Compare commits
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main
...
feature/hp
| Author | SHA1 | Date | |
|---|---|---|---|
| 031da7fd0a | |||
| c7ee957c8c |
3
.gitattributes
vendored
@ -1,3 +0,0 @@
|
||||
*.ogg filter=lfs diff=lfs merge=lfs -text
|
||||
*.png filter=lfs diff=lfs merge=lfs -text
|
||||
*.ttf filter=lfs diff=lfs merge=lfs -text
|
||||
@ -6,6 +6,5 @@
|
||||
"love.filesystem.load": "loadfile"
|
||||
},
|
||||
"workspace.ignoreDir": ["dev_utils"],
|
||||
"diagnostics.ignoredFiles": "Disable",
|
||||
"hint.enable": true
|
||||
"diagnostics.ignoredFiles": "Disable"
|
||||
}
|
||||
|
||||
BIN
assets/audio/music/level1/bass/bass.ogg
(Stored with Git LFS)
BIN
assets/audio/music/level1/battle.ogg
(Stored with Git LFS)
BIN
assets/audio/music/level1/choral.ogg
(Stored with Git LFS)
BIN
assets/audio/music/level1/drums.ogg
(Stored with Git LFS)
BIN
assets/audio/music/level1/flute.ogg
(Stored with Git LFS)
BIN
assets/audio/music/level1/guitar.ogg
(Stored with Git LFS)
BIN
assets/audio/music/level1/progressive_plains.ogg
(Stored with Git LFS)
BIN
assets/audio/music/level1/violin.ogg
(Stored with Git LFS)
BIN
assets/audio/sounds/hurt.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
|
Before Width: | Height: | Size: 132 B After Width: | Height: | Size: 1.8 MiB |
|
Before Width: | Height: | Size: 129 B After Width: | Height: | Size: 5.1 KiB |
@ -1,91 +0,0 @@
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
https://openfontlicense.org
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
BIN
assets/fonts/Roboto_Mono/font.ttf
(Stored with Git LFS)
@ -1,94 +0,0 @@
|
||||
Copyright 2025 The WDXL Lubrifont Project Authors (https://github.com/NightFurySL2001/WD-XL-font)
|
||||
Copyright 2018-2020 The ZCOOL QingKe HuangYou Project Authors (https://www.github.com/googlefonts/zcool-qingke-huangyou)
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
https://openfontlicense.org
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
BIN
assets/fonts/WDXL_Lubrifont_TC/font.ttf
(Stored with Git LFS)
BIN
assets/masks/circle128.png
(Stored with Git LFS)
BIN
assets/masks/gradientCircle256.png
(Stored with Git LFS)
BIN
assets/masks/rrect32.png
(Stored with Git LFS)
BIN
assets/masks/squircle.png
(Stored with Git LFS)
BIN
assets/overlay_icons/atlas.png
(Stored with Git LFS)
@ -1,6 +0,0 @@
|
||||
return {
|
||||
tileSize = 32,
|
||||
["dev_target"] = { 0 },
|
||||
["dev_path"] = { 1 },
|
||||
["dev_path_closed"] = { 2 },
|
||||
}
|
||||
@ -1,8 +0,0 @@
|
||||
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
|
||||
{
|
||||
vec4 px = Texel(tex, texCoord);
|
||||
if (px.a == 0.0) {
|
||||
discard;
|
||||
}
|
||||
return vec4(1.0);
|
||||
}
|
||||
@ -1,6 +0,0 @@
|
||||
vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
|
||||
{
|
||||
vec4 c = Texel(tex, uv);
|
||||
float gray = dot(c.rgb, vec3(0.299, 0.587, 0.114)); // магические числа человеческого восприятия
|
||||
return vec4(vec3(gray), c.a);
|
||||
}
|
||||
@ -1,18 +0,0 @@
|
||||
extern vec2 direction; // (1.0, 0.0) для X, (0.0, 1.0) для Y
|
||||
extern number radius; // радиус размытия
|
||||
|
||||
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
|
||||
{
|
||||
vec4 sum = vec4(0.0);
|
||||
float weightTotal = 0.0;
|
||||
|
||||
for (int i = -10; i <= 10; i++) {
|
||||
float offset = float(i);
|
||||
float weight = exp(-offset * offset / (2.0 * radius * radius));
|
||||
vec2 shift = direction * offset / love_ScreenSize.xy;
|
||||
sum += Texel(tex, texture_coords + shift) * weight;
|
||||
weightTotal += weight;
|
||||
}
|
||||
|
||||
return sum / weightTotal;
|
||||
}
|
||||
@ -1,47 +0,0 @@
|
||||
extern vec2 center;
|
||||
extern number time;
|
||||
extern number intensity;
|
||||
extern vec2 screenSize;
|
||||
|
||||
// Hexagon grid logic
|
||||
// Returns distance to nearest hex center
|
||||
float hexDist(vec2 p) {
|
||||
p = abs(p);
|
||||
float c = dot(p, normalize(vec2(1.0, 1.73)));
|
||||
c = max(c, p.x);
|
||||
return c;
|
||||
}
|
||||
|
||||
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
|
||||
// Normalize coordinates to -1..1, correcting for aspect ratio
|
||||
vec2 aspect = vec2(screenSize.x / screenSize.y, 1.0);
|
||||
vec2 uv = (screen_coords / screenSize.y) - (center / screenSize.y);
|
||||
|
||||
// Wave parameters
|
||||
float dist = length(uv);
|
||||
float speed = 5.0;
|
||||
float waveWidth = 0.1;
|
||||
float decay = 1.0 - smoothstep(0.0, 1.5, dist); // Decay over distance
|
||||
|
||||
// Calculate wave pulse
|
||||
float wavePhase = time * speed;
|
||||
float pulse = smoothstep(waveWidth, 0.0, abs(dist - mod(wavePhase, 2.0)));
|
||||
|
||||
// Hex grid pattern (visual only)
|
||||
vec2 hexUV = screen_coords * 0.05; // Scale grid
|
||||
// Basic hex grid approximation
|
||||
vec2 q = vec2(hexUV.x * 2.0/3.0, hexUV.y);
|
||||
|
||||
// Distortion
|
||||
vec2 distort = normalize(uv) * pulse * intensity * 0.02 * decay;
|
||||
vec2 finalUV = texture_coords - distort;
|
||||
|
||||
// Sample texture with distortion
|
||||
vec4 texColor = Texel(texture, finalUV);
|
||||
|
||||
// Add divine glow at the wavefront
|
||||
vec4 glowColor = vec4(1.0, 0.8, 0.4, 1.0); // Gold/Kitsune-fire color
|
||||
texColor += glowColor * pulse * decay * 0.5;
|
||||
|
||||
return texColor * color;
|
||||
}
|
||||
@ -1,5 +0,0 @@
|
||||
vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
|
||||
{
|
||||
vec4 c = Texel(tex, uv);
|
||||
return vec4(vec3(1.0) - c.rgb, c.a);
|
||||
}
|
||||
@ -1,30 +0,0 @@
|
||||
extern vec3 color;
|
||||
extern number time;
|
||||
|
||||
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
|
||||
{
|
||||
vec4 texColor = Texel(tex, texture_coords);
|
||||
|
||||
float mask = texColor.r;
|
||||
|
||||
vec2 uv = texture_coords - 0.5;
|
||||
float dist = length(uv * 2.0);
|
||||
|
||||
float t = time;
|
||||
|
||||
float wave = sin((uv.x + uv.y) * 6.0 + t * 1.5) * 0.03;
|
||||
float ripple = sin(length(uv) * 20.0 - t * 2.0) * 0.02;
|
||||
float flicker = sin(t * 2.5) * 0.02;
|
||||
|
||||
dist += wave + ripple + flicker;
|
||||
|
||||
float intensity = 1.0 - smoothstep(0.0, 1.0, dist);
|
||||
intensity = pow(intensity, 2.0);
|
||||
|
||||
float colorShift = sin(t * 3.0) * 0.1;
|
||||
vec3 flickerColor = color + vec3(colorShift, colorShift * 0.5, -colorShift * 0.3);
|
||||
|
||||
vec3 finalColor = flickerColor * intensity * mask;
|
||||
|
||||
return vec4(finalColor, mask * intensity);
|
||||
}
|
||||
@ -1,20 +0,0 @@
|
||||
extern Image scene;
|
||||
extern Image light;
|
||||
|
||||
extern vec3 ambient;
|
||||
|
||||
vec4 effect(vec4 vcolor, Image unused, vec2 uv, vec2 px)
|
||||
{
|
||||
vec4 s = Texel(scene, uv);
|
||||
vec3 l = Texel(light, uv).rgb;
|
||||
|
||||
l = clamp(l, 0.0, 1.0);
|
||||
vec3 a = clamp(ambient, 0.0, 1.0);
|
||||
|
||||
// Канальный множитель: от ambient до 1 в зависимости от света
|
||||
vec3 m = a + (vec3(1.0) - a) * l;
|
||||
|
||||
vec3 rgb = s.rgb * m;
|
||||
|
||||
return vec4(rgb, s.a);
|
||||
}
|
||||
@ -1,24 +0,0 @@
|
||||
extern float t;
|
||||
extern float blockSize;
|
||||
|
||||
// hash-функция для шума по целочисленным координатам блока
|
||||
float hash(vec2 p) {
|
||||
p = vec2(
|
||||
dot(p, vec2(127.1, 311.7)),
|
||||
dot(p, vec2(269.5, 183.3))
|
||||
);
|
||||
return fract(sin(p.x + p.y) * 43758.5453123);
|
||||
}
|
||||
|
||||
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
|
||||
{
|
||||
float blockSize = 4.0;
|
||||
|
||||
vec2 cell = floor(screenCoord / blockSize);
|
||||
float n = hash(cell); // [0..1]
|
||||
float mask = 1.0 - step(t, n);
|
||||
|
||||
vec4 base = Texel(tex, texCoord) * color;
|
||||
base.a *= mask;
|
||||
return base;
|
||||
}
|
||||
@ -1,17 +0,0 @@
|
||||
#pragma language glsl3
|
||||
|
||||
vec2 hash(vec2 p) {
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 34.345);
|
||||
return fract(vec2(p.x * p.y, p.x + p.y));
|
||||
}
|
||||
|
||||
vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
|
||||
{
|
||||
vec2 cell = floor(px / 2.0); // тут можно размер зерна менять
|
||||
|
||||
float n = hash(cell).x; // 0..1
|
||||
float v = 0.9 + n * 0.1; // 0.9..1.0
|
||||
|
||||
return vec4(v, v, v, 1.0);
|
||||
}
|
||||
@ -1,85 +0,0 @@
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
struct Light {
|
||||
vec2 position;
|
||||
vec3 color;
|
||||
float radius;
|
||||
};
|
||||
|
||||
extern Light lights[MAX_LIGHTS];
|
||||
extern int num_lights;
|
||||
extern vec2 sprite_pos; // Мировая позиция спрайта (в метрах)
|
||||
extern vec3 ambient; // Эмбиентное освещение
|
||||
extern vec3 sky; // Цвет неба
|
||||
|
||||
// Параметры выделения
|
||||
extern bool is_selected;
|
||||
extern vec2 tex_size;
|
||||
extern float time;
|
||||
|
||||
// Функция для имитации easing.easeInSine
|
||||
float easeInSine(float x) {
|
||||
return 1.0 - cos((x * 3.14159) / 2.0);
|
||||
}
|
||||
|
||||
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
|
||||
{
|
||||
vec4 texColor = Texel(tex, texture_coords);
|
||||
|
||||
// ЛОГИКА ОБВОДКИ (Outline)
|
||||
// Мы выполняем ее до расчетов освещения. Если пиксель прозрачный и объект выбран,
|
||||
// проверяем соседей, чтобы понять, не граница ли это.
|
||||
// Обводка рисуется "самосветящейся", чтобы выделение было видно даже в полной темноте.
|
||||
if (is_selected && texColor.a <= 0.0) {
|
||||
float maxAlpha = 0.0;
|
||||
|
||||
// Проверяем соседние пиксели (квадратом 3x3)
|
||||
for (float x = -1.0; x <= 1.0; x++) {
|
||||
for (float y = -1.0; y <= 1.0; y++) {
|
||||
if (x == 0.0 && y == 0.0) continue;
|
||||
vec2 offset = vec2(x, y) / tex_size;
|
||||
maxAlpha = max(maxAlpha, Texel(tex, texture_coords + offset).a);
|
||||
}
|
||||
}
|
||||
|
||||
if (maxAlpha > 0.0) {
|
||||
// Эффект пульсации и "бегущей волны" из оригинального шейдера outline.glsl
|
||||
float modY = (0.75 + sin(time) * 0.25) * (0.5 + cos(texture_coords.y * 10.0 + time * 2.0) * 0.5);
|
||||
return vec4(vec3(modY, 0.2 * sin(time) + 0.5, 0.5), 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
if (texColor.a == 0.0) {
|
||||
return vec4(0.0);
|
||||
}
|
||||
|
||||
// Расчет базового освещения мира: персонаж освещается смесью неба (Sky) и отраженного света (Ambient).
|
||||
vec3 baseLight = ambient + (vec3(1.0) - ambient) * sky;
|
||||
|
||||
// Десатурация базового света на 30%.
|
||||
float luma = dot(baseLight, vec3(0.2126, 0.7152, 0.0722));
|
||||
vec3 characterBaseLight = mix(baseLight, vec3(luma), 0.3);
|
||||
|
||||
vec3 pointLight = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < num_lights; i++) {
|
||||
vec2 lightPos = lights[i].position;
|
||||
float radius = lights[i].radius;
|
||||
vec2 lightVec = lightPos - sprite_pos;
|
||||
float dist = length(lightVec);
|
||||
|
||||
// Плавное затухание света по радиусу.
|
||||
float radiusFalloff = smoothstep(radius, radius * 0.2, dist);
|
||||
|
||||
// Реализация псевдо-проекции (3D-эффект):
|
||||
float frontWeight = smoothstep(-2.0, 0.5, lightVec.y);
|
||||
|
||||
float attenuation = radiusFalloff * frontWeight;
|
||||
pointLight += lights[i].color * attenuation;
|
||||
}
|
||||
|
||||
pointLight = clamp(pointLight, 0.0, 1.0);
|
||||
|
||||
// Финальный расчет цвета:
|
||||
return vec4(texColor.rgb * (characterBaseLight + pointLight), texColor.a);
|
||||
}
|
||||
@ -1,9 +0,0 @@
|
||||
return {
|
||||
width = 32,
|
||||
height = 32,
|
||||
base = {
|
||||
x = 14,
|
||||
y = 26
|
||||
},
|
||||
size = 0.6 -- условная доля тайла, которую занимает спрайт
|
||||
}
|
||||
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
|
After Width: | Height: | Size: 4.1 KiB |
BIN
assets/sprites/character/hurt.png
Normal file
|
After Width: | Height: | Size: 2.2 KiB |
BIN
assets/sprites/character/idle.png
Normal file
|
After Width: | Height: | Size: 1.6 KiB |
@ -1,9 +0,0 @@
|
||||
return {
|
||||
width = 96,
|
||||
height = 64,
|
||||
base = {
|
||||
x = 38,
|
||||
y = 47
|
||||
},
|
||||
size = 0.4 -- условная доля тайла, которую занимает спрайт
|
||||
}
|
||||
BIN
assets/sprites/character/run.png
Normal file
|
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 |
|
Before Width: | Height: | Size: 130 B After Width: | Height: | Size: 11 KiB |
101
lib/animation_node.lua
Normal file
@ -0,0 +1,101 @@
|
||||
local easing = require "lib.utils.easing"
|
||||
|
||||
--- @alias voidCallback fun(): nil
|
||||
--- @alias animationRunner fun(node: AnimationNode)
|
||||
|
||||
--- Узел дерева анимаций.
|
||||
---
|
||||
--- Отслеживает завершение всех анимаций всех дочерних узлов и оповещает вышестоящий узел.
|
||||
---
|
||||
--- Дочерние узлы одного уровня запускают свою анимацию одновременно после завершения анимации родителя.
|
||||
--- Example:
|
||||
--- ```lua
|
||||
--- AnimationNode {
|
||||
--- function (node) residentsleeper:sleep(1000, node) end, -- must pass itself down as the parameter
|
||||
--- onEnd = function() print("completed") end,
|
||||
--- children = { -- children run in parallel after the parent animation is completed
|
||||
--- AnimationNode {
|
||||
--- function (node) sprite:animate("attack", node) end
|
||||
--- },
|
||||
--- AnimationNode {
|
||||
--- function (node) other_sprite:animate("hurt", node) end
|
||||
--- },
|
||||
--- }
|
||||
--- }:run()
|
||||
--- ```
|
||||
--- @class AnimationNode
|
||||
--- @field count integer
|
||||
--- @field run animationRunner
|
||||
--- @field parent AnimationNode?
|
||||
--- @field children AnimationNode[]
|
||||
--- @field finish voidCallback
|
||||
--- @field onEnd voidCallback?
|
||||
--- @field duration number продолжительность в миллисекундах
|
||||
--- @field easing ease функция смягчения
|
||||
--- @field t number прогресс анимации
|
||||
--- @field state "running" | "waiting" | "finished"
|
||||
local animation = {}
|
||||
animation.__index = animation
|
||||
|
||||
--- Регистрация завершения дочерней анимации
|
||||
function animation:bubbleUp()
|
||||
self.count = self.count - 1
|
||||
if self.count > 0 then return end
|
||||
self.state = "finished"
|
||||
if self.onEnd then self.onEnd() end
|
||||
if self.parent then self.parent:bubbleUp() end
|
||||
end
|
||||
|
||||
--- @param children AnimationNode[]
|
||||
--- Запланировать анимации после текущей, которые запустятся одновременно друг с другом
|
||||
function animation:chain(children)
|
||||
for _, child in ipairs(children) do
|
||||
child.parent = self
|
||||
table.insert(self.children, child)
|
||||
self.count = self.count + 1
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Возвращает текущий прогресс анимации с учетом смягчения
|
||||
function animation:getValue()
|
||||
return self.easing(self.t)
|
||||
end
|
||||
|
||||
function animation:update(dt)
|
||||
if self.state ~= "running" then return end
|
||||
|
||||
if self.t < 1 then
|
||||
self.t = self.t + dt * 1000 / self.duration -- в знаменателе продолжительность анимации в секундах
|
||||
else
|
||||
self.t = 1
|
||||
self:finish()
|
||||
end
|
||||
end
|
||||
|
||||
--- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]}
|
||||
--- @return AnimationNode
|
||||
local function new(data)
|
||||
local t = setmetatable({}, animation)
|
||||
t.run = data[1] or function(self)
|
||||
self:finish()
|
||||
end
|
||||
t.onEnd = data.onEnd
|
||||
t.count = 1 -- своя анимация
|
||||
t.children = {}
|
||||
t:chain(data.children or {})
|
||||
t.duration = data.duration or 1000
|
||||
t.easing = data.easing or easing.linear
|
||||
t.t = 0
|
||||
t.state = "running"
|
||||
t.finish = function()
|
||||
t.state = "waiting"
|
||||
t:bubbleUp()
|
||||
for _, anim in ipairs(t.children) do
|
||||
anim:run()
|
||||
end
|
||||
end
|
||||
return t
|
||||
end
|
||||
|
||||
return new
|
||||
@ -1,14 +1,6 @@
|
||||
--- @meta _
|
||||
Tree.behaviors.map = require "lib.character.behaviors.map"
|
||||
Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
|
||||
Tree.behaviors.sprite = require "lib.character.behaviors.sprite"
|
||||
Tree.behaviors.stats = require "lib.character.behaviors.stats"
|
||||
Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper"
|
||||
Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster"
|
||||
Tree.behaviors.light = require "character.behaviors.light"
|
||||
Tree.behaviors.positioned = require "character.behaviors.positioned"
|
||||
Tree.behaviors.tiled = require "character.behaviors.tiled"
|
||||
Tree.behaviors.cursor = require "character.behaviors.cursor"
|
||||
Tree.behaviors.ai = require "lib.character.behaviors.ai"
|
||||
Tree.behaviors.effects = require "lib.character.behaviors.effects"
|
||||
|
||||
--- @alias voidCallback fun(): nil
|
||||
|
||||
@ -1,99 +0,0 @@
|
||||
local task = require "lib.utils.task"
|
||||
local ease = require "lib.utils.easing"
|
||||
|
||||
local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
|
||||
|
||||
--- @alias SourceFilter { type: "bandpass"|"highpass"|"lowpass", volume: number, highgain: number, lowgain: number }
|
||||
|
||||
--- @class Audio
|
||||
--- @field musicVolume number
|
||||
--- @field soundVolume number
|
||||
--- @field looped boolean
|
||||
--- @field from love.Source?
|
||||
--- @field to love.Source?
|
||||
audio = {}
|
||||
audio.__index = audio
|
||||
|
||||
--- здесь мы должны выгружать значения из файлика с сохранением настроек
|
||||
local function new(musicVolume, soundVolume)
|
||||
return setmetatable({
|
||||
musicVolume = musicVolume,
|
||||
soundVolume = soundVolume,
|
||||
looped = true
|
||||
}, audio)
|
||||
end
|
||||
|
||||
function audio:update(dt)
|
||||
if self.fader then
|
||||
local t = self.fader.value
|
||||
if self.from then self.from:setVolume(self.musicVolume * (1 - t)) end
|
||||
if self.to then self.to:setVolume(self.musicVolume * t) end
|
||||
end
|
||||
end
|
||||
|
||||
--- if from is nil, than we have fade in to;
|
||||
--- if to is nil, than we have fade out from
|
||||
---
|
||||
--- also we should guarantee, that from and to have the same volume
|
||||
--- @param from love.Source
|
||||
--- @param to love.Source
|
||||
--- @param ms number? in milliseconds
|
||||
function audio:crossfade(from, to, ms)
|
||||
print("[Audio]: Triggered crossfade")
|
||||
|
||||
-- Stop previous 'from' if it's dangling to avoid leaks
|
||||
if self.from and self.from ~= from and self.from ~= to then
|
||||
self.from:stop()
|
||||
end
|
||||
|
||||
self:play(to)
|
||||
to:setVolume(0)
|
||||
self.from = from
|
||||
self.to = to
|
||||
|
||||
-- Reuse fader object to allow task cancellation
|
||||
if not self.fader then self.fader = { value = 0 } end
|
||||
self.fader.value = 0
|
||||
|
||||
task.tween(self.fader, { value = 1 }, ms or 1000, ease.easeOutCubic)(function()
|
||||
if self.from then
|
||||
self.from:setVolume(0)
|
||||
self.from:stop()
|
||||
end
|
||||
if self.to then
|
||||
self.to:setVolume(self.musicVolume)
|
||||
end
|
||||
self.fader = nil
|
||||
print("[Audio]: Crossfade done")
|
||||
end)
|
||||
end
|
||||
|
||||
--- @param source love.Source
|
||||
--- @param settings SourceFilter?
|
||||
--- @param effectName string?
|
||||
function audio:play(source, settings, effectName)
|
||||
if source:getType() == "stream" then
|
||||
source:setLooping(self.looped)
|
||||
source:setVolume(self.musicVolume)
|
||||
source:play()
|
||||
else
|
||||
source:setVolume(self.soundVolume)
|
||||
source:play()
|
||||
end
|
||||
if settings and EFFECTS_SUPPORTED then
|
||||
source.setFilter(source, settings)
|
||||
end
|
||||
if effectName and EFFECTS_SUPPORTED then
|
||||
source:setEffect(effectName, true)
|
||||
end
|
||||
end
|
||||
|
||||
function audio:setMusicVolume(volume)
|
||||
self.musicVolume = volume
|
||||
end
|
||||
|
||||
function audio:setSoundVolume(volume)
|
||||
self.soundVolume = volume
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -1,177 +0,0 @@
|
||||
local easing = require "lib.utils.easing"
|
||||
local pf = require "lib.pathfinder"
|
||||
local utils = require "lib.utils.utils"
|
||||
local task = require "lib.utils.task"
|
||||
|
||||
--- @alias AIAction fun(self: AIBehavior): Task<nil>
|
||||
|
||||
--- @return Character
|
||||
local function closestCharacter(char)
|
||||
local caster = Vec3 {}
|
||||
char:try(Tree.behaviors.positioned, function(b)
|
||||
caster = b.position
|
||||
end)
|
||||
local charTarget
|
||||
local minDist = 88005553535 -- spooky magic number
|
||||
for k, v in pairs(Tree.level.characters) do
|
||||
v:try(Tree.behaviors.positioned, function(b)
|
||||
local dist = ((caster.x - b.position.x) ^ 2 + (caster.y - b.position.y) ^ 2) ^ 0.5
|
||||
if dist < minDist and dist ~= 0 then
|
||||
minDist = dist
|
||||
charTarget = v
|
||||
end
|
||||
-- print(k, b.position)
|
||||
end)
|
||||
end
|
||||
return charTarget
|
||||
end
|
||||
|
||||
-- --- Возвращает все точки в радиусе в виде векторов (должен по крайней мере)
|
||||
-- --- @param radius integer
|
||||
-- --- @param center Vec3
|
||||
-- --- @return Vec3[]
|
||||
-- local function circleVectors(center, radius)
|
||||
-- local vecs = {}
|
||||
-- local res = {}
|
||||
-- for t = 0, 2 * math.pi, EPSILON do
|
||||
-- local x = math.cos(t) * radius + center.x
|
||||
-- local y = math.sin(t) * radius + center.y
|
||||
-- table.insert(vecs, Vec3 { math.floor(x), math.floor(y) })
|
||||
-- end
|
||||
-- for _, v in pairs(vecs) do
|
||||
-- local i = 1
|
||||
-- while i <= #res and (res[i].x ~= v.x or res[i].y ~= v.y) do
|
||||
-- i = i + 1
|
||||
-- end
|
||||
-- if i == #res + 1 or #res == 0 then
|
||||
-- table.insert(res, v)
|
||||
-- print('[AI]: circle vecs:', v)
|
||||
-- end
|
||||
-- end
|
||||
-- return res
|
||||
-- end
|
||||
|
||||
--- Возвращает все точки в радиусе в виде векторов (должен по крайней мере)
|
||||
--- @param radius integer
|
||||
--- @param center Vec3
|
||||
--- @return Vec3[]
|
||||
local function circleVectors(center, radius)
|
||||
local dx, dy, err = radius, 0, 1 - radius
|
||||
local vecs, res = {}, {}
|
||||
while dx >= dy do
|
||||
table.insert(vecs, Vec3 { center.x + dx, center.y + dy })
|
||||
table.insert(vecs, Vec3 { center.x - dx, center.y + dy })
|
||||
table.insert(vecs, Vec3 { center.x + dx, center.y - dy })
|
||||
table.insert(vecs, Vec3 { center.x - dx, center.y - dy })
|
||||
table.insert(vecs, Vec3 { center.x + dy, center.y + dx })
|
||||
table.insert(vecs, Vec3 { center.x - dy, center.y + dx })
|
||||
table.insert(vecs, Vec3 { center.x + dy, center.y - dx })
|
||||
table.insert(vecs, Vec3 { center.x - dy, center.y - dx })
|
||||
dy = dy + 1
|
||||
if err < 0 then
|
||||
err = err + 2 * dy + 1
|
||||
else
|
||||
dx, err = dx - 1, err + 2 * (dy - dx) + 1
|
||||
end
|
||||
end
|
||||
for _, v in pairs(vecs) do
|
||||
local i = 1
|
||||
while i <= #res and (res[i].x ~= v.x or res[i].y ~= v.y) and v.x >= 0 and v.y >= 0 do
|
||||
i = i + 1
|
||||
end
|
||||
if i == #res + 1 or #res == 0 then
|
||||
table.insert(res, v)
|
||||
print('[AI]: circle vecs:', v)
|
||||
end
|
||||
end
|
||||
return vecs
|
||||
end
|
||||
|
||||
--- ищет пути к ближайшему персу в определённом радиусе
|
||||
--- @param owner Character
|
||||
--- @param radius integer здесь мы должны сами определять, сколько должны не доходить до персонажа (1 <= n)
|
||||
--- @return Vec3|nil
|
||||
local function pathToClosestCharacter(owner, radius)
|
||||
local charTarget = closestCharacter(owner)
|
||||
local targetPosition, ownerPosition = charTarget:has(Tree.behaviors.positioned), owner:has(Tree.behaviors.positioned)
|
||||
if not targetPosition or not ownerPosition then return end
|
||||
|
||||
local circleVecs = circleVectors(targetPosition.position, radius)
|
||||
local target = circleVecs[#circleVecs]
|
||||
local path = pf(ownerPosition.position, target)
|
||||
for i, c in ipairs(circleVecs) do
|
||||
local newPath = pf(ownerPosition.position, c)
|
||||
if newPath:size() < path:size() then
|
||||
path = newPath
|
||||
target = c
|
||||
end
|
||||
end
|
||||
return target
|
||||
end
|
||||
|
||||
--- @type table<Class, AIAction>
|
||||
local aiNature = {
|
||||
dev_warrior = function(self)
|
||||
return function(callback) -- почему так, описано в Task
|
||||
self.owner:try(Tree.behaviors.spellcaster, function(spellB)
|
||||
self.target = pathToClosestCharacter(self.owner, 1)
|
||||
local attackTarget = closestCharacter(self.owner):has(Tree.behaviors.positioned)
|
||||
if not attackTarget then return end
|
||||
local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
|
||||
if task1 then
|
||||
task1(
|
||||
function()
|
||||
-- здесь мы оказываемся после того, как сходили в первый раз
|
||||
print('[AI]: я походил')
|
||||
local task2 = spellB.spellbook[3]:cast(self.owner, attackTarget.position)
|
||||
if task2 then
|
||||
-- дергаем функцию после завершения хода
|
||||
print('[AI]: и ударил')
|
||||
task2(callback)
|
||||
else
|
||||
print('[AI]: чёт не бьётся')
|
||||
callback()
|
||||
end
|
||||
end
|
||||
)
|
||||
else
|
||||
print('рот этого казино')
|
||||
callback()
|
||||
end
|
||||
end)
|
||||
end
|
||||
end,
|
||||
dev_mage = function(self)
|
||||
return function(callback)
|
||||
print("etoh... bleh")
|
||||
callback()
|
||||
end
|
||||
end
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- @class AIBehavior : Behavior
|
||||
--- @field target Vec3?
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "ai"
|
||||
|
||||
--- Заставляет ИИ сделать ход
|
||||
---
|
||||
--- По умолчанию ничего не делает
|
||||
--- @return Task<nil>
|
||||
function behavior:makeTurn()
|
||||
return function(callback)
|
||||
callback()
|
||||
end
|
||||
end
|
||||
|
||||
--- @param class Class
|
||||
function behavior.new(class)
|
||||
return setmetatable({
|
||||
makeTurn = aiNature[class]
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -11,11 +11,6 @@ behavior.id = "behavior"
|
||||
|
||||
function behavior.new() return setmetatable({}, behavior) end
|
||||
|
||||
--- это деструктор с крутым названием
|
||||
function behavior:die()
|
||||
|
||||
end
|
||||
|
||||
function behavior:update(dt) end
|
||||
|
||||
function behavior:draw() end
|
||||
|
||||
@ -1,19 +0,0 @@
|
||||
--- Добавляет следование за курсором мыши
|
||||
--- @class CursorBehavior : Behavior
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "cursor"
|
||||
|
||||
---@return CursorBehavior
|
||||
function behavior.new()
|
||||
return setmetatable({}, behavior)
|
||||
end
|
||||
|
||||
function behavior:update()
|
||||
self.owner:try(Tree.behaviors.positioned, function(b)
|
||||
local mx, my = love.mouse.getX(), love.mouse.getY()
|
||||
b.position = Tree.level.camera:toWorldPosition(Vec3 { mx, my })
|
||||
end)
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -1,187 +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
|
||||
@ -1,50 +0,0 @@
|
||||
local task = require "lib.utils.task"
|
||||
|
||||
--- @class LightBehavior : Behavior
|
||||
--- @field intensity number
|
||||
--- @field color Vec3
|
||||
--- @field seed integer
|
||||
--- @field private animateColorTask? Task
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "light"
|
||||
|
||||
---@param values {intensity: number?, color: Vec3?, seed: integer?}
|
||||
---@return LightBehavior
|
||||
function behavior.new(values)
|
||||
return setmetatable({
|
||||
intensity = values.intensity or 1,
|
||||
color = values.color or Vec3 { 1, 1, 1 },
|
||||
seed = values.seed or math.random(math.pow(2, 16))
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
function behavior:update(dt)
|
||||
-- All logic moved to tasks
|
||||
end
|
||||
|
||||
function behavior:animateColor(targetColor, duration, easing)
|
||||
-- If there's support for canceling tasks, we should do it here
|
||||
return task.tween(self, { color = targetColor }, duration or 800, easing)
|
||||
end
|
||||
|
||||
function behavior:draw()
|
||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.LIGHT, positioned.position.y, function()
|
||||
love.graphics.setBlendMode("add", "premultiplied")
|
||||
local shader = Tree.assets.files.shaders.light
|
||||
shader:send("color", { self.color.x, self.color.y, self.color.z })
|
||||
shader:send("time", love.timer:getTime() + self.seed)
|
||||
love.graphics.setShader(shader)
|
||||
love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
|
||||
positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
|
||||
self.intensity / 128)
|
||||
|
||||
love.graphics.setShader()
|
||||
love.graphics.setBlendMode("alpha")
|
||||
end)
|
||||
end
|
||||
|
||||
return behavior
|
||||
91
lib/character/behaviors/map.lua
Normal file
@ -0,0 +1,91 @@
|
||||
local utils = require "lib.utils.utils"
|
||||
|
||||
--- Отвечает за размещение и перемещение по локации
|
||||
--- @class MapBehavior : Behavior
|
||||
--- @field position Vec3
|
||||
--- @field runTarget Vec3 точка, в которую в данный момент бежит персонаж
|
||||
--- @field displayedPosition Vec3 точка, в которой персонаж отображается
|
||||
--- @field t0 number время начала движения для анимациии
|
||||
--- @field path Deque путь, по которому сейчас бежит персонаж
|
||||
--- @field animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
|
||||
--- @field size Vec3
|
||||
local mapBehavior = {}
|
||||
mapBehavior.__index = mapBehavior
|
||||
mapBehavior.id = "map"
|
||||
|
||||
|
||||
--- @param position? Vec3
|
||||
--- @param size? Vec3
|
||||
function mapBehavior.new(position, size)
|
||||
return setmetatable({
|
||||
position = position or Vec3({}),
|
||||
displayedPosition = position or Vec3({}),
|
||||
size = size or Vec3({ 1, 1 }),
|
||||
}, mapBehavior)
|
||||
end
|
||||
|
||||
--- @param position Vec3
|
||||
function mapBehavior:lookAt(position)
|
||||
self.owner:try(Tree.behaviors.sprite,
|
||||
function(sprite)
|
||||
if position.x > self.displayedPosition.x then sprite.side = sprite.RIGHT end
|
||||
-- (sic!)
|
||||
if position.x < self.displayedPosition.x then sprite.side = sprite.LEFT end
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
--- @param path Deque
|
||||
--- @param animationNode AnimationNode
|
||||
function mapBehavior:followPath(path, animationNode)
|
||||
if path:is_empty() then return animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.position = self.displayedPosition
|
||||
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
||||
sprite:loop("run")
|
||||
end)
|
||||
self.path = path;
|
||||
---@type Vec3
|
||||
local nextCell = path:peek_front()
|
||||
self:runTo(nextCell)
|
||||
path:pop_front()
|
||||
end
|
||||
|
||||
--- @param target Vec3
|
||||
function mapBehavior:runTo(target)
|
||||
self.t0 = love.timer.getTime()
|
||||
self.runTarget = target
|
||||
self.owner:try(Tree.behaviors.sprite,
|
||||
function(sprite)
|
||||
if target.x < self.position.x then
|
||||
sprite.side = Tree.behaviors.sprite.LEFT
|
||||
elseif target.x > self.position.x then
|
||||
sprite.side = Tree.behaviors.sprite.RIGHT
|
||||
end
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
function mapBehavior:update(dt)
|
||||
if self.runTarget then
|
||||
local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
|
||||
local fraction = delta /
|
||||
(0.5 * self.runTarget:subtract(self.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
|
||||
if fraction >= 1 then -- анимация перемещена завершена
|
||||
self.position = self.runTarget
|
||||
if not self.path:is_empty() then -- еще есть, куда бежать
|
||||
self:runTo(self.path:pop_front())
|
||||
else -- мы добежали до финальной цели
|
||||
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
||||
sprite:loop("idle")
|
||||
end)
|
||||
self.runTarget = nil
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
end
|
||||
else -- анимация перемещения не завершена
|
||||
self.displayedPosition = utils.lerp(self.position, self.runTarget, fraction) -- линейный интерполятор
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return mapBehavior
|
||||
@ -1,25 +0,0 @@
|
||||
--- Отвечает за размещение на уровне
|
||||
--- @class PositionedBehavior : Behavior
|
||||
--- @field position Vec3
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "positioned"
|
||||
|
||||
--- @param position? Vec3
|
||||
function behavior.new(position)
|
||||
return setmetatable({
|
||||
position = position or Vec3({}),
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
--- @param position Vec3
|
||||
function behavior:lookAt(position)
|
||||
self.owner:try(Tree.behaviors.sprite,
|
||||
function(sprite)
|
||||
if position.x > self.position.x then sprite.side = sprite.RIGHT end
|
||||
if position.x < self.position.x then sprite.side = sprite.LEFT end
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -1,37 +1,28 @@
|
||||
--- Умеет асинхронно ждать какое-то время (для анимаций)
|
||||
--- @class ResidentSleeperBehavior : Behavior
|
||||
--- @field private t0 number?
|
||||
--- @field private sleepTime number?
|
||||
--- @field private callback voidCallback?
|
||||
--- @field private state 'running' | 'finished'
|
||||
--- @field animationNode? AnimationNode
|
||||
--- @field endsAt? number
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "residentsleeper"
|
||||
|
||||
function behavior.new() return setmetatable({}, behavior) end
|
||||
|
||||
function behavior:update(_)
|
||||
if self.state ~= 'running' then return end
|
||||
|
||||
local t = love.timer.getTime()
|
||||
if t >= self.t0 + self.sleepTime then
|
||||
self.state = 'finished'
|
||||
self.callback()
|
||||
function behavior:update(dt)
|
||||
if not self.animationNode then return end
|
||||
if love.timer.getTime() >= self.endsAt then
|
||||
self.animationNode:finish()
|
||||
self.animationNode = nil
|
||||
self.endsAt = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @return Task<nil>
|
||||
function behavior:sleep(ms)
|
||||
self.sleepTime = ms / 1000
|
||||
return function(callback)
|
||||
if self.state == 'running' then
|
||||
self.callback()
|
||||
end
|
||||
|
||||
self.t0 = love.timer.getTime()
|
||||
self.callback = callback
|
||||
self.state = 'running'
|
||||
end
|
||||
--- @param ms number time to wait in milliseconds
|
||||
--- @param node AnimationNode
|
||||
function behavior:sleep(ms, node)
|
||||
if self.animationNode then node:finish() end
|
||||
self.animationNode = node
|
||||
self.endsAt = love.timer.getTime() + ms / 1000
|
||||
end
|
||||
|
||||
return behavior
|
||||
|
||||
@ -1,35 +0,0 @@
|
||||
local easing = require "lib.utils.easing"
|
||||
--- @class ShadowcasterBehavior : Behavior
|
||||
local behavior = {}
|
||||
behavior.id = "shadowcaster"
|
||||
behavior.__index = behavior
|
||||
|
||||
function behavior.new() return setmetatable({}, behavior) end
|
||||
|
||||
function behavior:draw()
|
||||
local sprite = self.owner:has(Tree.behaviors.sprite)
|
||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
if not sprite then return end
|
||||
|
||||
local ppm = Tree.level.camera.pixelsPerMeter
|
||||
local position = positioned.position + Vec3 { 0.5, 0.5 }
|
||||
|
||||
local lightIds = Tree.level.lightGrid:query(position, 5)
|
||||
--- @type Character[]
|
||||
local lights = {}
|
||||
for _, id in ipairs(lightIds) do
|
||||
table.insert(lights, Tree.level.characters[id])
|
||||
end
|
||||
|
||||
-- 1. Эллипс тени
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.SHADOW, position.y, function()
|
||||
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.pop()
|
||||
end)
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -1,13 +1,11 @@
|
||||
--- @class SpellcasterBehavior : Behavior
|
||||
--- @field spellbook Spell[] собственный набор спеллов персонажа
|
||||
--- @field cast Spell | nil ссылка на активный спелл из спеллбука
|
||||
--- @field cooldowns {[string]: integer} текущий кулдаун спеллов по тегам
|
||||
--- @field state "idle" | "casting" | "running"
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "spellcaster"
|
||||
behavior.state = "idle"
|
||||
behavior.cooldowns = {}
|
||||
|
||||
---@param spellbook Spell[] | nil
|
||||
---@return SpellcasterBehavior
|
||||
@ -15,28 +13,16 @@ function behavior.new(spellbook)
|
||||
local spb = require "lib.spellbook" --- @todo временное добавление ходьбы (и читов) всем персонажам
|
||||
local t = {}
|
||||
t.spellbook = spellbook or spb.of { spb.walk, spb.regenerateMana, spb.attack }
|
||||
t.cooldowns = {}
|
||||
return setmetatable(t, behavior)
|
||||
end
|
||||
|
||||
function behavior:endCast()
|
||||
self.owner:try(Tree.behaviors.effects, function(effects)
|
||||
effects:afterCast()
|
||||
end)
|
||||
self.state = "idle"
|
||||
self.cast = nil
|
||||
Tree.level.turnOrder:reorder()
|
||||
Tree.level.selector:unlock()
|
||||
end
|
||||
|
||||
function behavior:processCooldowns()
|
||||
local cds = {}
|
||||
for tag, cd in pairs(self.cooldowns) do
|
||||
cds[tag] = (cd - 1) >= 0 and cd - 1 or 0
|
||||
end
|
||||
self.cooldowns = cds
|
||||
end
|
||||
|
||||
function behavior:update(dt)
|
||||
if Tree.level.selector:deselected() then
|
||||
self.state = "idle"
|
||||
|
||||
@ -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
|
||||
|
||||
@ -42,96 +39,41 @@ 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)
|
||||
self.owner:try(Tree.behaviors.map,
|
||||
function(map)
|
||||
local ppm = Tree.level.camera.pixelsPerMeter
|
||||
local position = pos.position + Vec3 { 0.5, 0.5 }
|
||||
local position = map.displayedPosition
|
||||
if Tree.level.selector.id == self.owner.id then
|
||||
local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
|
||||
Tree.assets.files.sprites.character[self.state]:getHeight()
|
||||
local shader = Tree.assets.files.shaders.outline
|
||||
shader:send("texSize", { texW, texH })
|
||||
shader:send("time", love.timer:getTime())
|
||||
love.graphics.setShader(shader)
|
||||
end
|
||||
|
||||
Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE, position.y, function()
|
||||
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
|
||||
})
|
||||
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],
|
||||
position.x,
|
||||
position.y, nil, 1 / ppm * self.side, 1 / ppm, self.manifest.base.x, self.manifest.base.y)
|
||||
|
||||
love.graphics.setShader()
|
||||
end)
|
||||
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
|
||||
position.x + 0.5,
|
||||
position.y + 0.5, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.setShader()
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
--- @return Task<nil>
|
||||
function sprite:animate(state)
|
||||
return function(callback)
|
||||
if not self.animationGrid[state] then
|
||||
print("[SpriteBehavior]: no animation for '" .. state .. "'")
|
||||
return callback()
|
||||
end
|
||||
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
|
||||
function()
|
||||
self:loop("idle")
|
||||
callback()
|
||||
end)
|
||||
self.state = state
|
||||
--- @param node AnimationNode
|
||||
function sprite:animate(state, node)
|
||||
if not self.animationGrid[state] then
|
||||
return print("[SpriteBehavior]: no animation for '" .. state .. "'")
|
||||
end
|
||||
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
|
||||
function()
|
||||
self:loop("idle")
|
||||
node:finish()
|
||||
end)
|
||||
self.state = state
|
||||
end
|
||||
|
||||
function sprite:loop(state)
|
||||
@ -139,9 +81,6 @@ 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
|
||||
|
||||
|
||||
@ -1,68 +0,0 @@
|
||||
local task = require "lib.utils.task"
|
||||
|
||||
--- Отвечает за перемещение по тайлам
|
||||
--- @class TiledBehavior : Behavior
|
||||
--- @field size Vec3
|
||||
local behavior = {}
|
||||
behavior.__index = behavior
|
||||
behavior.id = "tiled"
|
||||
|
||||
--- @param size? Vec3
|
||||
function behavior.new(size)
|
||||
return setmetatable({
|
||||
size = size or Vec3({ 1, 1 }),
|
||||
}, behavior)
|
||||
end
|
||||
|
||||
--- @param path Deque
|
||||
--- @return Task<nil>
|
||||
function behavior:followPath(path)
|
||||
if path:is_empty() then return task.fromValue(nil) end
|
||||
|
||||
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
||||
sprite:loop("run")
|
||||
end)
|
||||
|
||||
-- Рекурсивная функция для прохода по пути
|
||||
local function nextStep()
|
||||
if path:is_empty() then
|
||||
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
||||
sprite:loop("idle")
|
||||
end)
|
||||
return task.fromValue(nil)
|
||||
end
|
||||
|
||||
local nextCell = path:pop_front()
|
||||
return task.chain(self:runTo(nextCell), nextStep)
|
||||
end
|
||||
|
||||
return nextStep()
|
||||
end
|
||||
|
||||
--- @param target Vec3
|
||||
--- @return Task<nil>
|
||||
function behavior:runTo(target)
|
||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||
if not positioned then return task.fromValue(nil) end
|
||||
|
||||
self.owner:try(Tree.behaviors.sprite,
|
||||
function(sprite)
|
||||
if target.x < positioned.position.x then
|
||||
sprite.side = Tree.behaviors.sprite.LEFT
|
||||
elseif target.x > positioned.position.x then
|
||||
sprite.side = Tree.behaviors.sprite.RIGHT
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
local distance = target:subtract(positioned.position):length()
|
||||
local duration = distance * 500 -- 500ms per unit
|
||||
|
||||
return task.tween(positioned, { position = target }, duration)
|
||||
end
|
||||
|
||||
function behavior:update(dt)
|
||||
-- Logic moved to tasks
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -13,7 +13,11 @@ character.__index = character
|
||||
|
||||
--- Создаёт персонажа, которым будет управлять или игрок или компьютер
|
||||
--- @param name string
|
||||
local function spawn(name)
|
||||
--- @param spriteDir table
|
||||
--- @param position? Vec3
|
||||
--- @param size? Vec3
|
||||
--- @param initiative? integer
|
||||
local function spawn(name, spriteDir, position, size, initiative)
|
||||
local char = {}
|
||||
|
||||
char = setmetatable(char, character)
|
||||
@ -22,6 +26,14 @@ local function spawn(name)
|
||||
char.behaviors = {}
|
||||
char._behaviorsIdx = {}
|
||||
|
||||
char:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, initiative),
|
||||
Tree.behaviors.map.new(position, size),
|
||||
Tree.behaviors.sprite.new(spriteDir),
|
||||
Tree.behaviors.spellcaster.new()
|
||||
}
|
||||
|
||||
Tree.level.characters[char.id] = char
|
||||
return char
|
||||
end
|
||||
@ -80,18 +92,6 @@ function character:addBehavior(behaviors)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Добавляет персонажа в очередь на удаление.
|
||||
--- В конце фрейма он умирает. Ужасной смертью.
|
||||
---
|
||||
--- Ещё этот метод должен освобождать ресурсы в поведениях. Мы против утечек памяти!
|
||||
function character:die()
|
||||
for _, b in ipairs(self.behaviors) do
|
||||
if b.die then b:die() end
|
||||
end
|
||||
|
||||
table.insert(Tree.level.deadIds, self.id)
|
||||
end
|
||||
|
||||
function character:update(dt)
|
||||
for _, b in ipairs(self.behaviors) do
|
||||
if b.update then b:update(dt) end
|
||||
|
||||
@ -1,123 +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
|
||||
@ -1,7 +1,5 @@
|
||||
local Vec3 = require "lib.utils.vec3"
|
||||
local utils = require "lib.utils.utils"
|
||||
local task = require "lib.utils.task"
|
||||
local easing = require "lib.utils.easing"
|
||||
|
||||
local EPSILON = 0.001
|
||||
|
||||
@ -11,12 +9,15 @@ local EPSILON = 0.001
|
||||
--- @field speed number
|
||||
--- @field pixelsPerMeter integer
|
||||
--- @field scale number
|
||||
--- @field animationNode AnimationNode?
|
||||
--- @field animationEndPosition Vec3
|
||||
--- @field animationBeginPosition Vec3
|
||||
local camera = {
|
||||
position = Vec3 {},
|
||||
velocity = Vec3 {},
|
||||
acceleration = 0.2,
|
||||
speed = 5,
|
||||
pixelsPerMeter = 32,
|
||||
pixelsPerMeter = 24,
|
||||
}
|
||||
|
||||
function camera:getDefaultScale()
|
||||
@ -37,6 +38,12 @@ local controlMap = {
|
||||
}
|
||||
|
||||
function camera:update(dt)
|
||||
if self.animationNode and not (self.animationNode.t >= 1) then
|
||||
self.animationNode:update(dt) -- тик анимации
|
||||
self.position = utils.lerp(self.animationBeginPosition, self.animationEndPosition, self.animationNode:getValue())
|
||||
return
|
||||
end
|
||||
|
||||
-------------------- зум на колесо ---------------------
|
||||
local y = Tree.controls.mouseWheelY
|
||||
if camera.scale > camera:getDefaultScale() * 5 and y > 0 then return end;
|
||||
@ -90,14 +97,14 @@ function camera:detach()
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
--- Плавно перемещает камеру к указанной точке.
|
||||
--- @param position Vec3
|
||||
--- @param duration number?
|
||||
--- @param easing function?
|
||||
--- @return Task
|
||||
function camera:animateTo(position, duration, easing)
|
||||
self.velocity = Vec3 {} -- Сбрасываем инерцию перед началом анимации
|
||||
return task.tween(self, { position = position }, duration or 1000, easing)
|
||||
--- @param animationNode AnimationNode
|
||||
function camera:animateTo(position, animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.animationEndPosition = position
|
||||
self.animationBeginPosition = self.position
|
||||
self.velocity = Vec3 {}
|
||||
end
|
||||
|
||||
--- @return Camera
|
||||
|
||||
@ -8,7 +8,7 @@ grid.__index = grid
|
||||
--- adds a value to the grid
|
||||
--- @param value any
|
||||
function grid:add(value)
|
||||
self.__grid[tostring(value.position)] = value
|
||||
grid[tostring(value.position)] = value
|
||||
end
|
||||
|
||||
--- @param position Vec3
|
||||
|
||||
@ -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
|
||||
|
||||
@ -10,15 +12,12 @@ function grid:add(id)
|
||||
local character = Tree.level.characters[id]
|
||||
if not character then return end
|
||||
|
||||
local positioned = character:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
local mapB = character:has(Tree.behaviors.map)
|
||||
if not mapB then return end
|
||||
|
||||
local tiled = character:has(Tree.behaviors.tiled)
|
||||
if not tiled then return end
|
||||
|
||||
local centerX, centerY = math.floor(positioned.position.x + 0.5),
|
||||
math.floor(positioned.position.y + 0.5)
|
||||
local sizeX, sizeY = tiled.size.x, tiled.size.y
|
||||
local centerX, centerY = math.floor(mapB.displayedPosition.x + 0.5),
|
||||
math.floor(mapB.displayedPosition.y + 0.5)
|
||||
local sizeX, sizeY = mapB.size.x, mapB.size.y
|
||||
|
||||
for y = centerY, centerY + sizeY - 1 do
|
||||
for x = centerX, centerX + sizeX - 1 do
|
||||
@ -27,13 +26,24 @@ function grid:add(id)
|
||||
end
|
||||
end
|
||||
|
||||
--- @param a Character
|
||||
--- @param b Character
|
||||
local function drawCmp(a, b)
|
||||
-- здесь персонажи гарантированно имеют нужное поведение
|
||||
return a:has(Tree.behaviors.map).displayedPosition.y
|
||||
<
|
||||
b:has(Tree.behaviors.map).displayedPosition.y
|
||||
end
|
||||
|
||||
--- fills the grid with the actual data
|
||||
---
|
||||
--- 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
|
||||
|
||||
|
||||
@ -1,65 +0,0 @@
|
||||
local utils = require "lib.utils.utils"
|
||||
--- Пометровая сетка источников света, чтобы быстро искать ближайшие для некоторого объекта
|
||||
--- @class LightGrid : Grid
|
||||
--- @field __grid {string: [Id]}
|
||||
local grid = setmetatable({}, require "lib.level.grid.base")
|
||||
grid.__index = grid
|
||||
|
||||
--- Adds a character id to the grid
|
||||
--- @private
|
||||
--- @param id Id
|
||||
function grid:add(id)
|
||||
local character = Tree.level.characters[id]
|
||||
if not character then return end
|
||||
|
||||
local lightB = character:has(Tree.behaviors.light)
|
||||
if not lightB then return end
|
||||
|
||||
local positioned = character:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
|
||||
local key = tostring(Vec3 { positioned.position.x, positioned.position.y }:floor())
|
||||
if not self.__grid[key] then self.__grid[key] = {} end
|
||||
table.insert(self.__grid[key], character.id)
|
||||
end
|
||||
|
||||
--- fills the grid with the actual data
|
||||
---
|
||||
--- should be called as early as possible during every tick
|
||||
function grid:reload()
|
||||
self:reset()
|
||||
utils.each(Tree.level.characters, function(c)
|
||||
self:add(c.id)
|
||||
end)
|
||||
end
|
||||
|
||||
--- Возвращает все источники света, которые находятся в пределах круга с диаметром [distance] в [метрике Чебышёва](https://ru.wikipedia.org/wiki/Расстояние_Чебышёва)
|
||||
--- @param position Vec3
|
||||
--- @param distance integer
|
||||
function grid:query(position, distance)
|
||||
--- @type Id[]
|
||||
local res = {}
|
||||
local topLeft = position:subtract(Vec3 { distance / 2, distance / 2 }):floor()
|
||||
for i = 0, distance, 1 do
|
||||
for j = 0, distance, 1 do
|
||||
--- @type Id[]?
|
||||
local lights = self:get(topLeft:add(Vec3 { i, j }))
|
||||
if lights then
|
||||
for _, lightChar in ipairs(lights) do
|
||||
table.insert(res, lightChar)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return res
|
||||
end
|
||||
|
||||
--- Generates an empty grid
|
||||
--- @return LightGrid
|
||||
local function new()
|
||||
return setmetatable({
|
||||
__grid = {}
|
||||
}, grid)
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -9,31 +9,12 @@ 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)
|
||||
utils.each(self.__grid, function(el)
|
||||
el:draw()
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
@ -3,64 +3,47 @@ local utils = require "lib.utils.utils"
|
||||
--- @class Level
|
||||
--- @field size Vec3
|
||||
--- @field characters Character[]
|
||||
--- @field deadIds Id[]
|
||||
--- @field characterGrid CharacterGrid
|
||||
--- @field lightGrid LightGrid
|
||||
--- @field selector Selector
|
||||
--- @field camera Camera
|
||||
--- @field tileGrid TileGrid
|
||||
--- @field turnOrder TurnOrder
|
||||
--- @field render Render
|
||||
local level = {}
|
||||
level.__index = level
|
||||
|
||||
local path = nil
|
||||
|
||||
--- @param type "procedural"|"handmaded"
|
||||
--- @param template Procedural|Handmaded
|
||||
local function new(type, template)
|
||||
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)
|
||||
|
||||
return setmetatable({
|
||||
size = size,
|
||||
characters = {},
|
||||
deadIds = {},
|
||||
characterGrid = (require "lib.level.grid.character_grid").new(),
|
||||
lightGrid = (require "lib.level.grid.light_grid").new(),
|
||||
tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size),
|
||||
selector = (require "lib.level.selector").new(),
|
||||
camera = (require "lib.level.camera").new(),
|
||||
turnOrder = (require "lib.level.turn_order").new(),
|
||||
render = (require "lib.level.render").new {},
|
||||
weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.5, 0.5, 0.5 }, skyLight = Vec3 { 0.85, 0.55, 0.40 } }
|
||||
}, level)
|
||||
end
|
||||
|
||||
function level:update(dt)
|
||||
utils.each(self.deadIds, function(id)
|
||||
self.characters[id] = nil
|
||||
self.turnOrder:remove(id)
|
||||
end)
|
||||
self.deadIds = {}
|
||||
|
||||
self.characterGrid:reload()
|
||||
self.lightGrid:reload()
|
||||
utils.each(self.characters, function(el)
|
||||
el:update(dt)
|
||||
end)
|
||||
|
||||
self.camera:update(dt)
|
||||
self.selector:update(dt)
|
||||
end
|
||||
|
||||
function level:draw()
|
||||
self.render:clear()
|
||||
self.tileGrid:draw()
|
||||
utils.each(self.characters, function(char)
|
||||
char:draw()
|
||||
end)
|
||||
|
||||
self.render:draw()
|
||||
while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
|
||||
self.characterGrid.yOrderQueue:pop():draw()
|
||||
end
|
||||
end
|
||||
|
||||
return {
|
||||
|
||||
@ -1,174 +0,0 @@
|
||||
--- @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
|
||||
}
|
||||
}
|
||||
|
||||
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.floorLayer)
|
||||
love.graphics.clear()
|
||||
love.graphics.setCanvas(txs.lightLayer)
|
||||
love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
|
||||
love.graphics.setCanvas(txs.overlayLayer)
|
||||
love.graphics.clear()
|
||||
end
|
||||
|
||||
function render: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()
|
||||
end
|
||||
self.textures = nil
|
||||
end
|
||||
|
||||
--- TODO: это используется для блюра, должно кэшироваться и поддерживать ресайз
|
||||
|
||||
function render:applyBlur(input, radius)
|
||||
local blurShader = Tree.assets.files.shaders.blur
|
||||
|
||||
-- Горизонтальный проход
|
||||
blurShader:send("direction", { 1.0, 0.0 })
|
||||
blurShader:send("radius", radius)
|
||||
|
||||
self.textures.tmp1:renderTo(function()
|
||||
love.graphics.clear()
|
||||
love.graphics.setShader(blurShader)
|
||||
love.graphics.draw(input)
|
||||
love.graphics.setShader()
|
||||
end)
|
||||
|
||||
-- Вертикальный проход
|
||||
self.textures.tmp2:renderTo(
|
||||
function()
|
||||
love.graphics.clear()
|
||||
love.graphics.setShader(blurShader)
|
||||
blurShader:send("direction", { 0.0, 1.0 })
|
||||
love.graphics.draw(self.textures.tmp1)
|
||||
love.graphics.setShader()
|
||||
end
|
||||
)
|
||||
return self.textures.tmp2
|
||||
end
|
||||
|
||||
---@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.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()
|
||||
|
||||
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("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)
|
||||
|
||||
-- Спрайты уже полностью освещены в SpriteBehavior (с учетом ambient и point lights)
|
||||
-- Поэтому рисуем их "как есть"
|
||||
love.graphics.draw(txs.spriteLayer)
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -34,21 +34,16 @@ function selector:update(dt)
|
||||
|
||||
char:try(Tree.behaviors.spellcaster, function(b)
|
||||
if not b.cast then
|
||||
if not selectedId then self:select(nil) end
|
||||
return
|
||||
-- тут какая-то страшная дичь, я даже не уверен что оно работает
|
||||
-- зато я точно уверен, что это надо было писать не так
|
||||
if not selectedId then self:select(selectedId) end
|
||||
if selectedId ~= Tree.level.turnOrder.current and Tree.level.turnOrder.isTurnsEnabled then return end
|
||||
return self:select(selectedId)
|
||||
end
|
||||
if b.cast:cast(char, mousePosition) then
|
||||
self:lock()
|
||||
b.state = "running"
|
||||
end
|
||||
local task = b.cast:cast(char, mousePosition) -- в task функция, которая запускает анимацию спелла
|
||||
if not task then return end -- не получилось скастовать
|
||||
|
||||
self:lock()
|
||||
b.state = "running"
|
||||
|
||||
task(
|
||||
function(_) -- это коллбэк, который сработает по окончании анимации спелла
|
||||
b:endCast()
|
||||
if not char:has(Tree.behaviors.ai) then self:select(char.id) end -- выделяем персонажа обратно после того, как посмотрели на каст
|
||||
end
|
||||
)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
@ -1,5 +1,4 @@
|
||||
local PriorityQueue = require "lib.utils.priority_queue"
|
||||
local easing = require "lib.utils.easing"
|
||||
local PriorityQueue = require "lib.utils.priority_queue"
|
||||
|
||||
local initiativeComparator = function(id_a, id_b)
|
||||
local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats)
|
||||
@ -16,8 +15,8 @@ end
|
||||
--- @field pendingQueue PriorityQueue Очередь тех, кто ждет своего хода в текущем раунде
|
||||
--- @field current? Id Считаем того, кто сейчас ходит, отдельно, т.к. он ВСЕГДА первый в списке
|
||||
--- @field isTurnsEnabled boolean
|
||||
local turnOrder = {}
|
||||
turnOrder.__index = turnOrder
|
||||
local turnOrder = {}
|
||||
turnOrder.__index = turnOrder
|
||||
|
||||
local function new()
|
||||
return setmetatable({
|
||||
@ -30,59 +29,18 @@ end
|
||||
--- Перемещаем активного персонажа в очередь сходивших
|
||||
---
|
||||
--- Если в очереди на ход больше никого нет, заканчиваем раунд
|
||||
---
|
||||
--- Анимируем камеру к следующему персонажу. Если это ИИ, то активируем его логику.
|
||||
function turnOrder:next()
|
||||
Tree.level.selector:select(nil)
|
||||
self.actedQueue:insert(self.current)
|
||||
local next = self.pendingQueue:peek()
|
||||
if not next then self:endRound() else self.current = self.pendingQueue:pop() end
|
||||
|
||||
local char = Tree.level.characters[self.current]
|
||||
|
||||
Tree.level.selector:lock()
|
||||
char:try(Tree.behaviors.positioned, function(positioned)
|
||||
Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)(
|
||||
function()
|
||||
-- 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()
|
||||
self:next()
|
||||
end)
|
||||
else
|
||||
Tree.level.selector:unlock()
|
||||
Tree.level.selector:select(self.current)
|
||||
end
|
||||
end
|
||||
)
|
||||
end)
|
||||
if not next then return self:endRound() end
|
||||
self.current = self.pendingQueue:pop()
|
||||
end
|
||||
|
||||
--- Производим действия в конце раунда
|
||||
---
|
||||
--- Меняем местами очередь сходивших и не сходивших (пустую)
|
||||
function turnOrder:endRound()
|
||||
assert(self.pendingQueue:size() == 0, "[TurnOrder]: tried to end the round before everyone had a turn")
|
||||
print("[TurnOrder]: end of the round")
|
||||
|
||||
for _, id in ipairs(self.actedQueue.data) do
|
||||
local char = Tree.level.characters[id]
|
||||
char:try(Tree.behaviors.spellcaster, function(spellcaster)
|
||||
spellcaster:processCooldowns()
|
||||
end)
|
||||
char:try(Tree.behaviors.effects, function(effects)
|
||||
effects:afterTurn()
|
||||
end)
|
||||
end
|
||||
|
||||
self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue
|
||||
self.current = self.pendingQueue:pop()
|
||||
end
|
||||
@ -151,29 +109,4 @@ function turnOrder:add(id)
|
||||
self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода
|
||||
end
|
||||
|
||||
--- Удалить персонажа из очереди хода (например, при смерти)
|
||||
--- @param id Id
|
||||
function turnOrder:remove(id)
|
||||
if self.current == id then
|
||||
self.current = self.pendingQueue:pop()
|
||||
if not self.current then
|
||||
self:endRound()
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
local function filterQueue(q, targetId)
|
||||
local newQ = PriorityQueue.new(initiativeComparator)
|
||||
for _, val in ipairs(q.data) do
|
||||
if val ~= targetId then
|
||||
newQ:insert(val)
|
||||
end
|
||||
end
|
||||
return newQ
|
||||
end
|
||||
|
||||
self.actedQueue = filterQueue(self.actedQueue, id)
|
||||
self.pendingQueue = filterQueue(self.pendingQueue, id)
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
|
||||
@ -1,12 +0,0 @@
|
||||
--- @class Weather
|
||||
--- @field skyLight Vec3
|
||||
--- @field ambientLight Vec3
|
||||
local weather = {}
|
||||
|
||||
--- @param proto Weather
|
||||
--- @return Weather
|
||||
local function new(proto)
|
||||
return setmetatable(proto, { __index = weather })
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
@ -1,52 +0,0 @@
|
||||
-- --- @class Music
|
||||
-- --- @field source table<string, love.Source> audio streams, that supports multitrack (kind of)
|
||||
-- --- @field offset number
|
||||
-- music = {}
|
||||
-- music.__index = music
|
||||
|
||||
-- --- @param path string accepts path to dir with some music files (example: "main_ambient"; "player/theme1" and etc etc)
|
||||
-- local function new(path)
|
||||
-- local dir = Tree.assets.files.audio.music[path]
|
||||
-- --- @type table<string, love.Source>
|
||||
-- local source = {}
|
||||
-- print(dir)
|
||||
|
||||
-- for _, v in pairs(dir) do
|
||||
-- print(v.filename)
|
||||
-- source[v.filename] = v.source
|
||||
-- print(v.filename)
|
||||
-- end
|
||||
|
||||
-- print('[music]: new source: ', table.concat(source, ' '))
|
||||
|
||||
-- return setmetatable({ source = source, offset = 0 }, music)
|
||||
-- end
|
||||
|
||||
-- function music:update()
|
||||
-- for _, v in ipairs(self.source) do
|
||||
-- v:seek()
|
||||
-- end
|
||||
-- end
|
||||
|
||||
-- --- pause stemfile or music at all
|
||||
-- --- @param filename? string
|
||||
-- function music:pause(filename)
|
||||
-- if filename then
|
||||
-- self.source[filename]:pause()
|
||||
-- else
|
||||
-- for _, v in pairs(self.source) do
|
||||
-- v:pause()
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
|
||||
-- --- play music stemfile by his name
|
||||
-- --- @param filename string
|
||||
-- --- @return boolean
|
||||
-- function music:play(filename)
|
||||
-- print('[music]: ', table.concat(self.source, ' '))
|
||||
-- self.source[filename]:seek(self.offset, "seconds")
|
||||
-- return self.source[filename]:play()
|
||||
-- end
|
||||
|
||||
-- return { new = new }
|
||||
76
lib/simple_ui/builder.lua
Normal file
@ -0,0 +1,76 @@
|
||||
--- Объект, который отвечает за работу с элементами интерфейса одного экрана
|
||||
--- @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())
|
||||
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
|
||||
22
lib/simple_ui/center.lua
Normal file
@ -0,0 +1,22 @@
|
||||
local Constraints = require "lib.simple_ui.constraints"
|
||||
local SingleChildElement = require "lib.simple_ui.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 element
|
||||
@ -1,20 +0,0 @@
|
||||
--- @class Color
|
||||
--- @field r number
|
||||
--- @field g number
|
||||
--- @field b number
|
||||
--- @field a number
|
||||
local color = {
|
||||
r = 1,
|
||||
g = 1,
|
||||
b = 1,
|
||||
a = 1
|
||||
}
|
||||
color.__index = color
|
||||
|
||||
--- @param rgba {r?: number, g?: number, b?: number, a?: number}
|
||||
--- @return Color
|
||||
function color.new(rgba)
|
||||
return setmetatable(rgba, color)
|
||||
end
|
||||
|
||||
return color.new
|
||||
21
lib/simple_ui/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
|
||||
@ -1,109 +1,40 @@
|
||||
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
|
||||
local Constraints = require "lib.simple_ui.constraints"
|
||||
local Vec3 = require "lib.utils.vec3"
|
||||
|
||||
--- @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
|
||||
--- @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)
|
||||
local element = {}
|
||||
element.__index = element
|
||||
element.type = "Element"
|
||||
element.constraints = Constraints {}
|
||||
element.offset = Vec3 {}
|
||||
element.size = Vec3 {}
|
||||
|
||||
function uiElement:update(dt) end
|
||||
--- "Constraints go down. Sizes go up. Parent sets position."
|
||||
---
|
||||
--- Karl Marx, probably.
|
||||
function element:layout() end
|
||||
|
||||
function uiElement:draw() end
|
||||
function element:update(dt) end
|
||||
|
||||
function uiElement:hitTest(screenX, screenY)
|
||||
return self.bounds:hasPoint(screenX, screenY)
|
||||
end
|
||||
function element:draw() end
|
||||
|
||||
--- @generic T : UIElement
|
||||
--- @param values table
|
||||
--- @param self T
|
||||
--- @return T
|
||||
function uiElement.new(self, values)
|
||||
function element.new(self, values)
|
||||
values.bounds = values.bounds or Rect {}
|
||||
values.overlayGradientMesh = values.overlayGradientMesh or uiElement.overlayGradientMesh;
|
||||
values.transform = values.transform or love.math.newTransform()
|
||||
if values.child then values.child.parent = values end
|
||||
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
|
||||
return element
|
||||
|
||||
14
lib/simple_ui/flex.lua
Normal file
@ -0,0 +1,14 @@
|
||||
--- @class Flex : MultiChildElement
|
||||
--- @field direction "horizontal" | "vertical"
|
||||
local flex = setmetatable({}, require "lib.simple_ui.multi_child_element")
|
||||
flex.__index = flex
|
||||
flex.type = "Flex"
|
||||
flex.direction = "horizontal"
|
||||
|
||||
function flex:layout()
|
||||
for _, child in ipairs(self.children) do
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
return flex
|
||||
@ -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 +1,118 @@
|
||||
local CPanel = require "lib.simple_ui.level.cpanel"
|
||||
local easing = require "lib.utils.easing"
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
local SkillRow = require "lib.simple_ui.level.skill_row"
|
||||
|
||||
local build
|
||||
--- @class BarElement : UIElement
|
||||
--- @field getter fun() : number
|
||||
--- @field value number
|
||||
--- @field maxValue number
|
||||
local barElement = setmetatable({}, Element)
|
||||
barElement.__index = barElement
|
||||
|
||||
local layout = {}
|
||||
function layout:update(dt)
|
||||
if self.characterPanel then self.characterPanel:update(dt) end
|
||||
function barElement:update(dt)
|
||||
local val = self.getter()
|
||||
self.value = val < 0 and 0 or val > self.maxValue and self.maxValue or val
|
||||
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()
|
||||
function barElement:draw()
|
||||
love.graphics.push()
|
||||
love.graphics.applyTransform(self.transform)
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width * self.value / self.maxValue,
|
||||
self.bounds.height)
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
--- @class BottomBars : UIElement
|
||||
--- @field children BarElement[]
|
||||
local bottomBars = setmetatable({}, Element)
|
||||
bottomBars.__index = bottomBars;
|
||||
|
||||
--- @param cid Id
|
||||
function bottomBars.new(cid)
|
||||
local t = setmetatable({}, bottomBars)
|
||||
|
||||
t.children = {
|
||||
barElement:new {
|
||||
getter = function()
|
||||
local char = Tree.level.characters[cid]
|
||||
return char:try(Tree.behaviors.stats, function(stats)
|
||||
return stats.hp or 0
|
||||
end)
|
||||
end,
|
||||
maxValue = 20
|
||||
},
|
||||
|
||||
barElement:new {
|
||||
getter = function()
|
||||
local char = Tree.level.characters[cid]
|
||||
return char:try(Tree.behaviors.stats, function(stats)
|
||||
return stats.mana or 0
|
||||
end)
|
||||
end,
|
||||
maxValue = 10
|
||||
}
|
||||
}
|
||||
|
||||
return t
|
||||
end
|
||||
|
||||
function bottomBars:update(dt)
|
||||
local padding = 16
|
||||
local screenW, screenH = love.graphics.getDimensions()
|
||||
self.bounds = Rect {
|
||||
height = 10,
|
||||
width = 200 + 200 + padding,
|
||||
y = screenH - 96 - padding
|
||||
}
|
||||
|
||||
self.transform = love.math.newTransform():translate(-self.bounds.width / 2 + screenW / 2, self.bounds.y)
|
||||
|
||||
for i = 1, #self.children do
|
||||
self.children[i].bounds = Rect {
|
||||
width = 200,
|
||||
height = 20
|
||||
}
|
||||
self.children[i].transform = self.transform:clone():translate(padding * (i - 1) + (i - 1) * 200, 0)
|
||||
end
|
||||
|
||||
|
||||
|
||||
for _, el in ipairs(self.children) do
|
||||
el:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
function bottomBars:draw()
|
||||
for _, el in ipairs(self.children) do
|
||||
el:draw()
|
||||
end
|
||||
end
|
||||
|
||||
local layout = {}
|
||||
function layout:update(dt)
|
||||
local cid = Tree.level.selector:selected()
|
||||
if cid then
|
||||
self.skillRow = SkillRow(cid)
|
||||
self.skillRow:show()
|
||||
self.bottomBars = bottomBars.new(cid)
|
||||
elseif Tree.level.selector:deselected() then
|
||||
self.skillRow:hide()
|
||||
self.bottomBars = nil
|
||||
end
|
||||
if self.skillRow then self.skillRow:update(dt) end
|
||||
if self.bottomBars then self.bottomBars:update(dt) end
|
||||
end
|
||||
|
||||
function layout:draw()
|
||||
if self.characterPanel then self.characterPanel:draw() end
|
||||
if self.skillRow then self.skillRow:draw() end
|
||||
if self.bottomBars then self.bottomBars: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
|
||||
@ -1,29 +1,23 @@
|
||||
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons)
|
||||
local easing = require "lib.utils.easing"
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
local Element = require "lib.simple_ui.element"
|
||||
local Rect = require "lib.simple_ui.rect"
|
||||
|
||||
local UI_SCALE = require "lib.simple_ui.level.scale"
|
||||
|
||||
--- @class SkillButton : UIElement
|
||||
--- @field hovered boolean
|
||||
--- @field selected boolean
|
||||
--- @field onClick function?
|
||||
--- @field getCooldown function?
|
||||
--- @field icon? string
|
||||
--- @field icon string
|
||||
local skillButton = setmetatable({}, Element)
|
||||
skillButton.__index = skillButton
|
||||
|
||||
function skillButton:update(dt)
|
||||
if not self.icon then return end
|
||||
local mx, my = love.mouse.getPosition()
|
||||
if self:hitTest(mx, my) then
|
||||
self.hovered = true
|
||||
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
|
||||
|
||||
if self.onClick then self.onClick() end
|
||||
Tree.controls:consume("select")
|
||||
end
|
||||
else
|
||||
@ -32,53 +26,22 @@ function skillButton:update(dt)
|
||||
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()
|
||||
love.graphics.applyTransform(self.transform)
|
||||
|
||||
self:drawBorder("inner")
|
||||
local r, g, b, a = love.graphics.getColor()
|
||||
|
||||
if self.selected then
|
||||
love.graphics.setColor(0.3, 1, 0.3, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
love.graphics.setColor(0.3, 1, 0.3, a)
|
||||
elseif self.hovered then
|
||||
love.graphics.setColor(0.7, 1, 0.7, 0.5)
|
||||
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
|
||||
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))
|
||||
love.graphics.setColor(0.7, 1, 0.7, a)
|
||||
else
|
||||
|
||||
love.graphics.setColor(1, 1, 1, a)
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
love.graphics.translate(0, self.bounds.y)
|
||||
love.graphics.draw(icons.atlas, icons:pickQuad(self.icon))
|
||||
love.graphics.pop()
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
@ -86,6 +49,8 @@ end
|
||||
--- @class SkillRow : UIElement
|
||||
--- @field characterId Id
|
||||
--- @field selected SkillButton?
|
||||
--- @field animationNode AnimationNode
|
||||
--- @field state "show" | "idle" | "hide"
|
||||
--- @field children SkillButton[]
|
||||
local skillRow = setmetatable({}, Element)
|
||||
skillRow.__index = skillRow
|
||||
@ -95,6 +60,7 @@ skillRow.__index = skillRow
|
||||
function skillRow.new(characterId)
|
||||
local t = {
|
||||
characterId = characterId,
|
||||
state = "show",
|
||||
children = {}
|
||||
}
|
||||
|
||||
@ -105,6 +71,7 @@ function skillRow.new(characterId)
|
||||
for i, spell in ipairs(behavior.spellbook) do
|
||||
local skb = skillButton:new { icon = spell.tag }
|
||||
skb.onClick = function()
|
||||
if t.state ~= "idle" then return end
|
||||
skb.selected = not skb.selected
|
||||
if t.selected then t.selected.selected = false end
|
||||
t.selected = skb
|
||||
@ -112,102 +79,84 @@ function skillRow.new(characterId)
|
||||
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:show()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "show"
|
||||
end,
|
||||
duration = 300,
|
||||
onEnd = function()
|
||||
self.state = "idle"
|
||||
end,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
function skillRow:hide()
|
||||
AnimationNode {
|
||||
function(animationNode)
|
||||
if self.animationNode then self.animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.state = "hide"
|
||||
end,
|
||||
duration = 300,
|
||||
easing = easing.easeOutCubic
|
||||
}:run()
|
||||
end
|
||||
|
||||
function skillRow:update(dt)
|
||||
local iconSize = math.floor(64 * UI_SCALE)
|
||||
if self.animationNode then self.animationNode:update(dt) end
|
||||
|
||||
local iconSize = icons.tileSize
|
||||
local scale = (64 / iconSize)
|
||||
local screenW, screenH = love.graphics.getDimensions()
|
||||
local padding, margin = 8, 4
|
||||
local count = #self.children -- слоты под скиллы
|
||||
local padding = 8
|
||||
local count = #self.children
|
||||
|
||||
self.bounds = Rect {
|
||||
width = iconSize * count + (count + 1) * margin,
|
||||
height = iconSize + 2 * margin,
|
||||
width = count * icons.tileSize + (count - 1) * padding,
|
||||
height = iconSize,
|
||||
y = self.state == "show" and 10 * (1 - self.animationNode:getValue()) or 0
|
||||
}
|
||||
self.bounds.y = screenH - self.bounds.height - padding -- отступ снизу
|
||||
self.bounds.x = screenW / 2 - self.bounds.width / 2
|
||||
self.transform = love.math.newTransform():translate(screenW / 2,
|
||||
screenH - 16):scale(scale, scale):translate(-self.bounds.width / 2, -iconSize)
|
||||
|
||||
for i, skb in ipairs(self.children) do
|
||||
skb.bounds = Rect { 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.bounds = Rect { height = iconSize, width = iconSize }
|
||||
skb.transform = self.transform:clone():translate(self.bounds.x + (i - 1) * iconSize +
|
||||
(i - 1) *
|
||||
padding, -- левый край ряда + размер предыдущих иконок + размер предыдущих отступов
|
||||
self.bounds.y -- высота не меняется
|
||||
)
|
||||
skb:update(dt)
|
||||
end
|
||||
|
||||
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()
|
||||
local alpha = 1
|
||||
if self.state == "show" then
|
||||
alpha = self.animationNode:getValue()
|
||||
elseif self.state == "hide" then
|
||||
alpha = 1 - self.animationNode:getValue()
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1, alpha)
|
||||
for _, skb in ipairs(self.children) do
|
||||
skb:draw()
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1)
|
||||
end
|
||||
|
||||
return skillRow.new
|
||||
|
||||
27
lib/simple_ui/level/test.lua
Normal file
@ -0,0 +1,27 @@
|
||||
local ScreenArea = require "lib.simple_ui.screen_area"
|
||||
local Center = require "lib.simple_ui.center"
|
||||
local Placeholder = require "lib.simple_ui.placeholder"
|
||||
local Padding = require "lib.simple_ui.padding"
|
||||
local Builder = require "lib.simple_ui.builder"
|
||||
|
||||
|
||||
return Builder {
|
||||
elementTree = ScreenArea:new {
|
||||
build = function(self)
|
||||
return
|
||||
(love.timer.getTime() / 2) % 2 < 1 and
|
||||
Center:new {
|
||||
child = Padding:new {
|
||||
left = 8,
|
||||
right = 8,
|
||||
top = 8,
|
||||
bottom = 8,
|
||||
child = Placeholder:new {
|
||||
key = "const :)",
|
||||
}
|
||||
}
|
||||
or nil
|
||||
}
|
||||
end
|
||||
}
|
||||
}
|
||||
13
lib/simple_ui/multi_child_element.lua
Normal file
@ -0,0 +1,13 @@
|
||||
--- @class MultiChildElement : UIElement
|
||||
--- @field children UIElement[]
|
||||
local element = setmetatable({}, require "lib.simple_ui.element")
|
||||
element.__index = element
|
||||
element.children = {}
|
||||
|
||||
function element:update(dt)
|
||||
for _, child in ipairs(self.children) do
|
||||
child:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
return element
|
||||
35
lib/simple_ui/padding.lua
Normal file
@ -0,0 +1,35 @@
|
||||
local Constraints = require "lib.simple_ui.constraints"
|
||||
local SingleChildElement = require "lib.simple_ui.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 = "Placeholder"
|
||||
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.constraints.maxHeight + self.top + self.bottom }
|
||||
self.child.offset = self.offset + Vec3 { self.left, self.top }
|
||||
end
|
||||
|
||||
return element
|
||||
24
lib/simple_ui/placeholder.lua
Normal file
@ -0,0 +1,24 @@
|
||||
local Constraints = require "lib.simple_ui.constraints"
|
||||
local SingleChildElement = require "lib.simple_ui.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 = Vec3 {}
|
||||
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 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
|
||||
|
||||
28
lib/simple_ui/screen_area.lua
Normal file
@ -0,0 +1,28 @@
|
||||
local Constraints = require "lib.simple_ui.constraints"
|
||||
local SingleChildElement = require "lib.simple_ui.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 { -- force a child to be the same size as the screen
|
||||
minWidth = screenW,
|
||||
maxWidth = screenW,
|
||||
minHeight = screenH,
|
||||
maxHeight = screenH,
|
||||
}
|
||||
self.child:layout()
|
||||
self.child.offset = Vec3 {}
|
||||
end
|
||||
|
||||
return element
|
||||
20
lib/simple_ui/single_child_element.lua
Normal file
@ -0,0 +1,20 @@
|
||||
--- @class SingleChildElement : UIElement
|
||||
--- @field child? UIElement
|
||||
local element = setmetatable({}, require "lib.simple_ui.element")
|
||||
element.__index = element
|
||||
|
||||
function element:layout()
|
||||
if not self.child then return end
|
||||
self.child.constraints = self.constraints
|
||||
self.child:layout()
|
||||
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
|
||||
|
||||
return element
|
||||
@ -1,9 +0,0 @@
|
||||
-- --- @class Sound
|
||||
-- --- @field source love.Source just a sound
|
||||
-- sound = {}
|
||||
|
||||
-- local function new()
|
||||
-- return setmetatable({}, sound)
|
||||
-- end
|
||||
|
||||
-- return { 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 }
|
||||