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No commits in common. "main" and "feature/cast-overlay" have entirely different histories.
main
...
feature/ca
3
.gitattributes
vendored
@ -1,3 +0,0 @@
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*.ogg filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.ttf filter=lfs diff=lfs merge=lfs -text
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@ -6,6 +6,5 @@
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"love.filesystem.load": "loadfile"
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},
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"workspace.ignoreDir": ["dev_utils"],
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"diagnostics.ignoredFiles": "Disable",
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"hint.enable": true
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||||
"diagnostics.ignoredFiles": "Disable"
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}
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||||
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||||
BIN
assets/audio/music/level1/progressive_plains.ogg
(Stored with Git LFS)
BIN
assets/audio/sounds/meow.ogg
(Stored with Git LFS)
BIN
assets/boar.png
(Stored with Git LFS)
BIN
assets/cats.png
|
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@ -2,5 +2,4 @@ return {
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tileSize = 32,
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["dev_target"] = { 0 },
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["dev_path"] = { 1 },
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["dev_path_closed"] = { 2 },
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}
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@ -1,6 +0,0 @@
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vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
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{
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vec4 c = Texel(tex, uv);
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float gray = dot(c.rgb, vec3(0.299, 0.587, 0.114)); // магические числа человеческого восприятия
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return vec4(vec3(gray), c.a);
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}
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@ -1,5 +0,0 @@
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vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
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{
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vec4 c = Texel(tex, uv);
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return vec4(vec3(1.0) - c.rgb, c.a);
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}
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@ -1,85 +0,0 @@
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#define MAX_LIGHTS 8
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struct Light {
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vec2 position;
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vec3 color;
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float radius;
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};
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extern Light lights[MAX_LIGHTS];
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extern int num_lights;
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extern vec2 sprite_pos; // Мировая позиция спрайта (в метрах)
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extern vec3 ambient; // Эмбиентное освещение
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extern vec3 sky; // Цвет неба
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// Параметры выделения
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extern bool is_selected;
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extern vec2 tex_size;
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extern float time;
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// Функция для имитации easing.easeInSine
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float easeInSine(float x) {
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return 1.0 - cos((x * 3.14159) / 2.0);
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}
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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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// ЛОГИКА ОБВОДКИ (Outline)
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// Мы выполняем ее до расчетов освещения. Если пиксель прозрачный и объект выбран,
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// проверяем соседей, чтобы понять, не граница ли это.
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// Обводка рисуется "самосветящейся", чтобы выделение было видно даже в полной темноте.
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if (is_selected && texColor.a <= 0.0) {
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float maxAlpha = 0.0;
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// Проверяем соседние пиксели (квадратом 3x3)
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for (float x = -1.0; x <= 1.0; x++) {
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for (float y = -1.0; y <= 1.0; y++) {
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if (x == 0.0 && y == 0.0) continue;
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vec2 offset = vec2(x, y) / tex_size;
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maxAlpha = max(maxAlpha, Texel(tex, texture_coords + offset).a);
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}
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}
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if (maxAlpha > 0.0) {
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// Эффект пульсации и "бегущей волны" из оригинального шейдера outline.glsl
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float modY = (0.75 + sin(time) * 0.25) * (0.5 + cos(texture_coords.y * 10.0 + time * 2.0) * 0.5);
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return vec4(vec3(modY, 0.2 * sin(time) + 0.5, 0.5), 1.0);
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}
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}
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if (texColor.a == 0.0) {
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return vec4(0.0);
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}
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// Расчет базового освещения мира: персонаж освещается смесью неба (Sky) и отраженного света (Ambient).
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vec3 baseLight = ambient + (vec3(1.0) - ambient) * sky;
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// Десатурация базового света на 30%.
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float luma = dot(baseLight, vec3(0.2126, 0.7152, 0.0722));
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vec3 characterBaseLight = mix(baseLight, vec3(luma), 0.3);
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vec3 pointLight = vec3(0.0);
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for (int i = 0; i < num_lights; i++) {
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vec2 lightPos = lights[i].position;
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float radius = lights[i].radius;
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vec2 lightVec = lightPos - sprite_pos;
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float dist = length(lightVec);
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// Плавное затухание света по радиусу.
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float radiusFalloff = smoothstep(radius, radius * 0.2, dist);
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// Реализация псевдо-проекции (3D-эффект):
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float frontWeight = smoothstep(-2.0, 0.5, lightVec.y);
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float attenuation = radiusFalloff * frontWeight;
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pointLight += lights[i].color * attenuation;
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}
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pointLight = clamp(pointLight, 0.0, 1.0);
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// Финальный расчет цвета:
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return vec4(texColor.rgb * (characterBaseLight + pointLight), texColor.a);
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}
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@ -1,9 +0,0 @@
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return {
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width = 32,
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height = 32,
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base = {
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x = 14,
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y = 26
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},
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size = 0.6 -- условная доля тайла, которую занимает спрайт
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}
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BIN
assets/sprites/boar/sheets/idle.png
(Stored with Git LFS)
BIN
assets/sprites/boar/sheets/run.png
(Stored with Git LFS)
BIN
assets/sprites/character/attack.png
Normal file
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After Width: | Height: | Size: 4.1 KiB |
BIN
assets/sprites/character/hurt.png
Normal file
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After Width: | Height: | Size: 2.2 KiB |
BIN
assets/sprites/character/idle.png
Normal file
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After Width: | Height: | Size: 1.6 KiB |
@ -1,9 +0,0 @@
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return {
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width = 96,
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height = 64,
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base = {
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x = 38,
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y = 47
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},
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size = 0.4 -- условная доля тайла, которую занимает спрайт
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}
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BIN
assets/sprites/character/run.png
Normal file
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After Width: | Height: | Size: 2.3 KiB |
BIN
assets/sprites/character/sheets/attack.png
(Stored with Git LFS)
BIN
assets/sprites/character/sheets/hurt.png
(Stored with Git LFS)
BIN
assets/sprites/character/sheets/idle.png
(Stored with Git LFS)
BIN
assets/sprites/character/sheets/run.png
(Stored with Git LFS)
|
Before Width: | Height: | Size: 130 B After Width: | Height: | Size: 77 KiB |
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Before Width: | Height: | Size: 130 B After Width: | Height: | Size: 11 KiB |
@ -9,6 +9,5 @@ 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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Tree.behaviors.effects = require "lib.character.behaviors.effects"
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--- @alias voidCallback fun(): nil
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@ -1,11 +1,5 @@
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local easing = require "lib.utils.easing"
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local pf = require "lib.pathfinder"
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local utils = require "lib.utils.utils"
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local task = require "lib.utils.task"
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--- @alias AIAction fun(self: AIBehavior): Task<nil>
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--- @return Character
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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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@ -26,152 +20,45 @@ local function closestCharacter(char)
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return charTarget
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end
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-- --- Возвращает все точки в радиусе в виде векторов (должен по крайней мере)
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-- --- @param radius integer
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-- --- @param center Vec3
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-- --- @return Vec3[]
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-- local function circleVectors(center, radius)
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-- local vecs = {}
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-- local res = {}
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-- for t = 0, 2 * math.pi, EPSILON do
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-- local x = math.cos(t) * radius + center.x
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-- local y = math.sin(t) * radius + center.y
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-- table.insert(vecs, Vec3 { math.floor(x), math.floor(y) })
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-- end
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-- for _, v in pairs(vecs) do
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-- local i = 1
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-- while i <= #res and (res[i].x ~= v.x or res[i].y ~= v.y) do
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-- i = i + 1
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-- end
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-- if i == #res + 1 or #res == 0 then
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-- table.insert(res, v)
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-- print('[AI]: circle vecs:', v)
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-- end
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-- end
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-- return res
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-- end
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--- Возвращает все точки в радиусе в виде векторов (должен по крайней мере)
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--- @param radius integer
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--- @param center Vec3
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--- @return Vec3[]
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local function circleVectors(center, radius)
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local dx, dy, err = radius, 0, 1 - radius
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local vecs, res = {}, {}
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while dx >= dy do
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table.insert(vecs, Vec3 { center.x + dx, center.y + dy })
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table.insert(vecs, Vec3 { center.x - dx, center.y + dy })
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table.insert(vecs, Vec3 { center.x + dx, center.y - dy })
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table.insert(vecs, Vec3 { center.x - dx, center.y - dy })
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table.insert(vecs, Vec3 { center.x + dy, center.y + dx })
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table.insert(vecs, Vec3 { center.x - dy, center.y + dx })
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table.insert(vecs, Vec3 { center.x + dy, center.y - dx })
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table.insert(vecs, Vec3 { center.x - dy, center.y - dx })
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dy = dy + 1
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if err < 0 then
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err = err + 2 * dy + 1
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else
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dx, err = dx - 1, err + 2 * (dy - dx) + 1
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end
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end
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for _, v in pairs(vecs) do
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local i = 1
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while i <= #res and (res[i].x ~= v.x or res[i].y ~= v.y) and v.x >= 0 and v.y >= 0 do
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i = i + 1
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end
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if i == #res + 1 or #res == 0 then
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table.insert(res, v)
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print('[AI]: circle vecs:', v)
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end
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end
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return vecs
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end
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--- ищет пути к ближайшему персу в определённом радиусе
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--- @param owner Character
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--- @param radius integer здесь мы должны сами определять, сколько должны не доходить до персонажа (1 <= n)
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--- @return Vec3|nil
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local function pathToClosestCharacter(owner, radius)
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local charTarget = closestCharacter(owner)
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local targetPosition, ownerPosition = charTarget:has(Tree.behaviors.positioned), owner:has(Tree.behaviors.positioned)
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if not targetPosition or not ownerPosition then return end
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local circleVecs = circleVectors(targetPosition.position, radius)
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local target = circleVecs[#circleVecs]
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local path = pf(ownerPosition.position, target)
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for i, c in ipairs(circleVecs) do
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local newPath = pf(ownerPosition.position, c)
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if newPath:size() < path:size() then
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path = newPath
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target = c
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end
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end
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return target
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end
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--- @type table<Class, AIAction>
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local aiNature = {
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dev_warrior = function(self)
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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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self.target = pathToClosestCharacter(self.owner, 1)
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local attackTarget = closestCharacter(self.owner):has(Tree.behaviors.positioned)
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if not attackTarget then return end
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local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
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if task1 then
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task1(
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function()
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-- здесь мы оказываемся после того, как сходили в первый раз
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print('[AI]: я походил')
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local task2 = spellB.spellbook[3]:cast(self.owner, attackTarget.position)
|
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if task2 then
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-- дергаем функцию после завершения хода
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print('[AI]: и ударил')
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task2(callback)
|
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else
|
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print('[AI]: чёт не бьётся')
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callback()
|
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end
|
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end
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)
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else
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print('рот этого казино')
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callback()
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end
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end)
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end
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end,
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dev_mage = function(self)
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return function(callback)
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print("etoh... bleh")
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callback()
|
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end
|
||||
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 = {}
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behavior.__index = behavior
|
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behavior.id = "ai"
|
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|
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--- Заставляет ИИ сделать ход
|
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---
|
||||
--- По умолчанию ничего не делает
|
||||
function behavior.new()
|
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return setmetatable({}, behavior)
|
||||
end
|
||||
|
||||
--- @return Task<nil>
|
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function behavior:makeTurn()
|
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return function(callback)
|
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return function(callback) -- почему так, описано в Task
|
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self.owner:try(Tree.behaviors.spellcaster, function(spellB)
|
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local charTarget = closestCharacter(self.owner)
|
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charTarget:try(Tree.behaviors.positioned, function(b)
|
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self.target = Vec3 { b.position.x, b.position.y + 1 } --- @todo тут захардкожено + 1, но мы должны как-то хитро определять с какой стороны обойти
|
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end)
|
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|
||||
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
|
||||
callback()
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
--- @param class Class
|
||||
function behavior.new(class)
|
||||
return setmetatable({
|
||||
makeTurn = aiNature[class]
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
return behavior
|
||||
|
||||
@ -1,187 +0,0 @@
|
||||
local task = require "lib.utils.task"
|
||||
local efb = require "lib.effectbook"
|
||||
local book = efb.book
|
||||
|
||||
--- ===========ЛОГИКА ЭФФЕКТОВ И ЧТО С ЭТИМ ЕДЯТ===========
|
||||
--- читать здесь: https://docs.google.com/document/d/1Hxa5dOLaeRpLQOs5H-oIDDuLLhKbDw40lR9d62Zb4Tg/edit?usp=sharing
|
||||
--- и здесь: https://docs.google.com/document/d/1jvhuM3mxqYSQTEM8m-WL-uUSie9QRsZOCCUEiw9ZqzM/edit?tab=t.0
|
||||
|
||||
--- behavior thats holds all effects that we applied
|
||||
--- @class EffectsBehavior : Behavior
|
||||
--- @field effectsPriority EffectTag[] хранит эффекты в порядке их применения
|
||||
--- @field effectsProperties table<EffectTag, { stacks: integer, intensity: integer }> хранит характеристики эффектов
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "effects"
|
||||
|
||||
--- @return EffectsBehavior
|
||||
function behavior.new()
|
||||
return setmetatable({
|
||||
effectsPriority = {},
|
||||
effectsProperties = {},
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
--- проверяет, можно ли наложить эффект и при наложении его применяет
|
||||
--- @param effect EffectTag
|
||||
--- @param stacks integer
|
||||
--- @param intensity integer
|
||||
function behavior:addEffect(effect, stacks, intensity)
|
||||
local task1, birthStatement = book[effect]:beforeBirth(self.owner, intensity)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
if not birthStatement then return end
|
||||
|
||||
-- проверка на сумму, и её применение
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
if efb.sums[effect] then
|
||||
if efb.sums[effect][ef] then
|
||||
if not efb.sums[effect][ef](self.owner, effect, ef) then return end
|
||||
end
|
||||
elseif efb.sums[ef] then
|
||||
if efb.sums[ef][effect] then
|
||||
if not efb.sums[ef][effect](self.owner, ef, effect) then return end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
book[effect]:onBirth(self.owner, stacks, intensity)
|
||||
|
||||
local task3 = book[effect]:afterBirth(self.owner, intensity)
|
||||
if task3 then
|
||||
task3(function()
|
||||
print("[Effects]: мы применили эффект!!")
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
--- Удаляет один эффект по порядку
|
||||
--- @param effect EffectTag
|
||||
function behavior:deleteEffect(effect)
|
||||
self.effectsProperties[effect] = nil
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
if ef == effect then
|
||||
table.remove(self.effectsPriority, i)
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- О ДААА ЭТА ФУНКЦИЯ МЕНЯЕТ СОСТОЯНИЕ О ДАААААА О ДАААААААААА
|
||||
--- @param effect EffectTag
|
||||
--- @param amount integer
|
||||
function behavior:deleteStacks(effect, amount)
|
||||
print("[Effects]: удаляем стаки!!")
|
||||
self.effectsProperties[effect].stacks = self.effectsProperties[effect].stacks -
|
||||
amount -- !!!!!!!!!!!!!!!! <<<<< 21+ only
|
||||
if self.effectsProperties[effect].stacks <= 0 then
|
||||
print("[Effects]:", effect, "ДОЛЖЕН БЫТЬ СТЁРТ")
|
||||
self:deleteEffect(effect)
|
||||
print("[Effects]:", effect, "СТЁРТ")
|
||||
end
|
||||
end
|
||||
|
||||
--- должна вызываться перед смертью персонажа;
|
||||
---
|
||||
--- возвращает, убивать ли персонажа
|
||||
--- @return boolean
|
||||
function behavior:beforeDeath()
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
local task1, deathStatement = book[ef]:beforeDeath(self.owner, self.effectsProperties[ef].intensity)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
if deathStatement == false then return false end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
--- должна вызываться после смерти персонажа (может ли такая ситуация возникнуть вообще?)
|
||||
function behavior:afterDeath()
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
local task1 = book[ef]:afterDeath(self.owner, self.effectsProperties[ef].intensity)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- должен вызываться в начале хода
|
||||
---
|
||||
--- возвращает, может ли персонаж сделать ход?
|
||||
--- @return boolean
|
||||
function behavior:beforeTurn()
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
local task1, turnStatement = book[ef]:beforeTurn(self.owner, self.effectsProperties[ef].intensity)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
if turnStatement == false then return false end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
--- должен вызываться в конце хода
|
||||
function behavior:afterTurn()
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
local task1 = book[ef]:afterTurn(self.owner, self.effectsProperties[ef].intensity)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- должен вызываться перед кастом спелла
|
||||
---
|
||||
--- возвращает, может ли персонаж скастовать спелл?
|
||||
--- @return boolean
|
||||
function behavior:beforeCast()
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
local task1, castStatement = book[ef]:beforeCast(self.owner, self.effectsProperties[ef].intensity)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
if castStatement == false then return false end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
--- должен вызываться после каста спелла
|
||||
function behavior:afterCast()
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
local task1 = book[ef]:afterCast(self.owner, self.effectsProperties[ef].intensity)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- должен вызываться перед получением урона
|
||||
---
|
||||
--- возвращает получаемый урон
|
||||
--- @return integer
|
||||
function behavior:beforeDamage(damage)
|
||||
local totalDamage = damage
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
local task1
|
||||
task1, totalDamage = book[ef]:beforeDamage(self.owner, self.effectsProperties[ef].intensity,
|
||||
totalDamage or damage)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
end
|
||||
return totalDamage or damage
|
||||
end
|
||||
|
||||
--- должен вызываться после получения урона
|
||||
function behavior:afterDamage()
|
||||
for i, ef in ipairs(self.effectsPriority) do
|
||||
local task1 = book[ef]:afterDamage(self.owner, self.effectsProperties[ef].intensity)
|
||||
if task1 then
|
||||
task1(function() end)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -32,19 +32,21 @@ function behavior:draw()
|
||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.LIGHT, positioned.position.y, function()
|
||||
love.graphics.setBlendMode("add", "premultiplied")
|
||||
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)
|
||||
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.setShader()
|
||||
love.graphics.setBlendMode("alpha")
|
||||
end)
|
||||
|
||||
love.graphics.setShader()
|
||||
love.graphics.setCanvas()
|
||||
Tree.level.camera:detach()
|
||||
end
|
||||
|
||||
return behavior
|
||||
|
||||
@ -10,7 +10,6 @@ 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
|
||||
if not sprite then return end
|
||||
|
||||
local ppm = Tree.level.camera.pixelsPerMeter
|
||||
local position = positioned.position + Vec3 { 0.5, 0.5 }
|
||||
@ -22,14 +21,43 @@ function behavior:draw()
|
||||
table.insert(lights, Tree.level.characters[id])
|
||||
end
|
||||
|
||||
-- 1. Эллипс тени
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.SHADOW, position.y, function()
|
||||
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, sprite.manifest.size / 2, sprite.manifest.size / 2 * math.cos(math.pi / 4))
|
||||
love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
|
||||
love.graphics.pop()
|
||||
end)
|
||||
|
||||
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
|
||||
|
||||
@ -20,9 +20,6 @@ function behavior.new(spellbook)
|
||||
end
|
||||
|
||||
function behavior:endCast()
|
||||
self.owner:try(Tree.behaviors.effects, function(effects)
|
||||
effects:afterCast()
|
||||
end)
|
||||
self.state = "idle"
|
||||
self.cast = nil
|
||||
Tree.level.turnOrder:reorder()
|
||||
|
||||
@ -3,8 +3,6 @@ local anim8 = require "lib.utils.anim8"
|
||||
--- @class SpriteBehavior : Behavior
|
||||
--- @field animationTable table<string, table>
|
||||
--- @field animationGrid table
|
||||
--- @field manifest table
|
||||
--- @field sheets table
|
||||
--- @field state "idle"|"run"|"hurt"|"attack"
|
||||
--- @field side 1|-1
|
||||
local sprite = {}
|
||||
@ -19,12 +17,11 @@ function sprite.new(spriteDir)
|
||||
local anim = setmetatable({}, sprite)
|
||||
anim.animationTable = {}
|
||||
anim.animationGrid = {}
|
||||
anim.manifest = spriteDir.manifest
|
||||
anim.sheets = spriteDir.sheets
|
||||
|
||||
-- n: name; i: image
|
||||
for n, i in pairs(spriteDir.sheets) do
|
||||
local aGrid = anim8.newGrid(anim.manifest.width, anim.manifest.height, i:getWidth(), i:getHeight())
|
||||
local tiles = '1-' .. math.ceil(i:getWidth() / anim.manifest.width)
|
||||
for n, i in pairs(spriteDir) do
|
||||
local aGrid = anim8.newGrid(96, 64, i:getWidth(), i:getHeight())
|
||||
local tiles = '1-' .. math.ceil(i:getWidth() / 96)
|
||||
anim.animationGrid[n] = aGrid(tiles, 1)
|
||||
end
|
||||
|
||||
@ -42,78 +39,32 @@ function sprite:update(dt)
|
||||
end
|
||||
|
||||
function sprite:draw()
|
||||
if not self.animationTable[self.state] or not self.sheets[self.state] then return end
|
||||
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)
|
||||
local ppm = Tree.level.camera.pixelsPerMeter
|
||||
local position = pos.position + Vec3 { 0.5, 0.5 }
|
||||
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE, position.y, function()
|
||||
love.graphics.setCanvas(Tree.level.render.textures.spriteLayer)
|
||||
Tree.level.camera:attach()
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
-- Собираем источники света для шейдера
|
||||
local queryRadius = 12 -- Увеличенный радиус для плавности
|
||||
local lightIds = Tree.level.lightGrid:query(position, queryRadius)
|
||||
local lightsData = {}
|
||||
|
||||
for _, id in ipairs(lightIds) do
|
||||
local lightChar = Tree.level.characters[id]
|
||||
local b = lightChar:has(Tree.behaviors.light) --[[@as LightBehavior]]
|
||||
local lPos = lightChar:has(Tree.behaviors.positioned).position
|
||||
local dist = (lPos - position):length()
|
||||
|
||||
-- Берем только те, что могут дотянуться до нас своим радиусом
|
||||
if dist < b.intensity + 2 then
|
||||
table.insert(lightsData, {
|
||||
x = lPos.x,
|
||||
y = lPos.y,
|
||||
r = b.color.x,
|
||||
g = b.color.y,
|
||||
b = b.color.z,
|
||||
radius = b.intensity,
|
||||
dist = dist
|
||||
})
|
||||
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()
|
||||
local shader = Tree.assets.files.shaders.outline
|
||||
shader:send("texSize", { texW, texH })
|
||||
shader:send("time", love.timer:getTime())
|
||||
love.graphics.setShader(shader)
|
||||
end
|
||||
end
|
||||
|
||||
-- Сортируем по дистанции, чтобы выбрать 8 самых влиятельных
|
||||
table.sort(lightsData, function(a, b) return a.dist < b.dist end)
|
||||
|
||||
local lightShader = Tree.assets.files.shaders.sprite_light
|
||||
local weather = Tree.level.weather
|
||||
local numLights = math.min(#lightsData, 8)
|
||||
local isSelected = (Tree.level.selector.id == self.owner.id)
|
||||
|
||||
lightShader:send("sprite_pos", { position.x, position.y })
|
||||
lightShader:send("sky", { weather.skyLight.x, weather.skyLight.y, weather.skyLight.z })
|
||||
lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
|
||||
lightShader:send("num_lights", numLights)
|
||||
|
||||
lightShader:send("is_selected", isSelected)
|
||||
if isSelected then
|
||||
local sheet = self.sheets[self.state]
|
||||
lightShader:send("tex_size", { sheet:getWidth(), sheet:getHeight() })
|
||||
lightShader:send("time", love.timer:getTime())
|
||||
end
|
||||
|
||||
for i = 1, numLights do
|
||||
local l = lightsData[i]
|
||||
local idx = i - 1
|
||||
lightShader:send(string.format("lights[%d].position", idx), { l.x, l.y })
|
||||
lightShader:send(string.format("lights[%d].color", idx), { l.r, l.g, l.b })
|
||||
lightShader:send(string.format("lights[%d].radius", idx), l.radius)
|
||||
end
|
||||
|
||||
|
||||
love.graphics.setShader(lightShader)
|
||||
|
||||
self.animationTable[self.state]:draw(self.sheets[self.state],
|
||||
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
|
||||
position.x,
|
||||
position.y, nil, 1 / ppm * self.side, 1 / ppm, self.manifest.base.x, self.manifest.base.y)
|
||||
position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
|
||||
|
||||
love.graphics.setShader()
|
||||
end)
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setCanvas()
|
||||
end
|
||||
)
|
||||
end
|
||||
@ -123,7 +74,7 @@ function sprite:animate(state)
|
||||
return function(callback)
|
||||
if not self.animationGrid[state] then
|
||||
print("[SpriteBehavior]: no animation for '" .. state .. "'")
|
||||
return callback()
|
||||
callback()
|
||||
end
|
||||
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
|
||||
function()
|
||||
@ -139,9 +90,6 @@ function sprite:loop(state)
|
||||
return print("[SpriteBehavior]: no animation for '" .. state .. "'")
|
||||
end
|
||||
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED)
|
||||
if state == 'idle' then
|
||||
self.animationTable[state]:gotoFrame(love.math.random(#self.animationTable[state].frames))
|
||||
end
|
||||
self.state = state
|
||||
end
|
||||
|
||||
|
||||
@ -1,45 +1,22 @@
|
||||
--- @alias Class "dev_warrior"|"dev_mage"
|
||||
|
||||
--- @class StatsBehavior : Behavior
|
||||
--- @field hp integer
|
||||
--- @field mana integer
|
||||
--- @field initiative integer
|
||||
--- @field class Class
|
||||
--- @field isInTurnOrder boolean
|
||||
--- @field amIAlive boolean
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "stats"
|
||||
|
||||
--- план прост, если что-то не так, то мы просто убиваем бехавиор (по крайней мере так должно было быть, но пиаш мне запретил :sob:)
|
||||
function behavior:checkStats()
|
||||
-- if self.hp <= 0 then behavior:die() end
|
||||
if self.hp <= 0 then
|
||||
self.amIAlive = false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param damage integer
|
||||
function behavior:dealDamage(damage)
|
||||
local effects = self.owner:has(Tree.behaviors.effects)
|
||||
if effects then damage = effects:beforeDamage(damage) end
|
||||
self.hp = self.hp - damage
|
||||
self:checkStats()
|
||||
end
|
||||
|
||||
--- @param hp? integer
|
||||
--- @param mana? integer
|
||||
--- @param initiative? integer
|
||||
--- @param class? Class
|
||||
--- @param isInTurnOrder? boolean
|
||||
function behavior.new(hp, mana, initiative, class, isInTurnOrder)
|
||||
function behavior.new(hp, mana, initiative, isInTurnOrder)
|
||||
return setmetatable({
|
||||
hp = hp or 20,
|
||||
mana = mana or 10,
|
||||
initiative = initiative or 10,
|
||||
class = class or "dev_warrior",
|
||||
isInTurnOrder = isInTurnOrder or true,
|
||||
amIAlive = true
|
||||
isInTurnOrder = isInTurnOrder or true
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
|
||||
@ -1,123 +0,0 @@
|
||||
local task = require "lib.utils.task"
|
||||
local effect = require "lib.spell.effect"
|
||||
local easing = require "lib.utils.easing"
|
||||
|
||||
--- некое уникальное строковое значение
|
||||
--- @alias EffectTag string
|
||||
|
||||
--- Кровотечение.
|
||||
---
|
||||
--- Наносит `intensity` урона перед началом каждого хода.
|
||||
local bleeding = effect.new({
|
||||
tag = "bleeding"
|
||||
})
|
||||
|
||||
function bleeding:afterBirth(owner, intensity)
|
||||
local light = require "lib/character/character".spawn("Bleeding Light Effect")
|
||||
light:addBehavior {
|
||||
Tree.behaviors.light.new { color = Vec3 { 1, 0., 0. }, intensity = 4 },
|
||||
Tree.behaviors.positioned.new(owner:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
|
||||
}
|
||||
|
||||
return task.wait({ task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
|
||||
{ intensity = 1, color = Vec3 { 0, 0., 0. } }, 800, easing.easeInCubic), function()
|
||||
light:die()
|
||||
return task.fromValue()
|
||||
end) })
|
||||
end
|
||||
|
||||
function bleeding:beforeTurn(owner, intensity)
|
||||
local stats = owner:has(Tree.behaviors.stats)
|
||||
local sprite = owner:has(Tree.behaviors.sprite)
|
||||
if not stats or not sprite then return end
|
||||
stats:dealDamage(intensity)
|
||||
return task.wait({ sprite:animate("hurt") }), true
|
||||
end
|
||||
|
||||
function bleeding:afterTurn(owner, intensity)
|
||||
local behavior = owner:has(Tree.behaviors.effects)
|
||||
if not behavior then
|
||||
print('[EffectBook]: yo man what the hell wheres your behavior how thats possible please stop thats not normal')
|
||||
else
|
||||
behavior:deleteStacks("bleeding", 1)
|
||||
end
|
||||
return task.wait {}
|
||||
end
|
||||
|
||||
--- meow
|
||||
function bleeding:afterCast(owner, intensity)
|
||||
Tree.audio:play(Tree.assets.files.audio.sounds.meow)
|
||||
return task.wait {}
|
||||
end
|
||||
|
||||
function bleeding:beforeCast(owner, intensity)
|
||||
Tree.audio:play(Tree.assets.files.audio.sounds.meow)
|
||||
return task.wait {}, true
|
||||
end
|
||||
|
||||
--- Отвращение к смерти.
|
||||
---
|
||||
--- Спасает от смертельного урона, оставляя одно очко здоровья. Персонаж не может ходить до тех пор, пока эффект не сработает.
|
||||
local aversionToDeath = effect.new {
|
||||
tag = "aversionToDeath"
|
||||
}
|
||||
|
||||
function aversionToDeath:beforeDamage(owner, intensity, damage)
|
||||
local stats = owner:has(Tree.behaviors.stats)
|
||||
local effects = owner:has(Tree.behaviors.effects)
|
||||
if not stats or not effects then return end
|
||||
if stats.hp <= damage then
|
||||
effects:deleteStacks("aversionToDeath", 1)
|
||||
-- тут должен быть какой-нибудь классный спецэффект, но я не умею в шейдеры
|
||||
return task.wait({}), stats.hp - 1
|
||||
end
|
||||
return task.wait {}, damage
|
||||
end
|
||||
|
||||
function aversionToDeath:beforeTurn(owner, intensity)
|
||||
local sprite = owner:has(Tree.behaviors.sprite)
|
||||
if not sprite then
|
||||
return task.wait {}, false
|
||||
end
|
||||
return task.wait {
|
||||
sprite:animate("hurt")
|
||||
}, false
|
||||
end
|
||||
|
||||
----------------- Effectbook & Sum -----------------
|
||||
|
||||
--- @alias EffectSumFunc fun(owner: Character, effect1: EffectTag, effect2: EffectTag): boolean
|
||||
|
||||
--- Принимает таблицу, в ключах которых тэги эффектов, которые мы хотим просуммировать, и в значениях которых функция,
|
||||
--- возвращающая булево значение: применять ли эффект после суммирования.
|
||||
--- @type table<EffectTag, table<EffectTag, EffectSumFunc>>
|
||||
local sums = {}
|
||||
|
||||
--- Сумма кровотечения и отвращения к смерти, (в целях разработки) удаляет оба эффекта, не позволяя дальше применять эффект
|
||||
sums.bleeding = {
|
||||
aversionToDeath = function(owner, effect1, effect2)
|
||||
print("[EffectBook]: применяем сумму, удаляем оба эффекта")
|
||||
local behaviorEffect = owner:has(Tree.behaviors.effects)
|
||||
if not behaviorEffect then
|
||||
print(
|
||||
"[EffectBook]: yo man what the hell wheres your behavior how thats possible please stop thats not normal")
|
||||
return true
|
||||
end
|
||||
behaviorEffect:deleteEffect(effect1)
|
||||
behaviorEffect:deleteEffect(effect2)
|
||||
return false
|
||||
end
|
||||
}
|
||||
|
||||
--- @class EffectBook
|
||||
--- @field sums table<EffectTag, table<EffectTag, EffectSumFunc>>
|
||||
--- @field book table<EffectTag, Effect>
|
||||
local effectbook = {
|
||||
sums = sums,
|
||||
book = {
|
||||
bleeding = bleeding,
|
||||
aversionToDeath = aversionToDeath
|
||||
}
|
||||
}
|
||||
|
||||
return effectbook
|
||||
@ -1,6 +1,8 @@
|
||||
local utils = require "lib.utils.utils"
|
||||
local pQueue = require "lib.utils.priority_queue"
|
||||
--- @class CharacterGrid : Grid
|
||||
--- @field __grid {string: Id|nil}
|
||||
--- @field yOrderQueue PriorityQueue<Character> очередь отрисовки сверху вниз
|
||||
local grid = setmetatable({}, require "lib.level.grid.base")
|
||||
grid.__index = grid
|
||||
|
||||
@ -27,13 +29,22 @@ function grid:add(id)
|
||||
end
|
||||
end
|
||||
|
||||
--- @param a Character
|
||||
--- @param b Character
|
||||
local function drawCmp(a, b)
|
||||
--- @TODO: это захардкожено, надо разделить поведения
|
||||
return a:has(Tree.behaviors.positioned).position.y < b:has(Tree.behaviors.positioned).position.y
|
||||
end
|
||||
|
||||
--- fills the grid with the actual data
|
||||
---
|
||||
--- should be called as early as possible during every tick
|
||||
function grid:reload()
|
||||
self:reset()
|
||||
self.yOrderQueue = pQueue.new(drawCmp)
|
||||
utils.each(Tree.level.characters, function(c)
|
||||
self:add(c.id)
|
||||
self.yOrderQueue:insert(c)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
@ -9,32 +9,17 @@ map.__index = map
|
||||
--- @param size? Vec3
|
||||
local function new(type, template, size)
|
||||
local tMap = require('lib.level.' .. type).new(template, size)
|
||||
local grid = setmetatable({ __grid = tMap }, map)
|
||||
grid:refreshBatch()
|
||||
return grid
|
||||
end
|
||||
|
||||
function map:refreshBatch()
|
||||
-- Находим атлас первого попавшегося тайла (предполагаем, что он один для всех)
|
||||
local _, firstTile = next(self.__grid)
|
||||
if not firstTile then return end
|
||||
|
||||
local atlas = firstTile.atlasData.atlas
|
||||
local count = 0
|
||||
for _ in pairs(self.__grid) do count = count + 1 end
|
||||
|
||||
self.batch = love.graphics.newSpriteBatch(atlas, count)
|
||||
for _, tile in pairs(self.__grid) do
|
||||
-- 1/32 это масштаб, так как размер тайла в мире 1x1 метр, а в атласе 32x32 пикселя
|
||||
self.batch:add(tile.atlasData.quad, tile.position.x, tile.position.y, 0, 1 / 32, 1 / 32)
|
||||
end
|
||||
return setmetatable({ __grid = tMap }, map)
|
||||
end
|
||||
|
||||
function map:draw()
|
||||
if not self.batch then return end
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.FLOOR, 0, function()
|
||||
love.graphics.draw(self.batch)
|
||||
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 }
|
||||
|
||||
@ -20,7 +20,7 @@ local function new(type, template)
|
||||
local size = Vec3 { 30, 30 } -- magic numbers for testing purposes only
|
||||
print(type, template, size)
|
||||
|
||||
Tree.audio:play(Tree.assets.files.audio.music.level1.progressive_plains)
|
||||
Tree.audio:play(Tree.assets.files.audio.music.level1.battle)
|
||||
|
||||
return setmetatable({
|
||||
size = size,
|
||||
@ -33,7 +33,7 @@ local function new(type, template)
|
||||
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 { 0.5, 0.5, 0.5 }, skyLight = Vec3 { 0.85, 0.55, 0.40 } }
|
||||
weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.36, 0.42, 0.6 }, skyLight = Vec3 {} }
|
||||
}, level)
|
||||
end
|
||||
|
||||
@ -56,9 +56,9 @@ end
|
||||
function level:draw()
|
||||
self.render:clear()
|
||||
self.tileGrid:draw()
|
||||
utils.each(self.characters, function(char)
|
||||
char:draw()
|
||||
end)
|
||||
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
|
||||
|
||||
@ -1,30 +1,18 @@
|
||||
--- @class Render
|
||||
--- @field textures table<string, love.Canvas>
|
||||
--- @field queue table[]
|
||||
--- @field lowResScale number
|
||||
--- @field LAYERS table<string, integer>
|
||||
local render = {
|
||||
textures = {},
|
||||
queue = {},
|
||||
lowResScale = 1.0,
|
||||
LAYERS = {
|
||||
FLOOR = 1,
|
||||
SHADOW = 2,
|
||||
LIGHT = 3,
|
||||
SPRITE = 4,
|
||||
OVERLAY = 5
|
||||
}
|
||||
textures = {}
|
||||
}
|
||||
|
||||
function render:clear()
|
||||
local weather = Tree.level.weather
|
||||
local txs = self.textures
|
||||
self.queue = {}
|
||||
|
||||
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)
|
||||
@ -33,10 +21,6 @@ function render:clear()
|
||||
love.graphics.clear()
|
||||
end
|
||||
|
||||
function render:enqueue(layer, z, func)
|
||||
table.insert(self.queue, { layer = layer, z = z, func = func })
|
||||
end
|
||||
|
||||
function render:free()
|
||||
for _, tx in pairs(self.textures) do
|
||||
tx:release()
|
||||
@ -73,102 +57,50 @@ function render:applyBlur(input, radius)
|
||||
return self.textures.tmp2
|
||||
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()
|
||||
local lowResScale = 0.5
|
||||
|
||||
return setmetatable({
|
||||
lowResScale = lowResScale,
|
||||
queue = {},
|
||||
textures = {
|
||||
shadowLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
|
||||
spriteLayer = love.graphics.newCanvas(w, h),
|
||||
floorLayer = love.graphics.newCanvas(w, h),
|
||||
overlayLayer = love.graphics.newCanvas(w, h),
|
||||
lightLayer = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
|
||||
tmp1 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
|
||||
tmp2 = love.graphics.newCanvas(w * lowResScale, h * lowResScale),
|
||||
}
|
||||
}, { __index = render })
|
||||
end
|
||||
|
||||
function render:draw()
|
||||
local weather = Tree.level.weather
|
||||
local txs = self.textures
|
||||
|
||||
-- 1. Сортировка очереди
|
||||
table.sort(self.queue, function(a, b)
|
||||
if a.layer ~= b.layer then
|
||||
return a.layer < b.layer
|
||||
end
|
||||
return a.z < b.z
|
||||
end)
|
||||
|
||||
-- 2. Рендеринг очереди в соответствующие Canvas
|
||||
local currentLayer = nil
|
||||
for _, entry in ipairs(self.queue) do
|
||||
if entry.layer ~= currentLayer then
|
||||
if currentLayer then
|
||||
Tree.level.camera:detach()
|
||||
local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.LIGHT
|
||||
if wasLowRes then
|
||||
love.graphics.pop()
|
||||
end
|
||||
end
|
||||
currentLayer = entry.layer
|
||||
local isLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.LIGHT
|
||||
|
||||
if currentLayer == self.LAYERS.FLOOR then
|
||||
love.graphics.setCanvas(txs.floorLayer)
|
||||
elseif currentLayer == self.LAYERS.SHADOW then
|
||||
love.graphics.setCanvas(txs.shadowLayer)
|
||||
elseif currentLayer == self.LAYERS.LIGHT then
|
||||
love.graphics.setCanvas(txs.lightLayer)
|
||||
elseif currentLayer == self.LAYERS.SPRITE then
|
||||
love.graphics.setCanvas(txs.spriteLayer)
|
||||
elseif currentLayer == self.LAYERS.OVERLAY then
|
||||
love.graphics.setCanvas(txs.overlayLayer)
|
||||
end
|
||||
|
||||
if isLowRes then
|
||||
love.graphics.push()
|
||||
love.graphics.scale(self.lowResScale)
|
||||
end
|
||||
Tree.level.camera:attach()
|
||||
end
|
||||
entry.func()
|
||||
end
|
||||
if currentLayer then
|
||||
Tree.level.camera:detach()
|
||||
local wasLowRes = currentLayer == self.LAYERS.SHADOW or currentLayer == self.LAYERS.LIGHT
|
||||
if wasLowRes then
|
||||
love.graphics.pop()
|
||||
end
|
||||
end
|
||||
love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale))
|
||||
love.graphics.setCanvas()
|
||||
|
||||
-- 3. Пост-процессинг и композиция
|
||||
love.graphics.setCanvas(txs.lightLayer)
|
||||
-- Радиус блюра тоже масштабируем, так как текстура меньше
|
||||
love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale * self.lowResScale))
|
||||
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 * self.lowResScale))
|
||||
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)
|
||||
|
||||
love.graphics.setShader()
|
||||
love.graphics.draw(txs.overlayLayer)
|
||||
love.graphics.setShader(lightShader)
|
||||
|
||||
-- Спрайты уже полностью освещены в SpriteBehavior (с учетом ambient и point lights)
|
||||
-- Поэтому рисуем их "как есть"
|
||||
lightShader:send("scene", txs.spriteLayer)
|
||||
lightShader:send("light", txs.spriteLightLayer)
|
||||
love.graphics.draw(txs.spriteLayer)
|
||||
love.graphics.setShader()
|
||||
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 }
|
||||
|
||||
@ -43,15 +43,6 @@ function turnOrder:next()
|
||||
char:try(Tree.behaviors.positioned, function(positioned)
|
||||
Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)(
|
||||
function()
|
||||
-- проверяем, позволяют ли эффекты нам сходить
|
||||
if char:try(Tree.behaviors.effects, function(effects)
|
||||
-- print("[TurnOrder]: ну мы пытаемся применить эффект к", char.id)
|
||||
return effects:beforeTurn()
|
||||
end) == false then
|
||||
self:next()
|
||||
return
|
||||
end
|
||||
|
||||
if char:has(Tree.behaviors.ai) then
|
||||
char:has(Tree.behaviors.ai):makeTurn()(
|
||||
function()
|
||||
@ -78,9 +69,6 @@ function turnOrder:endRound()
|
||||
char:try(Tree.behaviors.spellcaster, function(spellcaster)
|
||||
spellcaster:processCooldowns()
|
||||
end)
|
||||
char:try(Tree.behaviors.effects, function(effects)
|
||||
effects:afterTurn()
|
||||
end)
|
||||
end
|
||||
|
||||
self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue
|
||||
|
||||
@ -1,169 +0,0 @@
|
||||
local utils = require "lib.utils.utils"
|
||||
local taskUtils = require "lib.utils.task"
|
||||
|
||||
--- Некоторое свойство, что можно наложить на персонажа. Позволяет реализовать такие вещи как DOT'ы
|
||||
--- и вообще, что душа поживает.
|
||||
---
|
||||
--- У каждого эффекта есть тэг и функции триггеры (например, `beforeTurn`, что срабатывает перед началом хода персонажа и так далее).
|
||||
--- Каждая функция триггер делится на два типа, `before...` и `after...`. Каждая из них возвращает `task`, для того чтобы
|
||||
--- проиграть анимацию, например. Функции типа `before...` также возвращают по мимо таска некоторое значение, зависящее от
|
||||
--- конкретной функции.
|
||||
--- @class Effect
|
||||
--- @field tag string
|
||||
local effect = {}
|
||||
effect.__index = effect
|
||||
|
||||
--- Предполагается, что в каждую функцию будет передаваться `Character` (владелец эффекта) и параметр `intensity`, который отвечает за силу эффекта
|
||||
--- @alias EffectFunc fun(owner: Character, intensity: integer): Task<nil>, nil бред конечно, но иначе всё в жёлтом
|
||||
--- @alias EffectStatementFunc fun(owner: Character, intensity: integer): Task<nil>, boolean
|
||||
--- @alias EffectDamageFunc fun(owner: Character, intensity: integer, damage: integer): Task<nil>, integer
|
||||
--- @alias EffectRegenFunc fun(owner: Character, intensity: integer, amountHp: integer): Task<nil>, integer
|
||||
--- @alias EffectData { tag: string }
|
||||
|
||||
--- Срабатывает перед применением эффекта
|
||||
---
|
||||
--- Возвращает, а можно ли применить эффект?
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>, boolean
|
||||
function effect:beforeBirth(owner, intensity) return taskUtils.fromValue(), true end
|
||||
|
||||
--- Срабатывает после применения эффекта
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>
|
||||
function effect:afterBirth(owner, intensity) return taskUtils.fromValue() end
|
||||
|
||||
--- Срабатывает перед смертью владельца эффекта
|
||||
---
|
||||
--- Возвращает, умирает ли персонаж?
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>, boolean
|
||||
function effect:beforeDeath(owner, intensity) return taskUtils.fromValue(), true end
|
||||
|
||||
--- Срабатывает после смерти владельца эффекта
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>
|
||||
function effect:afterDeath(owner, intensity) return taskUtils.fromValue() end
|
||||
|
||||
--- Срабатывает перед ходом владельца эффекта
|
||||
---
|
||||
--- Возвращает, будет ли персонаж ходить?
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>, boolean
|
||||
function effect:beforeTurn(owner, intensity) return taskUtils.fromValue(), true end
|
||||
|
||||
--- Срабатывает после хода владельца эффекта
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>
|
||||
function effect:afterTurn(owner, intensity) return taskUtils.fromValue() end
|
||||
|
||||
--- Срабатывает перед кастом заклинания владельцем эффекта
|
||||
---
|
||||
--- Возвращает, произойдёт ли каст?
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>, boolean
|
||||
function effect:beforeCast(owner, intensity) return taskUtils.fromValue(), true end
|
||||
|
||||
--- Срабатывает после каста заклинания владельцем эффекта
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>
|
||||
function effect:afterCast(owner, intensity) return taskUtils.fromValue() end
|
||||
|
||||
--- Срабатывает перед нанесением урона владельцем эффекта
|
||||
---
|
||||
--- Возвращает урон, который собираются нанести
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @param damage integer
|
||||
--- @return Task<nil>, integer
|
||||
function effect:beforeAttack(owner, intensity, damage) return taskUtils.fromValue(), damage end
|
||||
|
||||
--- Срабатывает после нанесения урона владельцем эффекта
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>
|
||||
function effect:afterAttack(owner, intensity) return taskUtils.fromValue() end
|
||||
|
||||
--- Срабатывает перед получением урона владельцем эффекта
|
||||
---
|
||||
--- Возвращает урон, который должны получить
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @param damage integer
|
||||
--- @return Task<nil>, integer
|
||||
function effect:beforeDamage(owner, intensity, damage) return taskUtils.fromValue(), damage end
|
||||
|
||||
--- Срабатывает после получения урона владельцем эффекта
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>
|
||||
function effect:afterDamage(owner, intensity) return taskUtils.fromValue() end
|
||||
|
||||
--- Срабатывает перед регенерацией здоровья владельцем эффекта
|
||||
---
|
||||
--- Возвращает количество здоровья, которое должно быть восстановлено
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @param amountHp integer кол-во хп для регена
|
||||
--- @return Task<nil>, integer
|
||||
function effect:beforeRegeneration(owner, intensity, amountHp) return taskUtils.fromValue(), amountHp end
|
||||
|
||||
--- Срабатывает после регенерации здоровья владельцем эффекта
|
||||
--- @param owner Character
|
||||
--- @param intensity integer
|
||||
--- @return Task<nil>
|
||||
function effect:afterRegeneration(owner, intensity) return taskUtils.fromValue() end
|
||||
|
||||
--- Функция, что задаёт правила присвоения эффекта
|
||||
--- @param owner Character
|
||||
--- @param stacks integer
|
||||
--- @param intensity integer
|
||||
function effect:onBirth(owner, stacks, intensity)
|
||||
local effects = owner:has(Tree.behaviors.effects)
|
||||
if not effects then return end
|
||||
-- проверяем на наличие такого же эффекта
|
||||
if effects.effectsProperties[self.tag] then
|
||||
local i = 1
|
||||
while i < #effects.effectsPriority and effects.effectsPriority[i] ~= self.tag do
|
||||
i = i + 1
|
||||
end
|
||||
local ef = table.remove(effects.effectsPriority, i)
|
||||
effects.effectsPriority[#effects.effectsPriority + 1] = ef
|
||||
else
|
||||
effects.effectsPriority[#effects.effectsPriority + 1] = self.tag
|
||||
end
|
||||
effects.effectsProperties[self.tag] = {
|
||||
stacks = stacks,
|
||||
intensity = intensity
|
||||
}
|
||||
end
|
||||
|
||||
function effect:update(dt) end
|
||||
|
||||
function effect:draw() end
|
||||
|
||||
--- дип сравнение эффектов
|
||||
--- @param other Effect
|
||||
--- @return boolean
|
||||
function effect:__eq(other)
|
||||
return utils.deepComparison(self, other)
|
||||
end
|
||||
|
||||
--- @param data EffectData
|
||||
--- @return Effect
|
||||
local function new(data)
|
||||
local newEffect = setmetatable({
|
||||
tag = data.tag,
|
||||
}, effect)
|
||||
|
||||
return newEffect
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -2,7 +2,6 @@ local Query = require "lib.spell.target_query"
|
||||
local targetTest = require "lib.spell.target_test"
|
||||
local task = require "lib.utils.task"
|
||||
local easing = require "lib.utils.easing"
|
||||
local pf = require "lib.pathfinder"
|
||||
|
||||
--- @alias SpellPreview "default" Подсветка возможных целей
|
||||
--- | "path" Подсветка пути до цели
|
||||
@ -12,7 +11,7 @@ local pf = require "lib.pathfinder"
|
||||
--- @field baseCost integer Базовые затраты маны на каст
|
||||
--- @field baseCooldown integer Базовый кулдаун в ходах
|
||||
--- @field targetQuery SpellTargetQuery Селектор возможных целей
|
||||
--- @field targetType SpellPreview Вид превью во время каста
|
||||
--- @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
|
||||
@ -23,7 +22,7 @@ spell.tag = "spell_base"
|
||||
spell.baseCost = 1
|
||||
spell.baseCooldown = 1
|
||||
spell.targetQuery = Query(targetTest.any)
|
||||
spell.targetType = "default"
|
||||
spell.previewType = "default"
|
||||
|
||||
|
||||
--- Вызывается, когда игрок выбирает спелл на панели заклинаний
|
||||
@ -35,7 +34,7 @@ function spell:onSelected(caster)
|
||||
end
|
||||
|
||||
function spell:update(caster, dt)
|
||||
if self.targetType == "path" then
|
||||
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()
|
||||
@ -50,23 +49,8 @@ end
|
||||
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.overlay_icons)
|
||||
|
||||
function spell:draw()
|
||||
if self.targetType == "path" then
|
||||
local path = self.path --[[@as Deque?]]
|
||||
if not path then return end
|
||||
--- Это отрисовка пути персонажа к мышке
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.OVERLAY, 0, function()
|
||||
local i = 0
|
||||
path:pop_front()
|
||||
for p in path:values() do
|
||||
i = i + 1
|
||||
local s = 1 / Tree.level.camera.pixelsPerMeter
|
||||
local quad = i > self.distance and icons:pickQuad('dev_path_closed') or icons:pickQuad('dev_path')
|
||||
love.graphics.draw(icons.atlas, quad, p.x, p.y, 0, s, s)
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end)
|
||||
else
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.OVERLAY, 0, function()
|
||||
Tree.level.camera:attach()
|
||||
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
|
||||
love.graphics.setColor(1, 1, 1, 0.5)
|
||||
for _, p in pairs(self.targets) do
|
||||
local s = self.tSize / Tree.level.camera.pixelsPerMeter
|
||||
@ -74,15 +58,32 @@ function spell:draw()
|
||||
love.graphics.draw(icons.atlas, quad, p.x + 0.5 - self.tSize / 2, p.y + 0.5 - self.tSize / 2, 0, s, s)
|
||||
end
|
||||
love.graphics.setShader()
|
||||
|
||||
love.graphics.setCanvas()
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
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)
|
||||
for p in path:values() do
|
||||
local s = 1 / Tree.level.camera.pixelsPerMeter
|
||||
local quad = icons:pickQuad('dev_path')
|
||||
love.graphics.draw(icons.atlas, quad, p.x, p.y, 0, s, s)
|
||||
end
|
||||
love.graphics.setCanvas()
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
function spell:cast(caster, target) return task.fromValue() end
|
||||
|
||||
--- Конструктор [Spell]
|
||||
--- @param data {tag: string, baseCost: integer, baseCooldown: integer, targetQuery: SpellTargetQuery?, targetType: SpellPreview?, distance: integer?, onCast: fun(caster: Character, target: Vec3): Task<nil>?}
|
||||
--- @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({
|
||||
@ -90,11 +91,11 @@ function spell.new(data)
|
||||
baseCost = data.baseCost,
|
||||
baseCooldown = data.baseCooldown,
|
||||
targetQuery = data.targetQuery,
|
||||
targetType = data.targetType,
|
||||
previewType = data.previewType,
|
||||
distance = data.distance
|
||||
}, spell)
|
||||
|
||||
newSpell.targetQuery = (newSpell.distance and newSpell.targetType ~= "path")
|
||||
newSpell.targetQuery = newSpell.distance
|
||||
and newSpell.targetQuery:intersect(Query(targetTest.distance(newSpell.distance)))
|
||||
or newSpell.targetQuery
|
||||
|
||||
@ -106,15 +107,6 @@ function spell.new(data)
|
||||
end
|
||||
|
||||
if not self.targetQuery.test(caster, target) then return end -- проверка корректности цели
|
||||
if self.targetType == "path" then
|
||||
-- дополнительное условие для спеллов с путями (количество шагов)
|
||||
if not caster:has(Tree.behaviors.tiled) or not caster:has(Tree.behaviors.positioned) then return end
|
||||
local i = 1
|
||||
for _ in pf(caster:has(Tree.behaviors.positioned).position, target):values() do
|
||||
if i > self.distance + 1 then return end -- учитывается начальная точка, где находится кастер
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
|
||||
-- проверка на достаточное количество маны
|
||||
if caster:try(Tree.behaviors.stats, function(stats)
|
||||
@ -123,13 +115,6 @@ function spell.new(data)
|
||||
return
|
||||
end
|
||||
|
||||
-- проверка на возможность каста
|
||||
if not caster:try(Tree.behaviors.effects, function(effects)
|
||||
return effects:beforeCast()
|
||||
end) then
|
||||
return
|
||||
end
|
||||
|
||||
caster:try(Tree.behaviors.stats, function(stats)
|
||||
stats.mana = stats.mana - self.baseCost
|
||||
end)
|
||||
@ -137,8 +122,6 @@ function spell.new(data)
|
||||
caster:try(Tree.behaviors.spellcaster, function(spellcaster)
|
||||
spellcaster.cooldowns[self.tag] = self.baseCooldown
|
||||
end)
|
||||
|
||||
|
||||
return data.onCast(caster, target)
|
||||
end
|
||||
|
||||
|
||||
@ -15,7 +15,7 @@ local easing = require "lib.utils.easing"
|
||||
|
||||
local walk = spell.new {
|
||||
tag = "dev_move",
|
||||
targetType = "path",
|
||||
previewType = "path",
|
||||
baseCooldown = 1,
|
||||
baseCost = 2,
|
||||
targetQuery = Query(targetTest.any):exclude(Query(targetTest.character)),
|
||||
@ -52,8 +52,7 @@ local regenerateMana = spell.new {
|
||||
end)
|
||||
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
local effects = caster:has(Tree.behaviors.effects)
|
||||
if not sprite or not effects then return end -- и тут возможно на эффекты проверять не стоит
|
||||
if not sprite then return end
|
||||
print(caster.id, "has regenerated mana and gained initiative")
|
||||
|
||||
local light = require "lib/character/character".spawn("Light Effect")
|
||||
@ -68,8 +67,7 @@ local regenerateMana = spell.new {
|
||||
light:die()
|
||||
return task.fromValue()
|
||||
end),
|
||||
sprite:animate("hurt"),
|
||||
effects:addEffect("aversionToDeath", 1, 1),
|
||||
sprite:animate("hurt")
|
||||
}
|
||||
end
|
||||
}
|
||||
@ -88,10 +86,9 @@ local attack = spell.new {
|
||||
stats.hp = stats.hp - 4
|
||||
end)
|
||||
|
||||
local targetEffects = targetCharacter:has(Tree.behaviors.effects)
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
|
||||
if not sprite or not targetSprite or not targetEffects then return end -- проверять на эффект может и не стоит
|
||||
if not sprite or not targetSprite then return end
|
||||
|
||||
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
|
||||
|
||||
@ -106,7 +103,6 @@ local attack = spell.new {
|
||||
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 }),
|
||||
}
|
||||
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
|
||||
return
|
||||
task.wait {
|
||||
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
|
||||
@ -114,11 +110,12 @@ local attack = spell.new {
|
||||
light:die()
|
||||
return task.fromValue()
|
||||
end),
|
||||
targetSprite:animate("hurt"),
|
||||
targetEffects:addEffect("bleeding", 3, 3)
|
||||
targetSprite:animate("hurt")
|
||||
}
|
||||
end
|
||||
),
|
||||
|
||||
Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
@ -74,19 +74,4 @@ function P.lerp(from, to, t)
|
||||
return from + (to - from) * t
|
||||
end
|
||||
|
||||
--- Compares two tables by their fields
|
||||
--- @param t1 table
|
||||
--- @param t2 table
|
||||
--- @return boolean
|
||||
function P.deepComparison(t1, t2)
|
||||
for k, v in pairs(t1) do
|
||||
if type(v) == "table" and type(t2[k]) == "table" then
|
||||
if not P.deepComparison(v, t2[k]) then return false end
|
||||
elseif t2[k] ~= v then
|
||||
return false
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
return P
|
||||
|
||||
81
main.lua
@ -15,77 +15,53 @@ function love.load()
|
||||
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(),
|
||||
-- Tree.behaviors.effects.new()
|
||||
-- },
|
||||
character.spawn("Foodor")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, 1),
|
||||
Tree.behaviors.positioned.new(Vec3 { 3, 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(),
|
||||
Tree.behaviors.effects.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 { 7, 2 }),
|
||||
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.effects.new()
|
||||
Tree.behaviors.ai.new()
|
||||
},
|
||||
-- character.spawn("Baris")
|
||||
-- :addBehavior {
|
||||
-- Tree.behaviors.residentsleeper.new(),
|
||||
-- Tree.behaviors.stats.new(nil, nil, 2),
|
||||
-- Tree.behaviors.positioned.new(Vec3 { 5, 5 }),
|
||||
-- Tree.behaviors.tiled.new(),
|
||||
-- Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
|
||||
-- Tree.behaviors.shadowcaster.new(),
|
||||
-- Tree.behaviors.spellcaster.new(),
|
||||
-- Tree.behaviors.ai.new(),
|
||||
-- Tree.behaviors.effects.new()
|
||||
-- },
|
||||
-- character.spawn("BOAR")
|
||||
-- :addBehavior {
|
||||
-- Tree.behaviors.residentsleeper.new(),
|
||||
-- Tree.behaviors.stats.new(nil, nil, 2),
|
||||
-- Tree.behaviors.positioned.new(Vec3 { 7, 7 }),
|
||||
-- Tree.behaviors.tiled.new(),
|
||||
-- Tree.behaviors.sprite.new(Tree.assets.files.sprites.boar),
|
||||
-- Tree.behaviors.shadowcaster.new(),
|
||||
-- Tree.behaviors.spellcaster.new(),
|
||||
-- Tree.behaviors.ai.new(),
|
||||
-- Tree.behaviors.effects.new()
|
||||
-- },
|
||||
}
|
||||
|
||||
for id, _ in pairs(chars) do
|
||||
Tree.level.turnOrder:add(id)
|
||||
end
|
||||
|
||||
-- --- Это тестовый источник света, привязанный к мышке, и я очень прошу его не трогать
|
||||
-- character.spawn("light")
|
||||
-- :addBehavior {
|
||||
-- Tree.behaviors.positioned.new(),
|
||||
-- Tree.behaviors.cursor.new(),
|
||||
-- Tree.behaviors.light.new { color = Vec3 { 0.5, 0.5, 0.5 }, intensity = 5 }
|
||||
-- }
|
||||
|
||||
|
||||
Tree.level.turnOrder:endRound()
|
||||
print("Now playing:", Tree.level.turnOrder.current)
|
||||
@ -136,14 +112,9 @@ function love.draw()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("small"))
|
||||
local mousePosX, mousePosY = love.mouse.getPosition()
|
||||
local mousePos = Tree.level.camera:toWorldPosition(Vec3 { mousePosX, mousePosY }):floor()
|
||||
local stats = "fps: " ..
|
||||
love.timer.getFPS() ..
|
||||
" lt: " .. lt ..
|
||||
" dt: " .. dt ..
|
||||
" mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000) ..
|
||||
" mouse pos: " .. tostring(mousePos)
|
||||
" lt: " .. lt .. " dt: " .. dt .. " mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000)
|
||||
love.graphics.print(stats, 10, 10)
|
||||
|
||||
local t2 = love.timer.getTime()
|
||||
@ -154,5 +125,5 @@ 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 = w, h = h }
|
||||
Tree.level.render = (require "lib.level.render").new { w, h }
|
||||
end
|
||||
|
||||