
--- @field spellbook Spell[] собственный набор спеллов персонажа
|
||||
--- @field cast Spell | nil ссылка на активный спелл из спеллбука
|
||||
--- @field cooldowns {[string]: integer} текущий кулдаун спеллов по тегам
|
||||
--- @field state "idle" | "casting" | "running"
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "spellcaster"
|
||||
behavior.state = "idle"
|
||||
behavior.cooldowns = {}
|
||||
|
||||
---@param spellbook Spell[] | nil
|
||||
---@return SpellcasterBehavior
|
||||
@ -15,7 +13,6 @@ function behavior.new(spellbook)
|
||||
local spb = require "lib.spellbook" --- @todo временное добавление ходьбы (и читов) всем персонажам
|
||||
local t = {}
|
||||
t.spellbook = spellbook or spb.of { spb.walk, spb.regenerateMana, spb.attack }
|
||||
t.cooldowns = {}
|
||||
return setmetatable(t, behavior)
|
||||
end
|
||||
|
||||
@ -26,14 +23,6 @@ function behavior:endCast()
|
||||
Tree.level.selector:unlock()
|
||||
end
|
||||
|
||||
function behavior:processCooldowns()
|
||||
local cds = {}
|
||||
for tag, cd in pairs(self.cooldowns) do
|
||||
cds[tag] = (cd - 1) >= 0 and cd - 1 or 0
|
||||
end
|
||||
self.cooldowns = cds
|
||||
end
|
||||
|
||||
function behavior:update(dt)
|
||||
if Tree.level.selector:deselected() then
|
||||
self.state = "idle"
|
||||
|
||||
@ -41,15 +41,10 @@ end
|
||||
function sprite:draw()
|
||||
if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
|
||||
|
||||
self.owner:try(Tree.behaviors.positioned,
|
||||
function(pos)
|
||||
self.owner:try(Tree.behaviors.map,
|
||||
function(map)
|
||||
local ppm = Tree.level.camera.pixelsPerMeter
|
||||
local position = pos.position + Vec3 { 0.5, 0.5 }
|
||||
|
||||
love.graphics.setCanvas(Tree.level.render.textures.spriteLayer)
|
||||
Tree.level.camera:attach()
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
local position = map.displayedPosition
|
||||
if Tree.level.selector.id == self.owner.id then
|
||||
local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
|
||||
Tree.assets.files.sprites.character[self.state]:getHeight()
|
||||
@ -58,32 +53,28 @@ function sprite:draw()
|
||||
shader:send("time", love.timer:getTime())
|
||||
love.graphics.setShader(shader)
|
||||
end
|
||||
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
|
||||
position.x,
|
||||
position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
|
||||
|
||||
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
|
||||
position.x + 0.5,
|
||||
position.y + 0.5, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.setShader()
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setCanvas()
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
--- @return Task<nil>
|
||||
function sprite:animate(state)
|
||||
return function(callback)
|
||||
--- @param node AnimationNode
|
||||
function sprite:animate(state, node)
|
||||
if not self.animationGrid[state] then
|
||||
print("[SpriteBehavior]: no animation for '" .. state .. "'")
|
||||
callback()
|
||||
return print("[SpriteBehavior]: no animation for '" .. state .. "'")
|
||||
end
|
||||
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
|
||||
function()
|
||||
self:loop("idle")
|
||||
callback()
|
||||
node:finish()
|
||||
end)
|
||||
self.state = state
|
||||
end
|
||||
end
|
||||
|
||||
function sprite:loop(state)
|
||||
if not self.animationGrid[state] then
|
||||
|
||||
@ -1,68 +0,0 @@
|
||||
local task = require "lib.utils.task"
|
||||
|
||||
--- Отвечает за перемещение по тайлам
|
||||
--- @class TiledBehavior : Behavior
|
||||
--- @field size Vec3
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "tiled"
|
||||
|
||||
--- @param size? Vec3
|
||||
function behavior.new(size)
|
||||
return setmetatable({
|
||||
size = size or Vec3({ 1, 1 }),
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
--- @param path Deque
|
||||
--- @return Task<nil>
|
||||
function behavior:followPath(path)
|
||||
if path:is_empty() then return task.fromValue(nil) end
|
||||
|
||||
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
||||
sprite:loop("run")
|
||||
end)
|
||||
|
||||
-- Рекурсивная функция для прохода по пути
|
||||
local function nextStep()
|
||||
if path:is_empty() then
|
||||
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
|
||||
|
||||
--- @param target Vec3
|
||||
--- @return Task<nil>
|
||||
function behavior:runTo(target)
|
||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||
if not positioned then return task.fromValue(nil) end
|
||||
|
||||
self.owner:try(Tree.behaviors.sprite,
|
||||
function(sprite)
|
||||
if target.x < positioned.position.x then
|
||||
sprite.side = Tree.behaviors.sprite.LEFT
|
||||
elseif target.x > positioned.position.x then
|
||||
sprite.side = Tree.behaviors.sprite.RIGHT
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
local distance = target:subtract(positioned.position):length()
|
||||
local duration = distance * 500 -- 500ms per unit
|
||||
|
||||
return task.tween(positioned, { position = target }, duration)
|
||||
end
|
||||
|
||||
function behavior:update(dt)
|
||||
-- Logic moved to tasks
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -13,7 +13,11 @@ character.__index = character
|
||||
|
||||
--- Создаёт персонажа, которым будет управлять или игрок или компьютер
|
||||
--- @param name string
|
||||
local function spawn(name)
|
||||
--- @param spriteDir table
|
||||
--- @param position? Vec3
|
||||
--- @param size? Vec3
|
||||
--- @param initiative? integer
|
||||
local function spawn(name, spriteDir, position, size, initiative)
|
||||
local char = {}
|
||||
|
||||
char = setmetatable(char, character)
|
||||
@ -22,6 +26,14 @@ local function spawn(name)
|
||||
char.behaviors = {}
|
||||
char._behaviorsIdx = {}
|
||||
|
||||
char:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, initiative),
|
||||
Tree.behaviors.map.new(position, size),
|
||||
Tree.behaviors.sprite.new(spriteDir),
|
||||
Tree.behaviors.spellcaster.new()
|
||||
}
|
||||
|
||||
Tree.level.characters[char.id] = char
|
||||
return char
|
||||
end
|
||||
@ -80,18 +92,6 @@ function character:addBehavior(behaviors)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Добавляет персонажа в очередь на удаление.
|
||||
--- В конце фрейма он умирает. Ужасной смертью.
|
||||
---
|
||||
--- Ещё этот метод должен освобождать ресурсы в поведениях. Мы против утечек памяти!
|
||||
function character:die()
|
||||
for _, b in ipairs(self.behaviors) do
|
||||
if b.die then b:die() end
|
||||
end
|
||||
|
||||
table.insert(Tree.level.deadIds, self.id)
|
||||
end
|
||||
|
||||
function character:update(dt)
|
||||
for _, b in ipairs(self.behaviors) do
|
||||
if b.update then b:update(dt) end
|
||||
|
||||
@ -1,7 +1,5 @@
|
||||
local Vec3 = require "lib.utils.vec3"
|
||||
local utils = require "lib.utils.utils"
|
||||
local task = require "lib.utils.task"
|
||||
local easing = require "lib.utils.easing"
|
||||
|
||||
local EPSILON = 0.001
|
||||
|
||||
@ -11,6 +9,9 @@ local EPSILON = 0.001
|
||||
--- @field speed number
|
||||
--- @field pixelsPerMeter integer
|
||||
--- @field scale number
|
||||
--- @field animationNode AnimationNode?
|
||||
--- @field animationEndPosition Vec3
|
||||
--- @field animationBeginPosition Vec3
|
||||
local camera = {
|
||||
position = Vec3 {},
|
||||
velocity = Vec3 {},
|
||||
@ -37,6 +38,12 @@ local controlMap = {
|
||||
}
|
||||
|
||||
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 ---------------------
|
||||
local y = Tree.controls.mouseWheelY
|
||||
if camera.scale > camera:getDefaultScale() * 5 and y > 0 then return end;
|
||||
@ -90,14 +97,14 @@ function camera:detach()
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
--- Плавно перемещает камеру к указанной точке.
|
||||
--- @param position Vec3
|
||||
--- @param duration number?
|
||||
--- @param easing function?
|
||||
--- @return Task
|
||||
function camera:animateTo(position, duration, easing)
|
||||
self.velocity = Vec3 {} -- Сбрасываем инерцию перед началом анимации
|
||||
return task.tween(self, { position = position }, duration or 1000, easing)
|
||||
--- @param animationNode AnimationNode
|
||||
function camera:animateTo(position, animationNode)
|
||||
if self.animationNode and self.animationNode.state ~= "finished" then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.animationEndPosition = position
|
||||
self.animationBeginPosition = self.position
|
||||
self.velocity = Vec3 {}
|
||||
end
|
||||
|
||||
--- @return Camera
|
||||
|
||||
@ -8,7 +8,7 @@ grid.__index = grid
|
||||
--- adds a value to the grid
|
||||
--- @param value any
|
||||
function grid:add(value)
|
||||
self.__grid[tostring(value.position)] = value
|
||||
grid[tostring(value.position)] = value
|
||||
end
|
||||
|
||||
--- @param position Vec3
|
||||
|
||||
@ -12,15 +12,12 @@ function grid:add(id)
|
||||
local character = Tree.level.characters[id]
|
||||
if not character then return end
|
||||
|
||||
local positioned = character:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
local mapB = character:has(Tree.behaviors.map)
|
||||
if not mapB then return end
|
||||
|
||||
local tiled = character:has(Tree.behaviors.tiled)
|
||||
if not tiled then return end
|
||||
|
||||
local centerX, centerY = math.floor(positioned.position.x + 0.5),
|
||||
math.floor(positioned.position.y + 0.5)
|
||||
local sizeX, sizeY = tiled.size.x, tiled.size.y
|
||||
local centerX, centerY = math.floor(mapB.displayedPosition.x + 0.5),
|
||||
math.floor(mapB.displayedPosition.y + 0.5)
|
||||
local sizeX, sizeY = mapB.size.x, mapB.size.y
|
||||
|
||||
for y = centerY, centerY + sizeY - 1 do
|
||||
for x = centerX, centerX + sizeX - 1 do
|
||||
@ -32,8 +29,10 @@ end
|
||||
--- @param a Character
|
||||
--- @param b Character
|
||||
local function drawCmp(a, b)
|
||||
--- @TODO: это захардкожено, надо разделить поведения
|
||||
return a:has(Tree.behaviors.positioned).position.y < b:has(Tree.behaviors.positioned).position.y
|
||||
-- здесь персонажи гарантированно имеют нужное поведение
|
||||
return a:has(Tree.behaviors.map).displayedPosition.y
|
||||
<
|
||||
b:has(Tree.behaviors.map).displayedPosition.y
|
||||
end
|
||||
|
||||
--- fills the grid with the actual data
|
||||
|
||||
@ -1,65 +0,0 @@
|
||||
local utils = require "lib.utils.utils"
|
||||
--- Пометровая сетка источников света, чтобы быстро искать ближайшие для некоторого объекта
|
||||
--- @class LightGrid : Grid
|
||||
--- @field __grid {string: [Id]}
|
||||
local grid = setmetatable({}, require "lib.level.grid.base")
|
||||
grid.__index = grid
|
||||
|
||||
--- Adds a character id to the grid
|
||||
--- @private
|
||||
--- @param id Id
|
||||
function grid:add(id)
|
||||
local character = Tree.level.characters[id]
|
||||
if not character then return end
|
||||
|
||||
local lightB = character:has(Tree.behaviors.light)
|
||||
if not lightB then return end
|
||||
|
||||
local positioned = character:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
|
||||
local key = tostring(Vec3 { positioned.position.x, positioned.position.y }:floor())
|
||||
if not self.__grid[key] then self.__grid[key] = {} end
|
||||
table.insert(self.__grid[key], character.id)
|
||||
end
|
||||
|
||||
--- fills the grid with the actual data
|
||||
---
|
||||
--- should be called as early as possible during every tick
|
||||
function grid:reload()
|
||||
self:reset()
|
||||
utils.each(Tree.level.characters, function(c)
|
||||
self:add(c.id)
|
||||
end)
|
||||
end
|
||||
|
||||
--- Возвращает все источники света, которые находятся в пределах круга с диаметром [distance] в [метрике Чебышёва](https://ru.wikipedia.org/wiki/Расстояние_Чебышёва)
|
||||
--- @param position Vec3
|
||||
--- @param distance integer
|
||||
function grid:query(position, distance)
|
||||
--- @type Id[]
|
||||
local res = {}
|
||||
local topLeft = position:subtract(Vec3 { distance / 2, distance / 2 }):floor()
|
||||
for i = 0, distance, 1 do
|
||||
for j = 0, distance, 1 do
|
||||
--- @type Id[]?
|
||||
local lights = self:get(topLeft:add(Vec3 { i, j }))
|
||||
if lights then
|
||||
for _, lightChar in ipairs(lights) do
|
||||
table.insert(res, lightChar)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return res
|
||||
end
|
||||
|
||||
--- Generates an empty grid
|
||||
--- @return LightGrid
|
||||
local function new()
|
||||
return setmetatable({
|
||||
__grid = {}
|
||||
}, grid)
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -13,13 +13,9 @@ local function new(type, template, size)
|
||||
end
|
||||
|
||||
function map:draw()
|
||||
love.graphics.setCanvas(Tree.level.render.textures.floorLayer)
|
||||
Tree.level.camera:attach()
|
||||
utils.each(self.__grid, function(el)
|
||||
el:draw()
|
||||
end)
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setCanvas()
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
|
||||
@ -3,17 +3,16 @@ local utils = require "lib.utils.utils"
|
||||
--- @class Level
|
||||
--- @field size Vec3
|
||||
--- @field characters Character[]
|
||||
--- @field deadIds Id[]
|
||||
--- @field characterGrid CharacterGrid
|
||||
--- @field lightGrid LightGrid
|
||||
--- @field selector Selector
|
||||
--- @field camera Camera
|
||||
--- @field tileGrid TileGrid
|
||||
--- @field turnOrder TurnOrder
|
||||
--- @field render Render
|
||||
local level = {}
|
||||
level.__index = level
|
||||
|
||||
local path = nil
|
||||
|
||||
--- @param type "procedural"|"handmaded"
|
||||
--- @param template Procedural|Handmaded
|
||||
local function new(type, template)
|
||||
@ -25,27 +24,16 @@ local function new(type, template)
|
||||
return setmetatable({
|
||||
size = size,
|
||||
characters = {},
|
||||
deadIds = {},
|
||||
characterGrid = (require "lib.level.grid.character_grid").new(),
|
||||
lightGrid = (require "lib.level.grid.light_grid").new(),
|
||||
tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size),
|
||||
selector = (require "lib.level.selector").new(),
|
||||
camera = (require "lib.level.camera").new(),
|
||||
turnOrder = (require "lib.level.turn_order").new(),
|
||||
render = (require "lib.level.render").new {},
|
||||
weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.36, 0.42, 0.6 }, skyLight = Vec3 {} }
|
||||
}, level)
|
||||
end
|
||||
|
||||
function level:update(dt)
|
||||
utils.each(self.deadIds, function(id)
|
||||
self.characters[id] = nil
|
||||
self.turnOrder:remove(id)
|
||||
end)
|
||||
self.deadIds = {}
|
||||
|
||||
self.characterGrid:reload()
|
||||
self.lightGrid:reload()
|
||||
utils.each(self.characters, function(el)
|
||||
el:update(dt)
|
||||
end)
|
||||
@ -54,13 +42,10 @@ function level:update(dt)
|
||||
end
|
||||
|
||||
function level:draw()
|
||||
self.render:clear()
|
||||
self.tileGrid:draw()
|
||||
while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
|
||||
self.characterGrid.yOrderQueue:pop():draw()
|
||||
end
|
||||
|
||||
self.render:draw()
|
||||
end
|
||||
|
||||
return {
|
||||
|
||||
@ -1,106 +0,0 @@
|
||||
--- @class Render
|
||||
--- @field textures table<string, love.Canvas>
|
||||
local render = {
|
||||
textures = {}
|
||||
}
|
||||
|
||||
function render:clear()
|
||||
local weather = Tree.level.weather
|
||||
local txs = self.textures
|
||||
love.graphics.setCanvas(txs.shadowLayer)
|
||||
love.graphics.clear()
|
||||
love.graphics.setCanvas(txs.spriteLayer)
|
||||
love.graphics.clear()
|
||||
love.graphics.setCanvas(txs.spriteLightLayer)
|
||||
love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
|
||||
love.graphics.setCanvas(txs.floorLayer)
|
||||
love.graphics.clear()
|
||||
love.graphics.setCanvas(txs.lightLayer)
|
||||
love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
|
||||
love.graphics.setCanvas(txs.overlayLayer)
|
||||
love.graphics.clear()
|
||||
end
|
||||
|
||||
function render:free()
|
||||
for _, tx in pairs(self.textures) do
|
||||
tx:release()
|
||||
end
|
||||
self.textures = nil
|
||||
end
|
||||
|
||||
--- TODO: это используется для блюра, должно кэшироваться и поддерживать ресайз
|
||||
|
||||
function render:applyBlur(input, radius)
|
||||
local blurShader = Tree.assets.files.shaders.blur
|
||||
|
||||
-- Горизонтальный проход
|
||||
blurShader:send("direction", { 1.0, 0.0 })
|
||||
blurShader:send("radius", radius)
|
||||
|
||||
self.textures.tmp1:renderTo(function()
|
||||
love.graphics.clear()
|
||||
love.graphics.setShader(blurShader)
|
||||
love.graphics.draw(input)
|
||||
love.graphics.setShader()
|
||||
end)
|
||||
|
||||
-- Вертикальный проход
|
||||
self.textures.tmp2:renderTo(
|
||||
function()
|
||||
love.graphics.clear()
|
||||
love.graphics.setShader(blurShader)
|
||||
blurShader:send("direction", { 0.0, 1.0 })
|
||||
love.graphics.draw(self.textures.tmp1)
|
||||
love.graphics.setShader()
|
||||
end
|
||||
)
|
||||
return self.textures.tmp2
|
||||
end
|
||||
|
||||
function render:draw()
|
||||
-- пол -> тени -> спрайты -> свет -> оверлей
|
||||
local weather = Tree.level.weather
|
||||
local txs = self.textures
|
||||
love.graphics.setCanvas(txs.lightLayer)
|
||||
love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale))
|
||||
love.graphics.setCanvas()
|
||||
|
||||
-- self.lightLayer:newImageData():encode("png", "lightLayer.png")
|
||||
-- os.exit(0)
|
||||
|
||||
local lightShader = Tree.assets.files.shaders.light_postprocess
|
||||
lightShader:send("scene", txs.floorLayer)
|
||||
lightShader:send("light", self:applyBlur(txs.lightLayer, 2))
|
||||
lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
|
||||
love.graphics.setShader(lightShader)
|
||||
love.graphics.draw(txs.floorLayer)
|
||||
|
||||
|
||||
lightShader:send("scene", txs.spriteLayer)
|
||||
lightShader:send("light", txs.spriteLightLayer)
|
||||
love.graphics.draw(txs.spriteLayer)
|
||||
love.graphics.setShader()
|
||||
|
||||
love.graphics.draw(txs.overlayLayer)
|
||||
end
|
||||
|
||||
---@param params {w: number?, h: number?}
|
||||
---@return table|Render
|
||||
local function new(params)
|
||||
local w = params.w or love.graphics.getWidth()
|
||||
local h = params.h or love.graphics.getHeight()
|
||||
return setmetatable({
|
||||
textures = {
|
||||
shadowLayer = love.graphics.newCanvas(w, h),
|
||||
spriteLayer = love.graphics.newCanvas(w, h),
|
||||
spriteLightLayer = love.graphics.newCanvas(w, h),
|
||||
floorLayer = love.graphics.newCanvas(w, h),
|
||||
overlayLayer = love.graphics.newCanvas(w, h),
|
||||
lightLayer = love.graphics.newCanvas(w, h),
|
||||
tmp1 = love.graphics.newCanvas(w, h),
|
||||
tmp2 = love.graphics.newCanvas(w, h),
|
||||
}
|
||||
}, { __index = render })
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -37,18 +37,10 @@ function selector:update(dt)
|
||||
if not selectedId then self:select(nil) end
|
||||
return
|
||||
end
|
||||
local task = b.cast:cast(char, mousePosition) -- в task функция, которая запускает анимацию спелла
|
||||
if not task then return end -- не получилось скастовать
|
||||
|
||||
if b.cast:cast(char, mousePosition) then
|
||||
self:lock()
|
||||
b.state = "running"
|
||||
|
||||
task(
|
||||
function(_) -- это коллбэк, который сработает по окончании анимации спелла
|
||||
b:endCast()
|
||||
if not char:has(Tree.behaviors.ai) then self:select(char.id) end -- выделяем персонажа обратно после того, как посмотрели на каст
|
||||
end
|
||||
)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
@ -1,5 +1,4 @@
|
||||
local PriorityQueue = require "lib.utils.priority_queue"
|
||||
local easing = require "lib.utils.easing"
|
||||
|
||||
local initiativeComparator = function(id_a, id_b)
|
||||
local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats)
|
||||
@ -30,47 +29,17 @@ end
|
||||
--- Перемещаем активного персонажа в очередь сходивших
|
||||
---
|
||||
--- 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()
|
||||
self.actedQueue:insert(self.current)
|
||||
local next = self.pendingQueue:peek()
|
||||
if not next then self:endRound() else self.current = self.pendingQueue:pop() end
|
||||
|
||||
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)
|
||||
if not next then return self:endRound() end
|
||||
self.current = self.pendingQueue:pop()
|
||||
end
|
||||
|
||||
--- Производим действия в конце раунда
|
||||
---
|
||||
--- Меняем местами очередь сходивших и не сходивших (пустую)
|
||||
function turnOrder:endRound()
|
||||
assert(self.pendingQueue:size() == 0, "[TurnOrder]: tried to end the round before everyone had a turn")
|
||||
print("[TurnOrder]: end of the round")
|
||||
|
||||
for _, id in ipairs(self.actedQueue.data) do
|
||||
local char = Tree.level.characters[id]
|
||||
char:try(Tree.behaviors.spellcaster, function(spellcaster)
|
||||
spellcaster:processCooldowns()
|
||||
end)
|
||||
end
|
||||
|
||||
self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue
|
||||
self.current = self.pendingQueue:pop()
|
||||
end
|
||||
@ -139,29 +108,4 @@ function turnOrder:add(id)
|
||||
self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода
|
||||
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 }
|
||||
|
||||
@ -1,12 +0,0 @@
|
||||
--- @class Weather
|
||||
--- @field skyLight Vec3
|
||||
--- @field ambientLight Vec3
|
||||
local weather = {}
|
||||
|
||||
--- @param proto Weather
|
||||
--- @return Weather
|
||||
local function new(proto)
|
||||
return setmetatable(proto, { __index = weather })
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -57,7 +57,7 @@ function barElement:draw()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
--- текст поверх
|
||||
if self.drawText then
|
||||
local font = Tree.fonts:getDefaultTheme():getVariant("small")
|
||||
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))
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
local task = require "lib.utils.task"
|
||||
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"
|
||||
@ -7,8 +7,7 @@ local Bars = require "lib.simple_ui.level.bottom_bars"
|
||||
local EndTurnButton = require "lib.simple_ui.level.end_turn"
|
||||
|
||||
--- @class CharacterPanel : UIElement
|
||||
--- @field animationTask Task
|
||||
--- @field alpha number
|
||||
--- @field animationNode AnimationNode
|
||||
--- @field state "show" | "idle" | "hide"
|
||||
--- @field skillRow SkillRow
|
||||
--- @field bars BottomBars
|
||||
@ -22,26 +21,41 @@ function characterPanel.new(characterId)
|
||||
t.skillRow = SkillRow(characterId)
|
||||
t.bars = Bars(characterId)
|
||||
t.endTurnButton = EndTurnButton {}
|
||||
t.alpha = 0 -- starts hidden/animating
|
||||
return setmetatable(t, characterPanel)
|
||||
end
|
||||
|
||||
function characterPanel:show()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "show"
|
||||
self.animationTask = task.tween(self, { alpha = 1 }, 300, easing.easeOutCubic)
|
||||
self.animationTask(function() self.state = "idle" end)
|
||||
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"
|
||||
self.animationTask = task.tween(self, { alpha = 0 }, 300, easing.easeOutCubic)
|
||||
end,
|
||||
duration = 300,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
--- @type love.Canvas
|
||||
local characterPanelCanvas;
|
||||
|
||||
function characterPanel:update(dt)
|
||||
-- Tasks update automatically via task.update(dt) in main.lua
|
||||
if self.animationNode then self.animationNode:update(dt) end
|
||||
self.skillRow:update(dt)
|
||||
self.bars.bounds = Rect {
|
||||
width = self.skillRow.bounds.width,
|
||||
@ -68,8 +82,14 @@ function characterPanel:update(dt)
|
||||
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", self.alpha)
|
||||
revealShader:send("t", alpha)
|
||||
end
|
||||
|
||||
function characterPanel:draw()
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local task = require "lib.utils.task"
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
local easing = require "lib.utils.easing"
|
||||
|
||||
--- @class EndTurnButton : UIElement
|
||||
@ -22,7 +22,7 @@ function endTurnButton:update(dt)
|
||||
end
|
||||
|
||||
function endTurnButton:layout()
|
||||
local font = Tree.fonts:getDefaultTheme():getVariant("large")
|
||||
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
|
||||
@ -46,6 +46,19 @@ 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)
|
||||
|
||||
@ -8,7 +8,6 @@ local UI_SCALE = require "lib.simple_ui.level.scale"
|
||||
--- @field hovered boolean
|
||||
--- @field selected boolean
|
||||
--- @field onClick function?
|
||||
--- @field getCooldown function?
|
||||
--- @field icon? string
|
||||
local skillButton = setmetatable({}, Element)
|
||||
skillButton.__index = skillButton
|
||||
@ -19,11 +18,7 @@ function skillButton:update(dt)
|
||||
if self:hitTest(mx, my) then
|
||||
self.hovered = true
|
||||
if Tree.controls:isJustPressed("select") then
|
||||
local cd = self.getCooldown and self.getCooldown() or 0
|
||||
if cd == 0 then
|
||||
if self.onClick then self.onClick() end
|
||||
end
|
||||
|
||||
Tree.controls:consume("select")
|
||||
end
|
||||
else
|
||||
@ -34,7 +29,6 @@ end
|
||||
function skillButton:draw()
|
||||
love.graphics.setLineWidth(2)
|
||||
|
||||
local cd = self.getCooldown and self.getCooldown() or 0
|
||||
|
||||
if not self.icon then
|
||||
love.graphics.setColor(0.05, 0.05, 0.05)
|
||||
@ -59,25 +53,6 @@ function skillButton:draw()
|
||||
love.graphics.setColor(0.7, 1, 0.7, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
end
|
||||
|
||||
|
||||
if cd > 0 then
|
||||
love.graphics.setColor(0, 0, 0, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
|
||||
local font = Tree.fonts:getDefaultTheme():getVariant("headline")
|
||||
love.graphics.setColor(0, 0, 0)
|
||||
local t = love.graphics.newText(font, tostring(cd))
|
||||
love.graphics.draw(t, math.floor(self.bounds.x + 2 + self.bounds.width / 2 - t:getWidth() / 2),
|
||||
math.floor(self.bounds.y + 2 + self.bounds.height / 2 - t:getHeight() / 2))
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.draw(t, math.floor(self.bounds.x + self.bounds.width / 2 - t:getWidth() / 2),
|
||||
math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))
|
||||
else
|
||||
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
@ -117,9 +92,6 @@ function skillRow.new(characterId)
|
||||
behavior.cast = nil
|
||||
end
|
||||
end
|
||||
skb.getCooldown = function()
|
||||
return behavior.cooldowns[spell.tag] or 0
|
||||
end
|
||||
t.children[i] = skb
|
||||
end
|
||||
end)
|
||||
|
||||
@ -1,104 +0,0 @@
|
||||
local Query = require "lib.spell.target_query"
|
||||
local targetTest = require "lib.spell.target_test"
|
||||
local task = require "lib.utils.task"
|
||||
|
||||
--- @alias SpellPreview "default" Подсветка возможных целей
|
||||
--- | "path" Подсветка пути до цели
|
||||
|
||||
--- @class Spell
|
||||
--- @field tag string
|
||||
--- @field baseCost integer Базовые затраты маны на каст
|
||||
--- @field baseCooldown integer Базовый кулдаун в ходах
|
||||
--- @field targetQuery SpellTargetQuery Селектор возможных целей
|
||||
--- @field previewType SpellPreview Вид превью во время каста
|
||||
--- @field distance? integer Сторона квадрата с центром в позиции кастера, в пределах которого должна находиться цель, либо отсутствие ограничения
|
||||
--- @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 cast fun(self: Spell, caster: Character, target: Vec3): Task<nil>? Вызывается в момент каста, изменяет мир.
|
||||
local spell = {}
|
||||
spell.__index = spell
|
||||
spell.tag = "spell_base"
|
||||
spell.baseCost = 1
|
||||
spell.baseCooldown = 1
|
||||
spell.targetQuery = Query(targetTest.any)
|
||||
spell.previewType = "default"
|
||||
|
||||
function spell:update(caster, dt)
|
||||
if self.previewType == "path" then
|
||||
local charPos = caster:has(Tree.behaviors.positioned).position:floor()
|
||||
--- @type Vec3
|
||||
local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
|
||||
if self.targetQuery.test(caster, mpos) then
|
||||
self.path = require "lib.pathfinder" (charPos, mpos)
|
||||
else
|
||||
self.path = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function spell:draw()
|
||||
if self.previewType == "path" then
|
||||
local path = self.path --[[@as Deque?]]
|
||||
if not path then return end
|
||||
--- Это отрисовка пути персонажа к мышке
|
||||
Tree.level.camera:attach()
|
||||
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
|
||||
love.graphics.setColor(0.6, 0.75, 0.5)
|
||||
for p in path:values() do
|
||||
love.graphics.circle("fill", p.x + 0.45, p.y + 0.45, 0.1)
|
||||
end
|
||||
love.graphics.setCanvas()
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
end
|
||||
|
||||
function spell:cast(caster, target) return task.fromValue() end
|
||||
|
||||
--- Конструктор [Spell]
|
||||
--- @param data {tag: string, baseCost: integer, baseCooldown: integer, targetQuery: SpellTargetQuery?, previewType: SpellPreview?, distance: integer?, onCast: fun(caster: Character, target: Vec3): Task<nil>?}
|
||||
--- @return Spell
|
||||
function spell.new(data)
|
||||
local newSpell = setmetatable({
|
||||
tag = data.tag,
|
||||
baseCost = data.baseCost,
|
||||
baseCooldown = data.baseCooldown,
|
||||
targetQuery = data.targetQuery,
|
||||
previewType = data.previewType,
|
||||
distance = data.distance
|
||||
}, spell)
|
||||
|
||||
newSpell.targetQuery = newSpell.distance
|
||||
and newSpell.targetQuery:intersect(Query(targetTest.distance(newSpell.distance)))
|
||||
or newSpell.targetQuery
|
||||
|
||||
function newSpell:cast(caster, target)
|
||||
if caster:try(Tree.behaviors.spellcaster, function(spellcaster) -- проверка на кулдаун
|
||||
return (spellcaster.cooldowns[self.tag] or 0) > 0
|
||||
end) then
|
||||
return
|
||||
end
|
||||
|
||||
if not self.targetQuery.test(caster, target) then return end -- проверка корректности цели
|
||||
|
||||
-- проверка на достаточное количество маны
|
||||
if caster:try(Tree.behaviors.stats, function(stats)
|
||||
return stats.mana < self.baseCost
|
||||
end) then
|
||||
return
|
||||
end
|
||||
|
||||
caster:try(Tree.behaviors.stats, function(stats)
|
||||
stats.mana = stats.mana - self.baseCost
|
||||
end)
|
||||
|
||||
caster:try(Tree.behaviors.spellcaster, function(spellcaster)
|
||||
spellcaster.cooldowns[self.tag] = self.baseCooldown
|
||||
end)
|
||||
return data.onCast(caster, target)
|
||||
end
|
||||
|
||||
return newSpell
|
||||
end
|
||||
|
||||
return spell
|
||||
@ -1,67 +0,0 @@
|
||||
--- Тип, отвечающий за выбор и фильтрацию подходящих тайлов как цели спелла
|
||||
--- теория множеств my beloved?
|
||||
--- @class SpellTargetQuery
|
||||
local query = {}
|
||||
query.__index = query
|
||||
|
||||
--- Проверяет координаты на соответствие внутреннему условию
|
||||
--- @param caster Character
|
||||
--- @param position Vec3
|
||||
--- @return boolean
|
||||
function query.test(caster, position)
|
||||
return true
|
||||
end
|
||||
|
||||
--- Объединение
|
||||
--- @param q SpellTargetQuery
|
||||
function query:join(q)
|
||||
return setmetatable({
|
||||
test = function(caster, pos)
|
||||
return self.test(caster, pos) or q.test(caster, pos)
|
||||
end
|
||||
}, query)
|
||||
end
|
||||
|
||||
--- Пересечение
|
||||
--- @param q SpellTargetQuery
|
||||
function query:intersect(q)
|
||||
return setmetatable({
|
||||
test = function(caster, pos)
|
||||
return self.test(caster, pos) and q.test(caster, pos)
|
||||
end
|
||||
}, query)
|
||||
end
|
||||
|
||||
--- Исключение (не коммутативное, "те, что есть в query, но нет в q")
|
||||
--- @param q SpellTargetQuery
|
||||
function query:exclude(q)
|
||||
return setmetatable({
|
||||
test = function(caster, pos)
|
||||
return self.test(caster, pos) and not q.test(caster, pos)
|
||||
end
|
||||
}, query)
|
||||
end
|
||||
|
||||
--- Находит все соответствующие условиям координаты тайлов и возвращает их в виде списка
|
||||
--- @param caster Character
|
||||
--- @return Vec3[]
|
||||
function query:asSet(caster)
|
||||
--- @TODO: оптимизировать и брать не всю карту для выборки
|
||||
local res = {}
|
||||
for _, tile in pairs(Tree.level.tileGrid) do
|
||||
if self.test(caster, tile.position) then
|
||||
table.insert(res, tile.position)
|
||||
end
|
||||
end
|
||||
|
||||
return res
|
||||
end
|
||||
|
||||
--- @param test SpellTargetTest
|
||||
local function new(test)
|
||||
return setmetatable({
|
||||
test = test
|
||||
}, query)
|
||||
end
|
||||
|
||||
return new
|
||||
@ -1,27 +0,0 @@
|
||||
--- @alias SpellTargetTest fun(caster: Character, targetPosition: Vec3) : boolean
|
||||
|
||||
return {
|
||||
-- любой тайл
|
||||
any = function() return true end,
|
||||
-- тайл, где находится кастующий
|
||||
caster = function(caster, targetPosition)
|
||||
local targetCharacterId = Tree.level.characterGrid:get(targetPosition)
|
||||
return caster.id == targetCharacterId
|
||||
end,
|
||||
-- тайл, где находится любой персонаж
|
||||
character = function(caster, targetPosition)
|
||||
local targetCharacterId = Tree.level.characterGrid:get(targetPosition)
|
||||
return not not targetCharacterId
|
||||
end,
|
||||
-- тайл в пределах окружности в нашей кривой метрике
|
||||
--- @param radius number
|
||||
distance = function(radius)
|
||||
return function(caster, targetPosition)
|
||||
return caster:try(Tree.behaviors.positioned, function(p)
|
||||
local dist = math.max(math.abs(p.position.x - targetPosition.x),
|
||||
math.abs(p.position.y - targetPosition.y))
|
||||
return dist <= radius
|
||||
end)
|
||||
end
|
||||
end
|
||||
}
|
||||
@ -7,80 +7,119 @@
|
||||
--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
|
||||
--- Да, это Future/Promise/await/async
|
||||
|
||||
local task = require 'lib.utils.task'
|
||||
local spell = require 'lib.spell.spell'
|
||||
local targetTest = require 'lib.spell.target_test'
|
||||
local Query = require "lib.spell.target_query"
|
||||
local easing = require "lib.utils.easing"
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
|
||||
local walk = spell.new {
|
||||
tag = "dev_move",
|
||||
previewType = "path",
|
||||
baseCooldown = 1,
|
||||
baseCost = 2,
|
||||
targetQuery = Query(targetTest.any):exclude(Query(targetTest.character)),
|
||||
distance = 3,
|
||||
onCast = function(caster, target)
|
||||
local initialPos = caster:has(Tree.behaviors.positioned).position:floor()
|
||||
local path = require "lib.pathfinder" (initialPos, target)
|
||||
path:pop_front()
|
||||
if path:is_empty() then
|
||||
print("[Walk]: the path is empty", initialPos, target)
|
||||
return
|
||||
--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
|
||||
--- @field tag string
|
||||
--- @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 cast fun(self: Spell, caster: Character, target: Vec3): boolean Вызывается в момент каста, изменяет мир. Возвращает bool в зависимости от того, получилось ли скастовать
|
||||
local spell = {}
|
||||
spell.__index = spell
|
||||
spell.tag = "base"
|
||||
|
||||
function spell:update(caster, dt) end
|
||||
|
||||
function spell:draw() end
|
||||
|
||||
function spell:cast(caster, target) return true end
|
||||
|
||||
local walk = setmetatable({
|
||||
--- @type Deque
|
||||
path = nil
|
||||
}, spell)
|
||||
walk.tag = "dev_move"
|
||||
|
||||
function walk:cast(caster, target)
|
||||
if not caster:try(Tree.behaviors.stats, function(stats)
|
||||
return stats.mana >= 2
|
||||
end) then
|
||||
return false
|
||||
end
|
||||
|
||||
local path = self.path
|
||||
path:pop_front()
|
||||
if path:is_empty() then return false end
|
||||
|
||||
for p in path:values() do print(p) end
|
||||
|
||||
caster:try(Tree.behaviors.stats, function(stats)
|
||||
stats.mana = stats.mana - 2
|
||||
print(stats.mana)
|
||||
end)
|
||||
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
assert(sprite, "[Walk]", "WTF DUDE WHERE'S YOUR SPRITE")
|
||||
if not sprite then
|
||||
return
|
||||
if not sprite then return true end
|
||||
AnimationNode {
|
||||
function(node)
|
||||
caster:has(Tree.behaviors.map):followPath(path, node)
|
||||
end,
|
||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
|
||||
}:run()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
return caster:has(Tree.behaviors.tiled):followPath(path)
|
||||
function walk:update(caster, dt)
|
||||
local charPos = caster:has(Tree.behaviors.map).position:floor()
|
||||
--- @type Vec3
|
||||
local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
|
||||
self.path = require "lib.pathfinder" (charPos, mpos)
|
||||
end
|
||||
}
|
||||
|
||||
local regenerateMana = spell.new {
|
||||
tag = "dev_mana",
|
||||
baseCooldown = 2,
|
||||
baseCost = 0,
|
||||
targetQuery = Query(targetTest.caster),
|
||||
distance = 0,
|
||||
onCast = function(caster, target)
|
||||
function walk:draw()
|
||||
if not self.path then return end
|
||||
--- Это отрисовка пути персонажа к мышке
|
||||
love.graphics.setColor(0.6, 0.75, 0.5)
|
||||
for p in self.path:values() do
|
||||
love.graphics.circle("fill", p.x + 0.45, p.y + 0.45, 0.1)
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
local regenerateMana = setmetatable({}, spell)
|
||||
regenerateMana.tag = "dev_mana"
|
||||
|
||||
function regenerateMana:cast(caster, target)
|
||||
caster:try(Tree.behaviors.stats, function(stats)
|
||||
stats.mana = 10
|
||||
stats.initiative = stats.initiative + 10
|
||||
end)
|
||||
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
if not sprite then return end
|
||||
print(caster.id, "has regenerated mana and gained initiative")
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
if not sprite then return true end
|
||||
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()
|
||||
|
||||
local light = require "lib/character/character".spawn("Light Effect")
|
||||
light:addBehavior {
|
||||
Tree.behaviors.light.new { color = Vec3 { 0.3, 0.3, 0.6 }, intensity = 4 },
|
||||
Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
|
||||
}
|
||||
|
||||
return task.wait {
|
||||
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
|
||||
{ intensity = 1, color = Vec3 {} }, 800, easing.easeInCubic), function()
|
||||
light:die()
|
||||
return task.fromValue()
|
||||
end),
|
||||
sprite:animate("hurt")
|
||||
}
|
||||
return true
|
||||
end
|
||||
}
|
||||
|
||||
local attack = spell.new {
|
||||
tag = "dev_attack",
|
||||
baseCooldown = 1,
|
||||
baseCost = 2,
|
||||
targetQuery = Query(targetTest.character):exclude(Query(targetTest.caster)),
|
||||
distance = 1,
|
||||
onCast = function(caster, target)
|
||||
local attack = setmetatable({}, spell)
|
||||
attack.tag = "dev_attack"
|
||||
|
||||
function attack:cast(caster, target)
|
||||
if caster:try(Tree.behaviors.map, function(map)
|
||||
local dist = math.max(math.abs(map.position.x - target.x), math.abs(map.position.y - target.y))
|
||||
print("dist:", dist)
|
||||
return dist > 2
|
||||
end) then
|
||||
return false
|
||||
end
|
||||
|
||||
caster:try(Tree.behaviors.stats, function(stats)
|
||||
stats.mana = stats.mana - 2
|
||||
end)
|
||||
|
||||
--- @type Character
|
||||
local targetCharacterId = Tree.level.characterGrid:get(target)
|
||||
if not targetCharacterId or targetCharacterId == caster.id then return false end
|
||||
local targetCharacter = Tree.level.characters[targetCharacterId]
|
||||
targetCharacter:try(Tree.behaviors.stats, function(stats)
|
||||
stats.hp = stats.hp - 4
|
||||
@ -88,38 +127,44 @@ local attack = spell.new {
|
||||
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
|
||||
if not sprite or not targetSprite then return end
|
||||
if not sprite or not targetSprite then return true end
|
||||
|
||||
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
|
||||
caster:try(Tree.behaviors.map, function(map) map:lookAt(target) end)
|
||||
|
||||
return
|
||||
task.wait {
|
||||
sprite:animate("attack"),
|
||||
task.wait {
|
||||
task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(500),
|
||||
function()
|
||||
local light = require "lib/character/character".spawn("Light Effect")
|
||||
light:addBehavior {
|
||||
Tree.behaviors.light.new { color = Vec3 { 0.6, 0.3, 0.3 }, intensity = 4 },
|
||||
Tree.behaviors.positioned.new(targetCharacter:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
|
||||
}
|
||||
return
|
||||
task.wait {
|
||||
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
|
||||
{ intensity = 1, color = Vec3 {} }, 1000, easing.easeInCubic), function()
|
||||
light:die()
|
||||
return task.fromValue()
|
||||
end),
|
||||
targetSprite:animate("hurt")
|
||||
}
|
||||
AnimationNode {
|
||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
|
||||
children = {
|
||||
AnimationNode {
|
||||
function(node)
|
||||
sprite:animate("attack", node)
|
||||
end
|
||||
),
|
||||
|
||||
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
|
||||
}
|
||||
},
|
||||
AnimationNode {
|
||||
function(node)
|
||||
targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200, node)
|
||||
end,
|
||||
children = {
|
||||
AnimationNode {
|
||||
function(node)
|
||||
local audioPath = Tree.assets.files.audio
|
||||
targetSprite:animate("hurt", node)
|
||||
--- @type SourceFilter
|
||||
local settings = {
|
||||
type = "bandpass",
|
||||
volume = 1,
|
||||
highgain = 0.1,
|
||||
lowgain = 0.1
|
||||
}
|
||||
Tree.audio:play(audioPath.sounds.hurt, settings)
|
||||
end
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}:run()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
----------------------------------------
|
||||
local spellbook = {
|
||||
@ -133,7 +178,6 @@ local spellbook = {
|
||||
function spellbook.of(list)
|
||||
local spb = {}
|
||||
for i, sp in ipairs(list) do
|
||||
print(i)
|
||||
spb[i] = setmetatable({}, { __index = sp })
|
||||
end
|
||||
return spb
|
||||
|
||||
@ -1,40 +0,0 @@
|
||||
--- @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
|
||||
@ -4,11 +4,11 @@
|
||||
--- @field private _sizes {[FontVariant]: integer}
|
||||
local theme = {
|
||||
_sizes = {
|
||||
smallest = 12,
|
||||
small = 14,
|
||||
medium = 16,
|
||||
large = 22,
|
||||
headline = 32,
|
||||
smallest = 10,
|
||||
small = 12,
|
||||
medium = 14,
|
||||
large = 16,
|
||||
headline = 20,
|
||||
}
|
||||
}
|
||||
theme.__index = theme
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
---@class PriorityQueue
|
||||
---@field data any[] внутренний массив-куча (индексация с 1)
|
||||
---@field private data any[] внутренний массив-куча (индексация с 1)
|
||||
---@field private cmp fun(a:any, b:any):boolean компаратор: true, если a выше по приоритету, чем b
|
||||
local PriorityQueue = {}
|
||||
PriorityQueue.__index = PriorityQueue
|
||||
|
||||
@ -1,142 +0,0 @@
|
||||
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
|
||||
80
main.lua
80
main.lua
@ -1,78 +1,32 @@
|
||||
-- CameraLoader = require 'lib/camera'
|
||||
|
||||
local character = require "lib/character/character"
|
||||
local testLayout
|
||||
local TestRunner = require "test.runner"
|
||||
TestRunner:register(require "test.task")
|
||||
require "lib/tree"
|
||||
local testLayout = require "lib.simple_ui.level.layout"
|
||||
|
||||
function love.conf(t)
|
||||
t.console = true
|
||||
end
|
||||
|
||||
function love.load()
|
||||
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
|
||||
require "lib/tree" -- важно это сделать после настройки окна
|
||||
testLayout = require "lib.simple_ui.level.layout"
|
||||
|
||||
local chars = {
|
||||
character.spawn("Foodor")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, 1),
|
||||
Tree.behaviors.positioned.new(Vec3 { 3, 3 }),
|
||||
Tree.behaviors.tiled.new(),
|
||||
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
Tree.behaviors.shadowcaster.new(),
|
||||
Tree.behaviors.spellcaster.new()
|
||||
},
|
||||
character.spawn("Foodor")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, 1),
|
||||
Tree.behaviors.positioned.new(Vec3 { 4, 3 }),
|
||||
Tree.behaviors.tiled.new(),
|
||||
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
Tree.behaviors.shadowcaster.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
|
||||
character.spawn("Foodor", Tree.assets.files.sprites.character, nil, nil, 1)
|
||||
character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 }, nil, 2)
|
||||
character.spawn("Foodor Jr", Tree.assets.files.sprites.character, Vec3 { 0, 3 }, nil, 3)
|
||||
character.spawn("Baris Jr", Tree.assets.files.sprites.character, Vec3 { 0, 6 }, nil, 4)
|
||||
for id, _ in pairs(Tree.level.characters) do
|
||||
Tree.level.turnOrder:add(id)
|
||||
end
|
||||
|
||||
|
||||
Tree.level.turnOrder:endRound()
|
||||
print("Now playing:", Tree.level.turnOrder.current)
|
||||
love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
|
||||
|
||||
-- Level1_music = (require "lib.music").new("level1/bass")
|
||||
-- Level1_music:play("bass")
|
||||
end
|
||||
|
||||
local lt = "0"
|
||||
function love.update(dt)
|
||||
TestRunner:update(dt) -- закомментировать для отключения тестов
|
||||
|
||||
local t1 = love.timer.getTime()
|
||||
require('lib.utils.task').update(dt)
|
||||
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
|
||||
@ -106,12 +60,15 @@ function love.draw()
|
||||
love.graphics.draw(Tree.assets.files.cats, 0, 0)
|
||||
love.graphics.pop()
|
||||
|
||||
Tree.level.camera:attach()
|
||||
|
||||
Tree.level:draw()
|
||||
|
||||
Tree.level.camera:detach()
|
||||
testLayout:draw()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("small"))
|
||||
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)
|
||||
@ -120,10 +77,3 @@ function love.draw()
|
||||
local t2 = love.timer.getTime()
|
||||
dt = string.format("%.3f", (t2 - t1) * 1000)
|
||||
end
|
||||
|
||||
function love.resize(w, h)
|
||||
local render = Tree.level.render
|
||||
if not render then return end
|
||||
render:free()
|
||||
Tree.level.render = (require "lib.level.render").new { w, h }
|
||||
end
|
||||
|
||||
@ -1,46 +0,0 @@
|
||||
--- @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
|
||||
@ -1,75 +0,0 @@
|
||||
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