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feature/fl
| Author | SHA1 | Date | |
|---|---|---|---|
| 460e8b78b7 | |||
| 393638bb71 | |||
| a4edbf8224 | |||
| 9a74aae8b4 | |||
| 85bb8e1d22 |
BIN
assets/audio/sounds/meow.ogg
(Stored with Git LFS)
BIN
assets/audio/sounds/meow.ogg
(Stored with Git LFS)
Binary file not shown.
@ -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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@ -1,187 +0,0 @@
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local task = require "lib.utils.task"
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local efb = require "lib.effectbook"
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local book = efb.book
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--- ===========ЛОГИКА ЭФФЕКТОВ И ЧТО С ЭТИМ ЕДЯТ===========
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--- читать здесь: https://docs.google.com/document/d/1Hxa5dOLaeRpLQOs5H-oIDDuLLhKbDw40lR9d62Zb4Tg/edit?usp=sharing
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--- и здесь: https://docs.google.com/document/d/1jvhuM3mxqYSQTEM8m-WL-uUSie9QRsZOCCUEiw9ZqzM/edit?tab=t.0
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--- behavior thats holds all effects that we applied
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--- @class EffectsBehavior : Behavior
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--- @field effectsPriority EffectTag[] хранит эффекты в порядке их применения
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--- @field effectsProperties table<EffectTag, { stacks: integer, intensity: integer }> хранит характеристики эффектов
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "effects"
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--- @return EffectsBehavior
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function behavior.new()
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return setmetatable({
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effectsPriority = {},
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effectsProperties = {},
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}, behavior)
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end
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--- проверяет, можно ли наложить эффект и при наложении его применяет
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--- @param effect EffectTag
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--- @param stacks integer
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--- @param intensity integer
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function behavior:addEffect(effect, stacks, intensity)
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local task1, birthStatement = book[effect]:beforeBirth(self.owner, intensity)
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if task1 then
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task1(function() end)
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end
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if not birthStatement then return end
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-- проверка на сумму, и её применение
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for i, ef in ipairs(self.effectsPriority) do
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if efb.sums[effect] then
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if efb.sums[effect][ef] then
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if not efb.sums[effect][ef](self.owner, effect, ef) then return end
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end
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elseif efb.sums[ef] then
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if efb.sums[ef][effect] then
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if not efb.sums[ef][effect](self.owner, ef, effect) then return end
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end
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end
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end
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book[effect]:onBirth(self.owner, stacks, intensity)
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local task3 = book[effect]:afterBirth(self.owner, intensity)
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if task3 then
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task3(function()
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print("[Effects]: мы применили эффект!!")
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end)
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end
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end
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--- Удаляет один эффект по порядку
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--- @param effect EffectTag
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function behavior:deleteEffect(effect)
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self.effectsProperties[effect] = nil
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for i, ef in ipairs(self.effectsPriority) do
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if ef == effect then
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table.remove(self.effectsPriority, i)
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return
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end
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end
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end
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--- О ДААА ЭТА ФУНКЦИЯ МЕНЯЕТ СОСТОЯНИЕ О ДАААААА О ДАААААААААА
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--- @param effect EffectTag
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--- @param amount integer
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function behavior:deleteStacks(effect, amount)
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print("[Effects]: удаляем стаки!!")
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self.effectsProperties[effect].stacks = self.effectsProperties[effect].stacks -
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amount -- !!!!!!!!!!!!!!!! <<<<< 21+ only
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if self.effectsProperties[effect].stacks <= 0 then
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print("[Effects]:", effect, "ДОЛЖЕН БЫТЬ СТЁРТ")
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self:deleteEffect(effect)
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print("[Effects]:", effect, "СТЁРТ")
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end
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end
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--- должна вызываться перед смертью персонажа;
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---
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--- возвращает, убивать ли персонажа
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--- @return boolean
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function behavior:beforeDeath()
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for i, ef in ipairs(self.effectsPriority) do
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local task1, deathStatement = book[ef]:beforeDeath(self.owner, self.effectsProperties[ef].intensity)
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if task1 then
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task1(function() end)
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end
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if deathStatement == false then return false end
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end
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return true
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end
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--- должна вызываться после смерти персонажа (может ли такая ситуация возникнуть вообще?)
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function behavior:afterDeath()
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for i, ef in ipairs(self.effectsPriority) do
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local task1 = book[ef]:afterDeath(self.owner, self.effectsProperties[ef].intensity)
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if task1 then
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task1(function() end)
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end
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end
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end
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--- должен вызываться в начале хода
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---
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--- возвращает, может ли персонаж сделать ход?
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--- @return boolean
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function behavior:beforeTurn()
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for i, ef in ipairs(self.effectsPriority) do
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local task1, turnStatement = book[ef]:beforeTurn(self.owner, self.effectsProperties[ef].intensity)
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if task1 then
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task1(function() end)
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end
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if turnStatement == false then return false end
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end
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return true
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end
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--- должен вызываться в конце хода
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function behavior:afterTurn()
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for i, ef in ipairs(self.effectsPriority) do
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local task1 = book[ef]:afterTurn(self.owner, self.effectsProperties[ef].intensity)
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if task1 then
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task1(function() end)
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end
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end
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end
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--- должен вызываться перед кастом спелла
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---
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--- возвращает, может ли персонаж скастовать спелл?
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--- @return boolean
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function behavior:beforeCast()
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for i, ef in ipairs(self.effectsPriority) do
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local task1, castStatement = book[ef]:beforeCast(self.owner, self.effectsProperties[ef].intensity)
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if task1 then
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task1(function() end)
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end
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if castStatement == false then return false end
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end
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return true
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end
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--- должен вызываться после каста спелла
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function behavior:afterCast()
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for i, ef in ipairs(self.effectsPriority) do
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local task1 = book[ef]:afterCast(self.owner, self.effectsProperties[ef].intensity)
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if task1 then
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task1(function() end)
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end
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end
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end
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--- должен вызываться перед получением урона
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---
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--- возвращает получаемый урон
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--- @return integer
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function behavior:beforeDamage(damage)
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local totalDamage = damage
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for i, ef in ipairs(self.effectsPriority) do
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local task1
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task1, totalDamage = book[ef]:beforeDamage(self.owner, self.effectsProperties[ef].intensity,
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totalDamage or damage)
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if task1 then
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task1(function() end)
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end
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end
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return totalDamage or damage
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end
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--- должен вызываться после получения урона
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function behavior:afterDamage()
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for i, ef in ipairs(self.effectsPriority) do
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local task1 = book[ef]:afterDamage(self.owner, self.effectsProperties[ef].intensity)
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if task1 then
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task1(function() end)
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end
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end
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end
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return behavior
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@ -20,9 +20,6 @@ function behavior.new(spellbook)
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end
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function behavior:endCast()
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self.owner:try(Tree.behaviors.effects, function(effects)
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effects:afterCast()
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end)
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self.state = "idle"
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self.cast = nil
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Tree.level.turnOrder:reorder()
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@ -6,27 +6,10 @@
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--- @field initiative integer
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--- @field class Class
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--- @field isInTurnOrder boolean
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--- @field amIAlive boolean
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "stats"
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--- план прост, если что-то не так, то мы просто убиваем бехавиор (по крайней мере так должно было быть, но пиаш мне запретил :sob:)
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function behavior:checkStats()
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-- if self.hp <= 0 then behavior:die() end
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if self.hp <= 0 then
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self.amIAlive = false
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end
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end
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--- @param damage integer
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function behavior:dealDamage(damage)
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local effects = self.owner:has(Tree.behaviors.effects)
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if effects then damage = effects:beforeDamage(damage) end
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self.hp = self.hp - damage
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self:checkStats()
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end
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--- @param hp? integer
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--- @param mana? integer
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--- @param initiative? integer
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@ -39,7 +22,6 @@ function behavior.new(hp, mana, initiative, class, isInTurnOrder)
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initiative = initiative or 10,
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class = class or "dev_warrior",
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isInTurnOrder = isInTurnOrder or true,
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amIAlive = true
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}, behavior)
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end
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@ -1,123 +0,0 @@
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local task = require "lib.utils.task"
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local effect = require "lib.spell.effect"
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local easing = require "lib.utils.easing"
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--- некое уникальное строковое значение
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--- @alias EffectTag string
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--- Кровотечение.
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---
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--- Наносит `intensity` урона перед началом каждого хода.
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local bleeding = effect.new({
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tag = "bleeding"
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})
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function bleeding:afterBirth(owner, intensity)
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local light = require "lib/character/character".spawn("Bleeding Light Effect")
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light:addBehavior {
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Tree.behaviors.light.new { color = Vec3 { 1, 0., 0. }, intensity = 4 },
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Tree.behaviors.positioned.new(owner:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
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}
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return task.wait({ task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
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{ intensity = 1, color = Vec3 { 0, 0., 0. } }, 800, easing.easeInCubic), function()
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light:die()
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return task.fromValue()
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end) })
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end
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function bleeding:beforeTurn(owner, intensity)
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local stats = owner:has(Tree.behaviors.stats)
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local sprite = owner:has(Tree.behaviors.sprite)
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if not stats or not sprite then return end
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stats:dealDamage(intensity)
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return task.wait({ sprite:animate("hurt") }), true
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end
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function bleeding:afterTurn(owner, intensity)
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local behavior = owner:has(Tree.behaviors.effects)
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if not behavior then
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print('[EffectBook]: yo man what the hell wheres your behavior how thats possible please stop thats not normal')
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else
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behavior:deleteStacks("bleeding", 1)
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end
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return task.wait {}
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end
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--- meow
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function bleeding:afterCast(owner, intensity)
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Tree.audio:play(Tree.assets.files.audio.sounds.meow)
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return task.wait {}
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end
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function bleeding:beforeCast(owner, intensity)
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Tree.audio:play(Tree.assets.files.audio.sounds.meow)
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return task.wait {}, true
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end
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--- Отвращение к смерти.
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---
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--- Спасает от смертельного урона, оставляя одно очко здоровья. Персонаж не может ходить до тех пор, пока эффект не сработает.
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local aversionToDeath = effect.new {
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tag = "aversionToDeath"
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}
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function aversionToDeath:beforeDamage(owner, intensity, damage)
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local stats = owner:has(Tree.behaviors.stats)
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local effects = owner:has(Tree.behaviors.effects)
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if not stats or not effects then return end
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if stats.hp <= damage then
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effects:deleteStacks("aversionToDeath", 1)
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-- тут должен быть какой-нибудь классный спецэффект, но я не умею в шейдеры
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return task.wait({}), stats.hp - 1
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end
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return task.wait {}, damage
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end
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function aversionToDeath:beforeTurn(owner, intensity)
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local sprite = owner:has(Tree.behaviors.sprite)
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if not sprite then
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return task.wait {}, false
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end
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return task.wait {
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sprite:animate("hurt")
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}, false
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end
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----------------- Effectbook & Sum -----------------
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--- @alias EffectSumFunc fun(owner: Character, effect1: EffectTag, effect2: EffectTag): boolean
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--- Принимает таблицу, в ключах которых тэги эффектов, которые мы хотим просуммировать, и в значениях которых функция,
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--- возвращающая булево значение: применять ли эффект после суммирования.
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--- @type table<EffectTag, table<EffectTag, EffectSumFunc>>
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local sums = {}
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--- Сумма кровотечения и отвращения к смерти, (в целях разработки) удаляет оба эффекта, не позволяя дальше применять эффект
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sums.bleeding = {
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aversionToDeath = function(owner, effect1, effect2)
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print("[EffectBook]: применяем сумму, удаляем оба эффекта")
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local behaviorEffect = owner:has(Tree.behaviors.effects)
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if not behaviorEffect then
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print(
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"[EffectBook]: yo man what the hell wheres your behavior how thats possible please stop thats not normal")
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return true
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end
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behaviorEffect:deleteEffect(effect1)
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behaviorEffect:deleteEffect(effect2)
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return false
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end
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}
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--- @class EffectBook
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--- @field sums table<EffectTag, table<EffectTag, EffectSumFunc>>
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--- @field book table<EffectTag, Effect>
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local effectbook = {
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sums = sums,
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book = {
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bleeding = bleeding,
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aversionToDeath = aversionToDeath
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}
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}
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return effectbook
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@ -1,6 +1,8 @@
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local utils = require "lib.utils.utils"
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local pQueue = require "lib.utils.priority_queue"
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--- @class CharacterGrid : Grid
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--- @field __grid {string: Id|nil}
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--- @field yOrderQueue PriorityQueue<Character> очередь отрисовки сверху вниз
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local grid = setmetatable({}, require "lib.level.grid.base")
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grid.__index = grid
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@ -27,13 +29,22 @@ function grid:add(id)
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end
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end
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--- @param a Character
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--- @param b Character
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local function drawCmp(a, b)
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--- @TODO: это захардкожено, надо разделить поведения
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return a:has(Tree.behaviors.positioned).position.y < b:has(Tree.behaviors.positioned).position.y
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end
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--- fills the grid with the actual data
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---
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--- should be called as early as possible during every tick
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function grid:reload()
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self:reset()
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self.yOrderQueue = pQueue.new(drawCmp)
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utils.each(Tree.level.characters, function(c)
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self:add(c.id)
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self.yOrderQueue:insert(c)
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end)
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end
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@ -43,15 +43,6 @@ function turnOrder:next()
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char:try(Tree.behaviors.positioned, function(positioned)
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Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)(
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function()
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-- проверяем, позволяют ли эффекты нам сходить
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if char:try(Tree.behaviors.effects, function(effects)
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-- print("[TurnOrder]: ну мы пытаемся применить эффект к", char.id)
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return effects:beforeTurn()
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end) == false then
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self:next()
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return
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end
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|
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if char:has(Tree.behaviors.ai) then
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char:has(Tree.behaviors.ai):makeTurn()(
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function()
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@ -78,9 +69,6 @@ function turnOrder:endRound()
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char:try(Tree.behaviors.spellcaster, function(spellcaster)
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spellcaster:processCooldowns()
|
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end)
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char:try(Tree.behaviors.effects, function(effects)
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effects:afterTurn()
|
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end)
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end
|
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|
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self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue
|
||||
|
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77
lib/simple_ui/core/builder.lua
Normal file
77
lib/simple_ui/core/builder.lua
Normal file
@ -0,0 +1,77 @@
|
||||
--- Объект, который отвечает за работу с элементами интерфейса одного экрана
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||||
--- @class UIBuilder
|
||||
--- @field private _cache UIElement[]
|
||||
--- @field elementTree UIElement
|
||||
local builder = {}
|
||||
builder.__index = builder
|
||||
|
||||
--- @return UIBuilder
|
||||
local function new(from)
|
||||
from._cache = {}
|
||||
|
||||
setmetatable(from, builder)
|
||||
return from
|
||||
end
|
||||
|
||||
--- @param element? UIElement
|
||||
--- @private
|
||||
function builder:_get(element)
|
||||
if not element then return nil end
|
||||
|
||||
local key = builder:_makeKey(element)
|
||||
if not key then return element end
|
||||
|
||||
local cached = self._cache[key]
|
||||
if cached then return cached end
|
||||
|
||||
self._cache[key] = element
|
||||
return element
|
||||
end
|
||||
|
||||
--- @param element UIElement
|
||||
--- @private
|
||||
function builder:_makeKey(element)
|
||||
if not element.key then return nil end
|
||||
if type(element.key) == "string" then return element.key end
|
||||
element.key = element.type .. "<" .. tostring(element.key) .. ">"
|
||||
return element.key
|
||||
end
|
||||
|
||||
--- @private
|
||||
function builder:build_step(cur)
|
||||
if not cur then return end
|
||||
if cur.build then
|
||||
cur.child = self:_get(cur:build())
|
||||
cur.child.parent = cur
|
||||
self:build_step(cur.child)
|
||||
elseif cur.children then
|
||||
for _, child in ipairs(cur.children) do
|
||||
self:build_step(self:_get(child))
|
||||
end
|
||||
else
|
||||
cur.child = self:_get(cur.child)
|
||||
self:build_step(cur.child)
|
||||
end
|
||||
end
|
||||
|
||||
--- Этот метод раскрывает всех отложенных (через build) детей в дереве и хитро их кэширует, чтобы не перестраивались постоянно
|
||||
---
|
||||
--- Благодаря этому можно каждый раз создавать новые элементы в верстке, а получать старые :)
|
||||
function builder:build()
|
||||
local root = self:_get(self.elementTree)
|
||||
self:build_step(root)
|
||||
end
|
||||
|
||||
function builder:layout()
|
||||
self.elementTree:layout()
|
||||
end
|
||||
|
||||
function builder:update(dt)
|
||||
self.elementTree:update(dt)
|
||||
end
|
||||
|
||||
function builder:draw()
|
||||
self.elementTree:draw()
|
||||
end
|
||||
|
||||
return new
|
||||
21
lib/simple_ui/core/constraints.lua
Normal file
21
lib/simple_ui/core/constraints.lua
Normal file
@ -0,0 +1,21 @@
|
||||
--- @class Constraints
|
||||
--- @field minWidth number
|
||||
--- @field maxWidth number
|
||||
--- @field minHeight number
|
||||
--- @field maxHeight number
|
||||
local constraints = {
|
||||
minWidth = 0,
|
||||
maxWidth = math.huge,
|
||||
minHeight = 0,
|
||||
maxHeight = math.huge
|
||||
}
|
||||
|
||||
constraints.__index = constraints
|
||||
|
||||
--- @param from {minWidth: number?, maxWidth: number?, minHeight: number?, maxHeight: number?}
|
||||
--- @return Constraints
|
||||
local function new(from)
|
||||
return setmetatable(from, constraints)
|
||||
end
|
||||
|
||||
return new
|
||||
46
lib/simple_ui/core/element.lua
Normal file
46
lib/simple_ui/core/element.lua
Normal file
@ -0,0 +1,46 @@
|
||||
local Constraints = require "lib.simple_ui.core.constraints"
|
||||
local Vec3 = require "lib.utils.vec3"
|
||||
|
||||
--- @class UIElement
|
||||
--- @field type string
|
||||
--- @field key? any Must be convertible to string
|
||||
--- @field parent? UIElement
|
||||
--- @field constraints Constraints
|
||||
--- @field offset Vec3 Положение левого верхнего угла элемента в экранных координатах {x, y}. Устанавливается родительским элементом.
|
||||
--- @field size Vec3 Размеры элемента в экранных координатах {x, y}
|
||||
--- @field build? fun(self): UIElement?
|
||||
local element = {}
|
||||
element.__index = element
|
||||
element.type = "Element"
|
||||
element.constraints = Constraints {}
|
||||
element.offset = Vec3 {}
|
||||
element.size = Vec3 {}
|
||||
|
||||
--- "Constraints go down. Sizes go up. Parent sets position."
|
||||
---
|
||||
--- Karl Marx, probably.
|
||||
function element:layout() end
|
||||
|
||||
function element:update(dt) end
|
||||
|
||||
function element:draw() end
|
||||
|
||||
--- @param values {[string]: any}
|
||||
--- @return UIElement
|
||||
function element:new(values)
|
||||
return setmetatable(values, self)
|
||||
end
|
||||
|
||||
--- Рекурсивно обходит дерево элементов вверх, начиная с первого родителя.
|
||||
---
|
||||
--- К каждому посещенному элементу применяет функцию visitor.
|
||||
---
|
||||
--- Обход заканчивается, если visitor возвращает false, или если родители кончились.
|
||||
--- @param visitor fun(element: UIElement): boolean
|
||||
function element:traverseUp(visitor)
|
||||
if not self.parent then return end
|
||||
if not visitor(self.parent) then return end
|
||||
return self.parent:traverseUp(visitor)
|
||||
end
|
||||
|
||||
return element
|
||||
41
lib/simple_ui/core/multi_child_element.lua
Normal file
41
lib/simple_ui/core/multi_child_element.lua
Normal file
@ -0,0 +1,41 @@
|
||||
local Element = require "lib.simple_ui.core.element"
|
||||
|
||||
--- @class MultiChildElement : UIElement
|
||||
--- @field children UIElement[]
|
||||
local element = setmetatable({}, require "lib.simple_ui.core.element")
|
||||
element.__index = element
|
||||
element.children = {}
|
||||
|
||||
function element:update(dt)
|
||||
for _, child in ipairs(self.children) do
|
||||
child:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
function element:draw()
|
||||
for _, child in ipairs(self.children) do
|
||||
child:draw()
|
||||
end
|
||||
|
||||
--- @TODO: сделать дебажный метод для отрисовки границ
|
||||
love.graphics.setColor(1, 0, 0)
|
||||
love.graphics.line(self.offset.x, self.offset.y, self.offset.x + self.size.x, self.offset.y)
|
||||
love.graphics.line(self.offset.x, self.offset.y, self.offset.x, self.offset.y + self.size.y)
|
||||
love.graphics.line(self.offset.x + self.size.x, self.offset.y, self.offset.x + self.size.x,
|
||||
self.offset.y + self.size.y)
|
||||
love.graphics.line(self.offset.x, self.offset.y + self.size.y, self.offset.x + self.size.x,
|
||||
self.offset.y + self.size.y)
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
--- @generic T : MultiChildElement
|
||||
--- @param values {children: UIElement[]?, [string]: any}
|
||||
--- @return T
|
||||
function element:new(values)
|
||||
for _, child in ipairs(values.children or {}) do
|
||||
child.parent = values
|
||||
end
|
||||
return Element.new(self, values)
|
||||
end
|
||||
|
||||
return element
|
||||
@ -18,7 +18,7 @@ function rect.new(table)
|
||||
end
|
||||
|
||||
function rect:hasPoint(x, y)
|
||||
return x >= self.x and x < self.x + self.width and y >= self.y and y < self.y + self.height
|
||||
return x >= self.x and x < self.width and y >= self.y and y < self.height
|
||||
end
|
||||
|
||||
return rect.new
|
||||
32
lib/simple_ui/core/single_child_element.lua
Normal file
32
lib/simple_ui/core/single_child_element.lua
Normal file
@ -0,0 +1,32 @@
|
||||
local Element = require "lib.simple_ui.core.element"
|
||||
|
||||
--- @class SingleChildElement : UIElement
|
||||
--- @field child? UIElement
|
||||
local element = setmetatable({}, require "lib.simple_ui.core.element")
|
||||
element.__index = element
|
||||
|
||||
function element:layout()
|
||||
if not self.child then return end
|
||||
self.child.constraints = self.constraints
|
||||
self.child:layout()
|
||||
self.child.offset = self.offset:copy()
|
||||
end
|
||||
|
||||
function element:update(dt)
|
||||
if self.child then self.child:update(dt) end
|
||||
end
|
||||
|
||||
function element:draw()
|
||||
if self.child then self.child:draw() end
|
||||
end
|
||||
|
||||
--- @generic T : SingleChildElement
|
||||
--- @param self T
|
||||
--- @param values {child: UIElement?, [string]: any}
|
||||
--- @return T
|
||||
function element:new(values)
|
||||
if values.child then values.child.parent = values end
|
||||
return Element.new(self, values)
|
||||
end
|
||||
|
||||
return element
|
||||
3
lib/simple_ui/core/types.d.lua
Normal file
3
lib/simple_ui/core/types.d.lua
Normal file
@ -0,0 +1,3 @@
|
||||
--- @alias Axis "horizontal" | "vertical"
|
||||
--- @alias MainAxisSize "max" | "min"
|
||||
--- @alias MainAxisAlignment "start" | "center" | "end"
|
||||
@ -1,109 +0,0 @@
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
|
||||
local function makeGradientMesh(w, h, topColor, bottomColor)
|
||||
local vertices = {
|
||||
{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
|
||||
{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
|
||||
{ w, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
|
||||
{ 0, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
|
||||
}
|
||||
local mesh = love.graphics.newMesh(vertices, "fan", "static")
|
||||
return mesh
|
||||
end
|
||||
|
||||
--- @class UIElement
|
||||
--- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в экранных координатах
|
||||
--- @field overlayGradientMesh love.Mesh Общий градиент поверх элемента (интерполированный меш)
|
||||
local uiElement = {}
|
||||
uiElement.bounds = Rect {}
|
||||
uiElement.overlayGradientMesh = makeGradientMesh(1, 1, { 0, 0, 0, 0 }, { 0, 0, 0, 0.4 });
|
||||
uiElement.__index = uiElement
|
||||
|
||||
function uiElement:update(dt) end
|
||||
|
||||
function uiElement:draw() end
|
||||
|
||||
function uiElement:hitTest(screenX, screenY)
|
||||
return self.bounds:hasPoint(screenX, screenY)
|
||||
end
|
||||
|
||||
--- @generic T : UIElement
|
||||
--- @param values table
|
||||
--- @param self T
|
||||
--- @return T
|
||||
function uiElement.new(self, values)
|
||||
values.bounds = values.bounds or Rect {}
|
||||
values.overlayGradientMesh = values.overlayGradientMesh or uiElement.overlayGradientMesh;
|
||||
return setmetatable(values, self)
|
||||
end
|
||||
|
||||
--- Рисует границу вокруг элемента (с псевдо-затенением)
|
||||
--- @param type "outer" | "inner"
|
||||
--- @param width? number
|
||||
function uiElement:drawBorder(type, width)
|
||||
local w = width or 4
|
||||
love.graphics.setLineWidth(w)
|
||||
|
||||
if type == "inner" then
|
||||
love.graphics.setColor(0.2, 0.2, 0.2)
|
||||
love.graphics.line({
|
||||
self.bounds.x, self.bounds.y + self.bounds.height,
|
||||
self.bounds.x, self.bounds.y,
|
||||
self.bounds.x + self.bounds.width, self.bounds.y,
|
||||
})
|
||||
|
||||
love.graphics.setColor(0.3, 0.3, 0.3)
|
||||
love.graphics.line({
|
||||
self.bounds.x + self.bounds.width, self.bounds.y,
|
||||
self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
|
||||
self.bounds.x, self.bounds.y + self.bounds.height,
|
||||
})
|
||||
else
|
||||
love.graphics.setColor(0.3, 0.3, 0.3)
|
||||
-- love.graphics.line({
|
||||
-- self.bounds.x, self.bounds.y + self.bounds.height,
|
||||
-- self.bounds.x, self.bounds.y,
|
||||
-- self.bounds.x + self.bounds.width, self.bounds.y,
|
||||
-- })
|
||||
love.graphics.line({
|
||||
self.bounds.x, self.bounds.y + self.bounds.height - w,
|
||||
self.bounds.x, self.bounds.y + w,
|
||||
})
|
||||
|
||||
love.graphics.line({
|
||||
self.bounds.x + w, self.bounds.y,
|
||||
self.bounds.x + self.bounds.width - w, self.bounds.y,
|
||||
})
|
||||
|
||||
love.graphics.setColor(0.2, 0.2, 0.2)
|
||||
-- love.graphics.line({
|
||||
-- self.bounds.x + self.bounds.width, self.bounds.y,
|
||||
-- self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
|
||||
-- self.bounds.x, self.bounds.y + self.bounds.height,
|
||||
-- })
|
||||
|
||||
love.graphics.line({
|
||||
self.bounds.x + self.bounds.width, self.bounds.y + w,
|
||||
self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height - w,
|
||||
})
|
||||
|
||||
love.graphics.line({
|
||||
self.bounds.x + self.bounds.width - w, self.bounds.y + self.bounds.height,
|
||||
self.bounds.x + w, self.bounds.y + self.bounds.height,
|
||||
})
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
--- рисует градиент поверх элемента
|
||||
function uiElement:drawGradientOverlay()
|
||||
love.graphics.push()
|
||||
love.graphics.translate(self.bounds.x, self.bounds.y)
|
||||
love.graphics.scale(self.bounds.width, self.bounds.height)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(self.overlayGradientMesh)
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
return uiElement
|
||||
28
lib/simple_ui/elements/center.lua
Normal file
28
lib/simple_ui/elements/center.lua
Normal file
@ -0,0 +1,28 @@
|
||||
local Constraints = require "lib.simple_ui.core.constraints"
|
||||
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
|
||||
|
||||
--- @class Center : SingleChildElement
|
||||
local element = setmetatable({}, SingleChildElement)
|
||||
element.__index = element
|
||||
element.__type = "Center"
|
||||
|
||||
function element:layout()
|
||||
self.size = Vec3 { self.constraints.maxWidth, self.constraints.maxHeight }
|
||||
|
||||
if not self.child then return end
|
||||
self.child.constraints = Constraints(self.constraints)
|
||||
self.child:layout()
|
||||
|
||||
self.child.offset = Vec3 {
|
||||
self.offset.x + (self.size.x - self.child.size.x) / 2,
|
||||
self.offset.y + (self.size.y - self.child.size.y) / 2,
|
||||
}
|
||||
end
|
||||
|
||||
--- @return Center
|
||||
--- @param values {child: UIElement?}
|
||||
function element:new(values)
|
||||
return SingleChildElement.new(self, values)
|
||||
end
|
||||
|
||||
return element
|
||||
78
lib/simple_ui/elements/flex.lua
Normal file
78
lib/simple_ui/elements/flex.lua
Normal file
@ -0,0 +1,78 @@
|
||||
local Constraints = require "lib.simple_ui.core.constraints"
|
||||
local MultiChildElement = require "lib.simple_ui.core.multi_child_element"
|
||||
|
||||
--- @class Flex : MultiChildElement
|
||||
--- @field direction Axis
|
||||
--- @field mainAxisSize MainAxisSize
|
||||
--- @field mainAxisAlignment MainAxisAlignment
|
||||
local element = setmetatable({}, require "lib.simple_ui.core.multi_child_element")
|
||||
element.__index = element
|
||||
element.type = "Flex"
|
||||
element.direction = "horizontal"
|
||||
element.mainAxisSize = "max"
|
||||
element.mainAxisAlignment = "start"
|
||||
|
||||
function element:layout()
|
||||
local mainAxisSize = 0
|
||||
local crossAxisSize = 0
|
||||
if self.direction == "horizontal" then
|
||||
for _, child in ipairs(self.children) do
|
||||
child.constraints = Constraints { maxHeight = self.constraints.maxHeight }
|
||||
child:layout()
|
||||
if child.size.y > crossAxisSize then crossAxisSize = child.size.y end
|
||||
mainAxisSize = mainAxisSize + child.size.x
|
||||
end
|
||||
|
||||
local start = 0
|
||||
if self.mainAxisAlignment == "center" then
|
||||
start = self.constraints.maxWidth / 2 - mainAxisSize / 2
|
||||
elseif self.mainAxisAlignment == "end" then
|
||||
start = self.constraints.maxWidth - mainAxisSize
|
||||
end
|
||||
local shift = 0
|
||||
for _, child in ipairs(self.children) do
|
||||
child.offset = Vec3 { self.offset.x + start + shift, self.offset.y }
|
||||
shift = shift + child.size.x
|
||||
end
|
||||
|
||||
if self.mainAxisSize == "max" then
|
||||
self.size = Vec3 { self.constraints.maxWidth, crossAxisSize }
|
||||
else
|
||||
self.size = Vec3 { mainAxisSize, crossAxisSize }
|
||||
end
|
||||
else
|
||||
for _, child in ipairs(self.children) do
|
||||
child.constraints = Constraints { maxWidth = self.constraints.maxWidth }
|
||||
child:layout()
|
||||
if child.size.x > crossAxisSize then crossAxisSize = child.size.x end
|
||||
mainAxisSize = mainAxisSize + child.size.y
|
||||
end
|
||||
|
||||
|
||||
local start = 0
|
||||
if self.mainAxisAlignment == "center" then
|
||||
start = self.constraints.maxHeight / 2 - mainAxisSize / 2
|
||||
elseif self.mainAxisAlignment == "end" then
|
||||
start = self.constraints.maxHeight - mainAxisSize
|
||||
end
|
||||
local shift = 0
|
||||
for _, child in ipairs(self.children) do
|
||||
child.offset = Vec3 { self.offset.x, self.offset.y + start + shift }
|
||||
shift = shift + child.size.y
|
||||
end
|
||||
|
||||
if self.mainAxisSize == "max" then
|
||||
self.size = Vec3 { crossAxisSize, self.constraints.maxHeight }
|
||||
else
|
||||
self.size = Vec3 { crossAxisSize, mainAxisSize }
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param values {direction: Axis?, mainAxisSize: MainAxisSize?, mainAxisAlignment: MainAxisAlignment?, children: UIElement[]?}
|
||||
--- @return Flex
|
||||
function element:new(values)
|
||||
return MultiChildElement.new(self, values)
|
||||
end
|
||||
|
||||
return element
|
||||
41
lib/simple_ui/elements/padding.lua
Normal file
41
lib/simple_ui/elements/padding.lua
Normal file
@ -0,0 +1,41 @@
|
||||
local Constraints = require "lib.simple_ui.core.constraints"
|
||||
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
|
||||
|
||||
--- @class Padding : SingleChildElement
|
||||
--- @field left number
|
||||
--- @field right number
|
||||
--- @field top number
|
||||
--- @field bottom number
|
||||
local element = setmetatable({}, SingleChildElement)
|
||||
element.__index = element
|
||||
element.type = "Padding"
|
||||
element.left = 0
|
||||
element.right = 0
|
||||
element.top = 0
|
||||
element.bottom = 0
|
||||
|
||||
--- "When passing layout constraints to its child, padding shrinks the constraints by the given padding, causing the child to layout at a smaller size.
|
||||
--- Padding then sizes itself to its child's size, inflated by the padding, effectively creating empty space around the child."
|
||||
---
|
||||
--- as in https://api.flutter.dev/flutter/widgets/Padding-class.html
|
||||
function element:layout()
|
||||
if not self.child then return end
|
||||
local c = Constraints(self.constraints)
|
||||
c.maxWidth = c.maxWidth - self.left - self.right
|
||||
c.maxHeight = c.maxHeight - self.top - self.bottom
|
||||
c.maxWidth = c.maxWidth > 0 and c.maxWidth or 0
|
||||
c.maxHeight = c.maxHeight > 0 and c.maxHeight or 0
|
||||
self.child.constraints = c
|
||||
|
||||
self.child:layout()
|
||||
self.size = Vec3 { self.child.size.x + self.left + self.right, self.child.size.y + self.top + self.bottom }
|
||||
self.child.offset = self.offset + Vec3 { self.left, self.top }
|
||||
end
|
||||
|
||||
--- @return Padding
|
||||
--- @param values {left: number?, top: number?, right: number?, bottom: number?, child: UIElement?}
|
||||
function element:new(values)
|
||||
return SingleChildElement.new(self, values)
|
||||
end
|
||||
|
||||
return element
|
||||
30
lib/simple_ui/elements/placeholder.lua
Normal file
30
lib/simple_ui/elements/placeholder.lua
Normal file
@ -0,0 +1,30 @@
|
||||
local Constraints = require "lib.simple_ui.core.constraints"
|
||||
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
|
||||
|
||||
--- @class Placeholder : SingleChildElement
|
||||
local element = setmetatable({}, SingleChildElement)
|
||||
element.__index = element
|
||||
element.type = "Placeholder"
|
||||
|
||||
function element:layout()
|
||||
self.size = Vec3 { self.constraints.maxWidth, self.constraints.maxHeight }
|
||||
|
||||
if not self.child then return end
|
||||
self.child.constraints = Constraints(self.constraints)
|
||||
self.child:layout()
|
||||
self.child.offset = self.offset:copy()
|
||||
end
|
||||
|
||||
function element:draw()
|
||||
love.graphics.rectangle("line", self.offset.x, self.offset.y, self.size.x, self.size.y)
|
||||
love.graphics.line(self.offset.x, self.offset.y, self.offset.x + self.size.x, self.offset.y + self.size.y)
|
||||
love.graphics.line(self.offset.x, self.offset.y + self.size.y, self.offset.x + self.size.x, self.offset.y)
|
||||
end
|
||||
|
||||
--- @return Placeholder
|
||||
--- @param values {child: UIElement?}
|
||||
function element:new(values)
|
||||
return SingleChildElement.new(self, values)
|
||||
end
|
||||
|
||||
return element
|
||||
32
lib/simple_ui/elements/screen_area.lua
Normal file
32
lib/simple_ui/elements/screen_area.lua
Normal file
@ -0,0 +1,32 @@
|
||||
local Constraints = require "lib.simple_ui.core.constraints"
|
||||
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
|
||||
|
||||
--- @class ScreenArea : SingleChildElement
|
||||
local element = setmetatable({}, SingleChildElement)
|
||||
element.__index = element
|
||||
element.type = "ScreenArea"
|
||||
|
||||
function element:layout()
|
||||
local screenW, screenH = love.graphics.getWidth(), love.graphics.getHeight()
|
||||
self.constraints = Constraints {
|
||||
maxWidth = screenW,
|
||||
maxHeight = screenH
|
||||
}
|
||||
self.size = Vec3 { screenW, screenH }
|
||||
|
||||
if not self.child then return end
|
||||
self.child.constraints = Constraints {
|
||||
maxWidth = screenW,
|
||||
maxHeight = screenH,
|
||||
}
|
||||
self.child:layout()
|
||||
self.child.offset = Vec3 {}
|
||||
end
|
||||
|
||||
--- @return ScreenArea
|
||||
--- @param values {child: UIElement?}
|
||||
function element:new(values)
|
||||
return SingleChildElement.new(self, values)
|
||||
end
|
||||
|
||||
return element
|
||||
29
lib/simple_ui/elements/sized_box.lua
Normal file
29
lib/simple_ui/elements/sized_box.lua
Normal file
@ -0,0 +1,29 @@
|
||||
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
|
||||
|
||||
--- @class SizedBox : SingleChildElement
|
||||
local element = setmetatable({}, require "lib.simple_ui.core.single_child_element")
|
||||
local Constraints = require("lib.simple_ui.core.constraints")
|
||||
element.type = "SizedBox"
|
||||
element.__index = element
|
||||
element.width = 0
|
||||
element.height = 0
|
||||
|
||||
function element:layout()
|
||||
self.size = Vec3 { self.width, self.height }
|
||||
|
||||
if not self.child then return end
|
||||
self.child.constraints = Constraints {
|
||||
maxWidth = self.width,
|
||||
maxHeight = self.height,
|
||||
}
|
||||
self.child:layout()
|
||||
self.child.offset = self.offset:copy()
|
||||
end
|
||||
|
||||
--- @return SizedBox
|
||||
--- @param values {width: number?, height: number?, child: UIElement?}
|
||||
function element:new(values)
|
||||
return SingleChildElement.new(self, values)
|
||||
end
|
||||
|
||||
return element
|
||||
@ -1,71 +0,0 @@
|
||||
local Element = require "lib.simple_ui.element"
|
||||
|
||||
|
||||
--- @class BarElement : UIElement
|
||||
--- @field getter fun() : number
|
||||
--- @field value number
|
||||
--- @field maxValue number
|
||||
--- @field color Color
|
||||
--- @field useDividers boolean
|
||||
--- @field drawText boolean
|
||||
local barElement = setmetatable({}, Element)
|
||||
barElement.__index = barElement
|
||||
barElement.useDividers = false
|
||||
barElement.drawText = false
|
||||
|
||||
function barElement:update(dt)
|
||||
local val = self.getter()
|
||||
self.value = val < 0 and 0 or val > self.maxValue and self.maxValue or val
|
||||
end
|
||||
|
||||
function barElement:draw()
|
||||
local valueWidth = self.bounds.width * self.value / self.maxValue
|
||||
local emptyWidth = self.bounds.width - valueWidth
|
||||
|
||||
--- шум
|
||||
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setShader()
|
||||
|
||||
--- закраска пустой части
|
||||
love.graphics.setColor(0.05, 0.05, 0.05)
|
||||
love.graphics.setBlendMode("multiply", "premultiplied")
|
||||
love.graphics.rectangle("fill", self.bounds.x + valueWidth, self.bounds.y, emptyWidth,
|
||||
self.bounds.height)
|
||||
love.graphics.setBlendMode("alpha")
|
||||
|
||||
--- закраска значимой части её цветом
|
||||
love.graphics.setColor(self.color.r, self.color.g, self.color.b)
|
||||
love.graphics.setBlendMode("multiply", "premultiplied")
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, valueWidth,
|
||||
self.bounds.height)
|
||||
love.graphics.setBlendMode("alpha")
|
||||
|
||||
--- мерки
|
||||
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
|
||||
if self.useDividers then
|
||||
local count = self.maxValue - 1
|
||||
local measureWidth = self.bounds.width / self.maxValue
|
||||
|
||||
for i = 1, count, 1 do
|
||||
love.graphics.line(self.bounds.x + i * measureWidth, self.bounds.y, self.bounds.x + i * measureWidth,
|
||||
self.bounds.y + self.bounds.height)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
--- текст поверх
|
||||
if self.drawText then
|
||||
local font = Tree.fonts:getDefaultTheme():getVariant("small")
|
||||
local t = love.graphics.newText(font, tostring(self.value) .. "/" .. tostring(self.maxValue))
|
||||
love.graphics.draw(t, math.floor(self.bounds.x + self.bounds.width / 2 - t:getWidth() / 2),
|
||||
math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))
|
||||
end
|
||||
|
||||
self:drawBorder("inner")
|
||||
|
||||
self:drawGradientOverlay()
|
||||
end
|
||||
|
||||
return function(values) return barElement:new(values) end
|
||||
@ -1,86 +0,0 @@
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
local Color = require "lib.simple_ui.color"
|
||||
local Bar = require "lib.simple_ui.level.bar"
|
||||
|
||||
--- @class BottomBars : UIElement
|
||||
--- @field hpBar BarElement
|
||||
--- @field manaBar BarElement
|
||||
local bottomBars = setmetatable({}, Element)
|
||||
bottomBars.__index = bottomBars;
|
||||
|
||||
--- @param cid Id
|
||||
function bottomBars.new(cid)
|
||||
local t = setmetatable({}, bottomBars)
|
||||
|
||||
t.hpBar =
|
||||
Bar {
|
||||
getter = function()
|
||||
local char = Tree.level.characters[cid]
|
||||
return char:try(Tree.behaviors.stats, function(stats)
|
||||
return stats.hp or 0
|
||||
end)
|
||||
end,
|
||||
color = Color { r = 130 / 255, g = 8 / 255, b = 8 / 255 },
|
||||
drawText = true,
|
||||
maxValue = 20
|
||||
}
|
||||
|
||||
t.manaBar =
|
||||
Bar {
|
||||
getter = function()
|
||||
local char = Tree.level.characters[cid]
|
||||
return char:try(Tree.behaviors.stats, function(stats)
|
||||
return stats.mana or 0
|
||||
end)
|
||||
end,
|
||||
color = Color { r = 51 / 255, g = 105 / 255, b = 30 / 255 },
|
||||
useDividers = true,
|
||||
maxValue = 10
|
||||
}
|
||||
|
||||
|
||||
return t
|
||||
end
|
||||
|
||||
function bottomBars:update(dt)
|
||||
local height = 16
|
||||
local margin = 2
|
||||
|
||||
self.bounds.height = height
|
||||
self.bounds.y = self.bounds.y - height
|
||||
|
||||
self.hpBar.bounds = Rect {
|
||||
width = -2 * margin + self.bounds.width / 2,
|
||||
height = height - margin,
|
||||
x = self.bounds.x + margin,
|
||||
y = self.bounds.y + margin
|
||||
}
|
||||
|
||||
self.manaBar.bounds = Rect {
|
||||
width = -2 * margin + self.bounds.width / 2,
|
||||
height = height - margin,
|
||||
x = self.bounds.x + margin + self.bounds.width / 2,
|
||||
y = self.bounds.y + margin
|
||||
}
|
||||
|
||||
self.hpBar:update(dt)
|
||||
self.manaBar:update(dt)
|
||||
end
|
||||
|
||||
function bottomBars:draw()
|
||||
-- шум
|
||||
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setShader()
|
||||
|
||||
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
|
||||
love.graphics.setBlendMode("multiply", "premultiplied")
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setBlendMode("alpha")
|
||||
|
||||
self.hpBar:draw()
|
||||
self.manaBar:draw()
|
||||
end
|
||||
|
||||
return bottomBars.new
|
||||
@ -1,108 +0,0 @@
|
||||
local task = require "lib.utils.task"
|
||||
local easing = require "lib.utils.easing"
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
local SkillRow = require "lib.simple_ui.level.skill_row"
|
||||
local Bars = require "lib.simple_ui.level.bottom_bars"
|
||||
local EndTurnButton = require "lib.simple_ui.level.end_turn"
|
||||
|
||||
--- @class CharacterPanel : UIElement
|
||||
--- @field animationTask Task
|
||||
--- @field alpha number
|
||||
--- @field state "show" | "idle" | "hide"
|
||||
--- @field skillRow SkillRow
|
||||
--- @field bars BottomBars
|
||||
--- @field endTurnButton EndTurnButton
|
||||
local characterPanel = setmetatable({}, Element)
|
||||
characterPanel.__index = characterPanel
|
||||
|
||||
function characterPanel.new(characterId)
|
||||
local t = {}
|
||||
t.state = "show"
|
||||
t.skillRow = SkillRow(characterId)
|
||||
t.bars = Bars(characterId)
|
||||
t.endTurnButton = EndTurnButton {}
|
||||
t.alpha = 0 -- starts hidden/animating
|
||||
return setmetatable(t, characterPanel)
|
||||
end
|
||||
|
||||
function characterPanel:show()
|
||||
self.state = "show"
|
||||
self.animationTask = task.tween(self, { alpha = 1 }, 300, easing.easeOutCubic)
|
||||
self.animationTask(function() self.state = "idle" end)
|
||||
end
|
||||
|
||||
function characterPanel:hide()
|
||||
self.state = "hide"
|
||||
self.animationTask = task.tween(self, { alpha = 0 }, 300, easing.easeOutCubic)
|
||||
end
|
||||
|
||||
--- @type love.Canvas
|
||||
local characterPanelCanvas;
|
||||
|
||||
function characterPanel:update(dt)
|
||||
-- Tasks update automatically via task.update(dt) in main.lua
|
||||
self.skillRow:update(dt)
|
||||
self.bars.bounds = Rect {
|
||||
width = self.skillRow.bounds.width,
|
||||
x = self.skillRow.bounds.x,
|
||||
y = self.skillRow.bounds.y
|
||||
}
|
||||
self.bars:update(dt)
|
||||
|
||||
self.bounds = Rect {
|
||||
x = self.bars.bounds.x,
|
||||
y = self.bars.bounds.y,
|
||||
width = self.bars.bounds.width,
|
||||
height = self.bars.bounds.height + self.skillRow.bounds.height
|
||||
}
|
||||
|
||||
self.endTurnButton:layout()
|
||||
self.endTurnButton.bounds.x = self.bounds.x + self.bounds.width + 32
|
||||
self.endTurnButton.bounds.y = self.bounds.y + self.bounds.height / 2 - self.endTurnButton.bounds.height / 2
|
||||
|
||||
self.endTurnButton:update(dt)
|
||||
|
||||
if not characterPanelCanvas then
|
||||
characterPanelCanvas = love.graphics.newCanvas(self.bounds.width, self.bounds.height)
|
||||
end
|
||||
|
||||
--- анимация появления
|
||||
local revealShader = Tree.assets.files.shaders.reveal
|
||||
revealShader:send("t", self.alpha)
|
||||
end
|
||||
|
||||
function characterPanel:draw()
|
||||
self.skillRow:draw()
|
||||
|
||||
--- @TODO: переписать этот ужас с жонглированием координатами, а то слишком хардкод (skillRow рисуется относительно нуля и не закрывает канвас)
|
||||
love.graphics.push()
|
||||
local canvas = love.graphics.getCanvas()
|
||||
love.graphics.translate(0, self.bars.bounds.height)
|
||||
love.graphics.setCanvas(characterPanelCanvas)
|
||||
love.graphics.clear()
|
||||
love.graphics.draw(canvas)
|
||||
love.graphics.pop()
|
||||
|
||||
love.graphics.push()
|
||||
love.graphics.translate(-self.bounds.x, -self.bounds.y)
|
||||
self.bars:draw()
|
||||
self:drawBorder("outer")
|
||||
love.graphics.pop()
|
||||
|
||||
--- рисуем текстуру шейдером появления
|
||||
love.graphics.setCanvas()
|
||||
love.graphics.setShader(Tree.assets.files.shaders.reveal)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
|
||||
self.endTurnButton:draw()
|
||||
|
||||
love.graphics.push()
|
||||
love.graphics.translate(self.bounds.x, self.bounds.y)
|
||||
love.graphics.draw(characterPanelCanvas)
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.pop()
|
||||
love.graphics.setShader()
|
||||
end
|
||||
|
||||
return characterPanel.new
|
||||
@ -1,53 +0,0 @@
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local task = require "lib.utils.task"
|
||||
local easing = require "lib.utils.easing"
|
||||
|
||||
--- @class EndTurnButton : UIElement
|
||||
--- @field hovered boolean
|
||||
--- @field onClick function?
|
||||
local endTurnButton = setmetatable({}, Element)
|
||||
endTurnButton.__index = endTurnButton
|
||||
|
||||
function endTurnButton:update(dt)
|
||||
local mx, my = love.mouse.getPosition()
|
||||
if self:hitTest(mx, my) then
|
||||
self.hovered = true
|
||||
if Tree.controls:isJustPressed("select") then
|
||||
if self.onClick then self.onClick() end
|
||||
Tree.controls:consume("select")
|
||||
end
|
||||
else
|
||||
self.hovered = false
|
||||
end
|
||||
end
|
||||
|
||||
function endTurnButton:layout()
|
||||
local font = Tree.fonts:getDefaultTheme():getVariant("large")
|
||||
self.text = love.graphics.newText(font, "Завершить ход")
|
||||
self.bounds.width = self.text:getWidth() + 32
|
||||
self.bounds.height = self.text:getHeight() + 16
|
||||
end
|
||||
|
||||
function endTurnButton:draw()
|
||||
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255, 0.9)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
|
||||
if self.hovered then
|
||||
love.graphics.setColor(0.1, 0.1, 0.1)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
end
|
||||
|
||||
love.graphics.setColor(0.95, 0.95, 0.95)
|
||||
love.graphics.draw(self.text, self.bounds.x + 16, self.bounds.y + 8)
|
||||
|
||||
self:drawBorder("outer")
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
function endTurnButton:onClick()
|
||||
Tree.level.turnOrder:next()
|
||||
end
|
||||
|
||||
return function(values)
|
||||
return endTurnButton:new(values)
|
||||
end
|
||||
@ -1,23 +0,0 @@
|
||||
local CPanel = require "lib.simple_ui.level.cpanel"
|
||||
|
||||
local build
|
||||
|
||||
local layout = {}
|
||||
function layout:update(dt)
|
||||
if self.characterPanel then self.characterPanel:update(dt) end
|
||||
|
||||
local cid = Tree.level.selector:selected()
|
||||
if cid then
|
||||
self.characterPanel = CPanel(cid)
|
||||
self.characterPanel:show()
|
||||
self.characterPanel:update(dt)
|
||||
elseif Tree.level.selector:deselected() then
|
||||
self.characterPanel:hide()
|
||||
end
|
||||
end
|
||||
|
||||
function layout:draw()
|
||||
if self.characterPanel then self.characterPanel:draw() end
|
||||
end
|
||||
|
||||
return layout
|
||||
@ -1,2 +0,0 @@
|
||||
local UI_SCALE = 0.75 -- выдуманное значение для dependency injection, надо подбирать так, чтобы UI_SCALE * 64 было целым числом
|
||||
return UI_SCALE
|
||||
@ -1,213 +0,0 @@
|
||||
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons)
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
|
||||
local UI_SCALE = require "lib.simple_ui.level.scale"
|
||||
|
||||
--- @class SkillButton : UIElement
|
||||
--- @field hovered boolean
|
||||
--- @field selected boolean
|
||||
--- @field onClick function?
|
||||
--- @field getCooldown function?
|
||||
--- @field icon? string
|
||||
local skillButton = setmetatable({}, Element)
|
||||
skillButton.__index = skillButton
|
||||
|
||||
function skillButton:update(dt)
|
||||
if not self.icon then return end
|
||||
local mx, my = love.mouse.getPosition()
|
||||
if self:hitTest(mx, my) then
|
||||
self.hovered = true
|
||||
if Tree.controls:isJustPressed("select") then
|
||||
local cd = self.getCooldown and self.getCooldown() or 0
|
||||
if cd == 0 then
|
||||
if self.onClick then self.onClick() end
|
||||
end
|
||||
|
||||
Tree.controls:consume("select")
|
||||
end
|
||||
else
|
||||
self.hovered = false
|
||||
end
|
||||
end
|
||||
|
||||
function skillButton:draw()
|
||||
love.graphics.setLineWidth(2)
|
||||
|
||||
local cd = self.getCooldown and self.getCooldown() or 0
|
||||
|
||||
if not self.icon then
|
||||
love.graphics.setColor(0.05, 0.05, 0.05)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
self:drawBorder("inner")
|
||||
return
|
||||
end
|
||||
|
||||
local quad = icons:pickQuad(self.icon)
|
||||
love.graphics.push()
|
||||
love.graphics.translate(self.bounds.x, self.bounds.y)
|
||||
love.graphics.scale(self.bounds.width / icons.tileSize, self.bounds.height / icons.tileSize)
|
||||
love.graphics.draw(icons.atlas, quad)
|
||||
love.graphics.pop()
|
||||
|
||||
self:drawBorder("inner")
|
||||
|
||||
if self.selected then
|
||||
love.graphics.setColor(0.3, 1, 0.3, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
elseif self.hovered then
|
||||
love.graphics.setColor(0.7, 1, 0.7, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
end
|
||||
|
||||
|
||||
if cd > 0 then
|
||||
love.graphics.setColor(0, 0, 0, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
|
||||
local font = Tree.fonts:getDefaultTheme():getVariant("headline")
|
||||
love.graphics.setColor(0, 0, 0)
|
||||
local t = love.graphics.newText(font, tostring(cd))
|
||||
love.graphics.draw(t, math.floor(self.bounds.x + 2 + self.bounds.width / 2 - t:getWidth() / 2),
|
||||
math.floor(self.bounds.y + 2 + self.bounds.height / 2 - t:getHeight() / 2))
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.draw(t, math.floor(self.bounds.x + self.bounds.width / 2 - t:getWidth() / 2),
|
||||
math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))
|
||||
else
|
||||
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
--- @class SkillRow : UIElement
|
||||
--- @field characterId Id
|
||||
--- @field selected SkillButton?
|
||||
--- @field children SkillButton[]
|
||||
local skillRow = setmetatable({}, Element)
|
||||
skillRow.__index = skillRow
|
||||
|
||||
--- @param characterId Id
|
||||
--- @return SkillRow
|
||||
function skillRow.new(characterId)
|
||||
local t = {
|
||||
characterId = characterId,
|
||||
children = {}
|
||||
}
|
||||
|
||||
setmetatable(t, skillRow)
|
||||
|
||||
local char = Tree.level.characters[characterId]
|
||||
char:try(Tree.behaviors.spellcaster, function(behavior)
|
||||
for i, spell in ipairs(behavior.spellbook) do
|
||||
local skb = skillButton:new { icon = spell.tag }
|
||||
skb.onClick = function()
|
||||
skb.selected = not skb.selected
|
||||
if t.selected then t.selected.selected = false end
|
||||
t.selected = skb
|
||||
|
||||
if not behavior.cast then
|
||||
behavior.cast = behavior.spellbook[i]
|
||||
behavior.state = "casting"
|
||||
behavior.spellbook[i]:onSelected(char)
|
||||
else
|
||||
behavior.state = "idle"
|
||||
behavior.cast = nil
|
||||
end
|
||||
end
|
||||
skb.getCooldown = function()
|
||||
return behavior.cooldowns[spell.tag] or 0
|
||||
end
|
||||
t.children[i] = skb
|
||||
end
|
||||
end)
|
||||
|
||||
for i = #t.children + 1, 7, 1 do
|
||||
t.children[i] = skillButton:new {}
|
||||
end
|
||||
|
||||
return t
|
||||
end
|
||||
|
||||
--- @type love.Canvas
|
||||
local c;
|
||||
|
||||
function skillRow:update(dt)
|
||||
local iconSize = math.floor(64 * UI_SCALE)
|
||||
local screenW, screenH = love.graphics.getDimensions()
|
||||
local padding, margin = 8, 4
|
||||
local count = #self.children -- слоты под скиллы
|
||||
|
||||
self.bounds = Rect {
|
||||
width = iconSize * count + (count + 1) * margin,
|
||||
height = iconSize + 2 * margin,
|
||||
}
|
||||
self.bounds.y = screenH - self.bounds.height - padding -- отступ снизу
|
||||
self.bounds.x = screenW / 2 - self.bounds.width / 2
|
||||
|
||||
for i, skb in ipairs(self.children) do
|
||||
skb.bounds = Rect { x = self.bounds.x + margin + (i - 1) * (iconSize + margin), -- друг за другом, включая первый отступ от границы
|
||||
y = self.bounds.y + margin, height = iconSize, width = iconSize }
|
||||
skb:update(dt)
|
||||
end
|
||||
|
||||
if not c then
|
||||
c = love.graphics.newCanvas(self.bounds.width, self.bounds.height)
|
||||
end
|
||||
end
|
||||
|
||||
function skillRow:draw()
|
||||
love.graphics.setCanvas({ c, stencil = true })
|
||||
love.graphics.clear()
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
do
|
||||
--- рисуем в локальных координатах текстурки
|
||||
love.graphics.push()
|
||||
love.graphics.translate(-self.bounds.x, -self.bounds.y)
|
||||
|
||||
-- сначала иконки скиллов
|
||||
for _, skb in ipairs(self.children) do
|
||||
skb:draw()
|
||||
end
|
||||
|
||||
-- маска для вырезов под иконки
|
||||
love.graphics.setShader(Tree.assets.files.shaders.alpha_mask)
|
||||
love.graphics.stencil(function()
|
||||
local mask = Tree.assets.files.masks.rrect32
|
||||
local maskSize = mask:getWidth()
|
||||
for _, skb in ipairs(self.children) do
|
||||
love.graphics.draw(mask, skb.bounds.x, skb.bounds.y, 0,
|
||||
skb.bounds.width / maskSize, skb.bounds.height / maskSize)
|
||||
end
|
||||
end, "replace", 1)
|
||||
love.graphics.setShader()
|
||||
|
||||
|
||||
-- дальше рисуем панель, перекрывая иконки
|
||||
love.graphics.setStencilTest("less", 1)
|
||||
-- шум
|
||||
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setShader()
|
||||
|
||||
-- фон
|
||||
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
|
||||
love.graphics.setBlendMode("multiply", "premultiplied")
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setBlendMode("alpha")
|
||||
|
||||
love.graphics.setStencilTest()
|
||||
|
||||
--затенение
|
||||
self:drawGradientOverlay()
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
return skillRow.new
|
||||
88
lib/simple_ui/level/test.lua
Normal file
88
lib/simple_ui/level/test.lua
Normal file
@ -0,0 +1,88 @@
|
||||
local ScreenArea = require "lib.simple_ui.elements.screen_area"
|
||||
local Placeholder = require "lib.simple_ui.elements.placeholder"
|
||||
local Padding = require "lib.simple_ui.elements.padding"
|
||||
local Builder = require "lib.simple_ui.core.builder"
|
||||
local Flex = require "lib.simple_ui.elements.flex"
|
||||
local SizedBox = require "lib.simple_ui.elements.sized_box"
|
||||
local SingleChildElement = require "lib.simple_ui.core.single_child_element"
|
||||
|
||||
|
||||
local MyWidget = setmetatable({}, SingleChildElement)
|
||||
MyWidget.__index = MyWidget
|
||||
|
||||
local Canary = setmetatable({}, SingleChildElement)
|
||||
Canary.__index = Canary
|
||||
|
||||
local reported = false
|
||||
function Canary:build()
|
||||
if not reported then
|
||||
self:traverseUp(function(element)
|
||||
print(element.type)
|
||||
return true
|
||||
end)
|
||||
reported = true
|
||||
end
|
||||
|
||||
return Placeholder:new {}
|
||||
end
|
||||
|
||||
--- comment
|
||||
--- @return Flex
|
||||
function MyWidget:build()
|
||||
return Flex:new {
|
||||
key = "my_flex",
|
||||
direction = "vertical",
|
||||
mainAxisSize = "max",
|
||||
children = {
|
||||
Padding:new {
|
||||
top = 8,
|
||||
child = Flex:new {
|
||||
key = "inner_flex",
|
||||
mainAxisAlignment = "start",
|
||||
mainAxisSize = "min",
|
||||
children = {
|
||||
SizedBox:new {
|
||||
width = 100,
|
||||
height = 100,
|
||||
child = Placeholder:new {}
|
||||
},
|
||||
SizedBox:new {
|
||||
width = 150,
|
||||
height = 200,
|
||||
child = Placeholder:new {}
|
||||
},
|
||||
SizedBox:new {
|
||||
width = 100,
|
||||
height = 100,
|
||||
child = Canary:new {}
|
||||
},
|
||||
},
|
||||
}
|
||||
},
|
||||
Flex:new {
|
||||
key = "inner_flex2",
|
||||
mainAxisAlignment = "center",
|
||||
children = {
|
||||
SizedBox:new {
|
||||
width = 100,
|
||||
height = 100,
|
||||
child = Placeholder:new {}
|
||||
},
|
||||
|
||||
SizedBox:new {
|
||||
width = 100,
|
||||
height = 100,
|
||||
child = Placeholder:new {}
|
||||
},
|
||||
},
|
||||
|
||||
},
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
return Builder {
|
||||
elementTree = ScreenArea:new {
|
||||
child = MyWidget:new {}
|
||||
}
|
||||
}
|
||||
@ -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 }
|
||||
@ -123,13 +123,6 @@ 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 +130,6 @@ function spell.new(data)
|
||||
caster:try(Tree.behaviors.spellcaster, function(spellcaster)
|
||||
spellcaster.cooldowns[self.tag] = self.baseCooldown
|
||||
end)
|
||||
|
||||
|
||||
return data.onCast(caster, target)
|
||||
end
|
||||
|
||||
|
||||
@ -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)
|
||||
|
||||
@ -114,8 +111,7 @@ local attack = spell.new {
|
||||
light:die()
|
||||
return task.fromValue()
|
||||
end),
|
||||
targetSprite:animate("hurt"),
|
||||
targetEffects:addEffect("bleeding", 3, 3)
|
||||
targetSprite:animate("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
|
||||
|
||||
70
main.lua
70
main.lua
@ -12,20 +12,19 @@ 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"
|
||||
testLayout = require "lib.simple_ui.level.test"
|
||||
|
||||
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 { 1, 1 }),
|
||||
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(),
|
||||
@ -34,8 +33,7 @@ function love.load()
|
||||
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 {
|
||||
@ -45,33 +43,19 @@ function love.load()
|
||||
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("BOAR")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, 2),
|
||||
Tree.behaviors.positioned.new(Vec3 { 5, 5 }),
|
||||
Tree.behaviors.tiled.new(),
|
||||
Tree.behaviors.sprite.new(Tree.assets.files.sprites.boar),
|
||||
Tree.behaviors.shadowcaster.new(),
|
||||
Tree.behaviors.spellcaster.new(),
|
||||
Tree.behaviors.ai.new("dev_warrior")
|
||||
},
|
||||
-- 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
|
||||
@ -99,7 +83,11 @@ function love.update(dt)
|
||||
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
|
||||
|
||||
testLayout:build()
|
||||
testLayout:layout()
|
||||
testLayout:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше
|
||||
|
||||
Tree.panning:update(dt)
|
||||
Tree.level:update(dt)
|
||||
Tree.audio:update(dt)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user