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No commits in common. "main" and "feature/shadows" have entirely different histories.

31 changed files with 98 additions and 649 deletions

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@ -1,5 +1,6 @@
local easing = require "lib.utils.easing" local easing = require "lib.utils.easing"
--- @alias voidCallback fun(): nil
--- @alias animationRunner fun(node: AnimationNode) --- @alias animationRunner fun(node: AnimationNode)
--- Узел дерева анимаций. --- Узел дерева анимаций.
@ -22,7 +23,6 @@ local easing = require "lib.utils.easing"
--- } --- }
--- }:run() --- }:run()
--- ``` --- ```
--- @deprecated
--- @class AnimationNode --- @class AnimationNode
--- @field count integer --- @field count integer
--- @field run animationRunner --- @field run animationRunner
@ -73,7 +73,6 @@ function animation:update(dt)
end end
end end
--- @deprecated
--- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]} --- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]}
--- @return AnimationNode --- @return AnimationNode
local function new(data) local function new(data)

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@ -8,6 +8,3 @@ Tree.behaviors.light = require "character.behaviors.light"
Tree.behaviors.positioned = require "character.behaviors.positioned" Tree.behaviors.positioned = require "character.behaviors.positioned"
Tree.behaviors.tiled = require "character.behaviors.tiled" Tree.behaviors.tiled = require "character.behaviors.tiled"
Tree.behaviors.cursor = require "character.behaviors.cursor" Tree.behaviors.cursor = require "character.behaviors.cursor"
Tree.behaviors.ai = require "lib.character.behaviors.ai"
--- @alias voidCallback fun(): nil

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@ -1,91 +0,0 @@
local ease = require "lib.utils.easing"
local AnimationNode = require "lib.animation_node"
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 animationNode AnimationNode?
--- @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 not self.animationNode then return end
self.from:setVolume(self.musicVolume - self.animationNode:getValue() * self.musicVolume)
self.to:setVolume(self.animationNode:getValue() * self.musicVolume)
self.animationNode:update(dt)
-- print(self.animationNode.t)
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")
self:play(to)
to:setVolume(0)
self.from = from
self.to = to
self.animationNode = AnimationNode {
function(node) end,
onEnd = function()
self.from:setVolume(0)
self.to:setVolume(self.musicVolume)
self.from:stop()
self.animationNode = nil
print("[Audio]: Crossfade done")
end,
duration = ms or 1000,
easing = ease.easeOutCubic,
}
self.animationNode:run()
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 }

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@ -1,59 +0,0 @@
local AnimationNode = require "lib.animation_node"
local easing = require "lib.utils.easing"
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
--- @class AIBehavior : Behavior
--- @field animationNode AnimationNode?
--- @field target Vec3?
local behavior = {}
behavior.__index = behavior
behavior.id = "ai"
function behavior.new()
return setmetatable({}, behavior)
end
--- @return Task<nil>
function behavior:makeTurn()
return function(callback) -- почему так, описано в Task
self.owner:try(Tree.behaviors.spellcaster, function(spellB)
local charTarget = closestCharacter(self.owner)
charTarget:try(Tree.behaviors.positioned, function(b)
self.target = Vec3 { b.position.x, b.position.y + 1 } --- @todo тут захардкожено + 1, но мы должны как-то хитро определять с какой стороны обойти
end)
spellB.spellbook[1]:cast(self.owner, self.target)(function()
-- здесь мы оказываемся после того, как сходили в первый раз
print("[AI]: finished move 1")
local newTarget = Vec3 { 1, 1 }
-- поэтому позиция персонажа для нового каста пересчитается динамически
spellB.spellbook[1]:cast(self.owner, newTarget)(function()
print("[AI]: finished move 2")
-- дергаем функцию после завершения хода
callback()
end)
end)
end)
end
end
return behavior

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@ -1,12 +1,8 @@
local AnimationNode = require "lib.animation_node"
local easing = require "lib.utils.easing"
--- @class LightBehavior : Behavior --- @class LightBehavior : Behavior
--- @field intensity number --- @field intensity number
--- @field color Vec3 --- @field color Vec3
--- @field seed integer --- @field seed integer
--- @field colorAnimationNode? AnimationNode --- @field colorAnimationNode? AnimationNode
--- @field private animateColorCallback? fun(): nil
--- @field targetColor? Vec3 --- @field targetColor? Vec3
--- @field sourceColor? Vec3 --- @field sourceColor? Vec3
local behavior = {} local behavior = {}
@ -30,24 +26,11 @@ function behavior:update(dt)
self.colorAnimationNode:update(dt) self.colorAnimationNode:update(dt)
end end
--- @TODO: refactor function behavior:animateColor(targetColor, animationNode)
function behavior:animateColor(targetColor)
if self.colorAnimationNode then self.colorAnimationNode:finish() end if self.colorAnimationNode then self.colorAnimationNode:finish() end
self.colorAnimationNode = AnimationNode { self.colorAnimationNode = animationNode
function(_) end,
easing = easing.easeInQuad,
duration = 800,
onEnd = function()
if self.animateColorCallback then self.animateColorCallback() end
end
}
self.colorAnimationNode:run()
self.sourceColor = self.color self.sourceColor = self.color
self.targetColor = targetColor self.targetColor = targetColor
return function(callback)
self.animateColorCallback = callback
end
end end
function behavior:draw() function behavior:draw()

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@ -1,37 +1,21 @@
--- Умеет асинхронно ждать какое-то время (для анимаций) --- Умеет асинхронно ждать какое-то время (для анимаций)
--- @class ResidentSleeperBehavior : Behavior --- @class ResidentSleeperBehavior : Behavior
--- @field private t0 number? --- @field animationNode? AnimationNode
--- @field private sleepTime number?
--- @field private callback voidCallback?
--- @field private state 'running' | 'finished'
local behavior = {} local behavior = {}
behavior.__index = behavior behavior.__index = behavior
behavior.id = "residentsleeper" behavior.id = "residentsleeper"
function behavior.new() return setmetatable({}, behavior) end function behavior.new() return setmetatable({}, behavior) end
function behavior:update(_) function behavior:update(dt)
if self.state ~= 'running' then return end if not self.animationNode then return end
self.animationNode:update(dt)
local t = love.timer.getTime()
if t >= self.t0 + self.sleepTime then
self.state = 'finished'
self.callback()
end
end end
--- @return Task<nil> --- @param node AnimationNode
function behavior:sleep(ms) function behavior:sleep(node)
self.sleepTime = ms / 1000 if self.animationNode then self.animationNode:finish() end
return function(callback) self.animationNode = node
if self.state == 'running' then
self.callback()
end
self.t0 = love.timer.getTime()
self.callback = callback
self.state = 'running'
end
end end
return behavior return behavior

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@ -69,21 +69,18 @@ function sprite:draw()
) )
end end
--- @return Task<nil> --- @param node AnimationNode
function sprite:animate(state) function sprite:animate(state, node)
return function(callback)
if not self.animationGrid[state] then if not self.animationGrid[state] then
print("[SpriteBehavior]: no animation for '" .. state .. "'") return print("[SpriteBehavior]: no animation for '" .. state .. "'")
callback()
end end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED, self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
function() function()
self:loop("idle") self:loop("idle")
callback() node:finish()
end) end)
self.state = state self.state = state
end end
end
function sprite:loop(state) function sprite:loop(state)
if not self.animationGrid[state] then if not self.animationGrid[state] then

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@ -5,7 +5,7 @@ local utils = require "lib.utils.utils"
--- @field private runSource? Vec3 точка, из которой бежит персонаж --- @field private runSource? Vec3 точка, из которой бежит персонаж
--- @field private runTarget? Vec3 точка, в которую в данный момент бежит персонаж --- @field private runTarget? Vec3 точка, в которую в данный момент бежит персонаж
--- @field private path? Deque путь, по которому сейчас бежит персонаж --- @field private path? Deque путь, по которому сейчас бежит персонаж
--- @field private followPathCallback? fun() --- @field private animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
--- @field private t0 number время начала движения --- @field private t0 number время начала движения
--- @field size Vec3 --- @field size Vec3
local behavior = {} local behavior = {}
@ -20,8 +20,10 @@ function behavior.new(size)
end end
--- @param path Deque --- @param path Deque
--- @return Task<nil> --- @param animationNode AnimationNode
function behavior:followPath(path) function behavior:followPath(path, animationNode)
if path:is_empty() then return animationNode:finish() end
self.animationNode = animationNode
self.owner:try(Tree.behaviors.sprite, function(sprite) self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("run") sprite:loop("run")
end) end)
@ -30,10 +32,6 @@ function behavior:followPath(path)
local nextCell = path:peek_front() local nextCell = path:peek_front()
self:runTo(nextCell) self:runTo(nextCell)
path:pop_front() path:pop_front()
return function(callback)
self.followPathCallback = callback
end
end end
--- @param target Vec3 --- @param target Vec3
@ -74,10 +72,7 @@ function behavior:update(dt)
sprite:loop("idle") sprite:loop("idle")
end) end)
self.runTarget = nil self.runTarget = nil
if self.animationNode then self.animationNode:finish() end
if self.followPathCallback then
self.followPathCallback()
end
end end
else -- анимация перемещения не завершена else -- анимация перемещения не завершена
positioned.position = utils.lerp(self.runSource, self.runTarget, fraction) -- линейный интерполятор positioned.position = utils.lerp(self.runSource, self.runTarget, fraction) -- линейный интерполятор

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@ -8,7 +8,7 @@ grid.__index = grid
--- adds a value to the grid --- adds a value to the grid
--- @param value any --- @param value any
function grid:add(value) function grid:add(value)
self.__grid[tostring(value.position)] = value grid[tostring(value.position)] = value
end end
--- @param position Vec3 --- @param position Vec3

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@ -19,9 +19,6 @@ level.__index = level
local function new(type, template) local function new(type, template)
local size = Vec3 { 30, 30 } -- magic numbers for testing purposes only local size = Vec3 { 30, 30 } -- magic numbers for testing purposes only
print(type, template, size) print(type, template, size)
Tree.audio:play(Tree.assets.files.audio.music.level1.battle)
return setmetatable({ return setmetatable({
size = size, size = size,
characters = {}, characters = {},
@ -40,7 +37,6 @@ end
function level:update(dt) function level:update(dt)
utils.each(self.deadIds, function(id) utils.each(self.deadIds, function(id)
self.characters[id] = nil self.characters[id] = nil
self.turnOrder:remove(id)
end) end)
self.deadIds = {} self.deadIds = {}

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@ -37,16 +37,9 @@ function selector:update(dt)
if not selectedId then self:select(nil) end if not selectedId then self:select(nil) end
return return
end end
local task = b.cast:cast(char, mousePosition) -- в task функция, которая запускает анимацию спелла if b.cast:cast(char, mousePosition) then
if task then
self:lock() self:lock()
b.state = "running" b.state = "running"
task(
function(_) -- это коллбэк, который сработает по окончании анимации спелла
b:endCast()
end
)
end end
end) end)
end end

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@ -34,15 +34,6 @@ function turnOrder:next()
local next = self.pendingQueue:peek() local next = self.pendingQueue:peek()
if not next then return self:endRound() end if not next then return self:endRound() end
self.current = self.pendingQueue:pop() self.current = self.pendingQueue:pop()
local char = Tree.level.characters[self.current]
char:try(Tree.behaviors.ai, function(ai)
Tree.level.selector:lock()
ai:makeTurn()(function()
Tree.level.selector:unlock()
self:next()
end)
end)
end end
--- Меняем местами очередь сходивших и не сходивших (пустую) --- Меняем местами очередь сходивших и не сходивших (пустую)
@ -117,29 +108,4 @@ function turnOrder:add(id)
self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода
end 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 } return { new = new }

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@ -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 }

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@ -57,7 +57,7 @@ function endTurnButton:onClick()
end, end,
duration = 1500, duration = 1500,
easing = easing.easeInOutCubic, easing = easing.easeInOutCubic,
onEnd = function() if not playing:has(Tree.behaviors.ai) then Tree.level.selector:select(cid) end end onEnd = function() Tree.level.selector:select(cid) end
}:run() }:run()
end end

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@ -1,9 +0,0 @@
-- --- @class Sound
-- --- @field source love.Source just a sound
-- sound = {}
-- local function new()
-- return setmetatable({}, sound)
-- end
-- return { new }

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@ -7,13 +7,14 @@
--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла --- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
--- Да, это Future/Promise/await/async --- Да, это Future/Promise/await/async
local task = require 'lib.utils.task' local AnimationNode = require "lib.animation_node"
local easing = require "lib.utils.easing"
--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell --- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
--- @field tag string --- @field tag string
--- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла --- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
--- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире --- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
--- @field cast fun(self: Spell, caster: Character, target: Vec3): Task<nil> | nil Вызывается в момент каста, изменяет мир. --- @field cast fun(self: Spell, caster: Character, target: Vec3): boolean Вызывается в момент каста, изменяет мир. Возвращает bool в зависимости от того, получилось ли скастовать
local spell = {} local spell = {}
spell.__index = spell spell.__index = spell
spell.tag = "base" spell.tag = "base"
@ -22,7 +23,7 @@ function spell:update(caster, dt) end
function spell:draw() end function spell:draw() end
function spell:cast(caster, target) return end function spell:cast(caster, target) return true end
local walk = setmetatable({ local walk = setmetatable({
--- @type Deque --- @type Deque
@ -34,28 +35,28 @@ function walk:cast(caster, target)
if not caster:try(Tree.behaviors.stats, function(stats) if not caster:try(Tree.behaviors.stats, function(stats)
return stats.mana >= 2 return stats.mana >= 2
end) then end) then
return return false
end end
local initialPos = caster:has(Tree.behaviors.positioned).position:floor() local path = self.path
local path = require "lib.pathfinder" (initialPos, target)
path:pop_front() path:pop_front()
if path:is_empty() then if path:is_empty() then return false end
print("[Walk]: the path is empty", initialPos, target)
return for p in path:values() do print(p) end
end
caster:try(Tree.behaviors.stats, function(stats) caster:try(Tree.behaviors.stats, function(stats)
stats.mana = stats.mana - 2 stats.mana = stats.mana - 2
print(stats.mana)
end) end)
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
assert(sprite, "[Walk]", "WTF DUDE WHERE'S YOUR SPRITE") if not sprite then return true end
if not sprite then AnimationNode {
return function(node) caster:has(Tree.behaviors.tiled):followPath(path, node) end,
end onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
}:run()
return caster:has(Tree.behaviors.tiled):followPath(path) return true
end end
function walk:update(caster, dt) function walk:update(caster, dt)
@ -87,10 +88,9 @@ function regenerateMana:cast(caster, target)
stats.mana = 10 stats.mana = 10
stats.initiative = stats.initiative + 10 stats.initiative = stats.initiative + 10
end) end)
local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return nil end
print(caster.id, "has regenerated mana and gained initiative") print(caster.id, "has regenerated mana and gained initiative")
local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return true end
local light = require "lib/character/character".spawn("Light Effect") local light = require "lib/character/character".spawn("Light Effect")
light:addBehavior { light:addBehavior {
@ -98,11 +98,23 @@ function regenerateMana:cast(caster, target)
Tree.behaviors.residentsleeper.new(), Tree.behaviors.residentsleeper.new(),
Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }), Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
} }
AnimationNode {
function(node)
sprite:animate("hurt", node)
end,
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
}:run()
return task.wait { AnimationNode {
light:has(Tree.behaviors.light):animateColor(Vec3 {}), function(node)
sprite:animate("hurt") light:has(Tree.behaviors.light):animateColor(Vec3 {}, node)
} end,
easing = easing.easeInQuad,
duration = 800,
onEnd = function() light:die() end
}:run()
return true
end end
local attack = setmetatable({}, spell) local attack = setmetatable({}, spell)
@ -114,7 +126,7 @@ function attack:cast(caster, target)
print("dist:", dist) print("dist:", dist)
return dist > 2 return dist > 2
end) then end) then
return return false
end end
caster:try(Tree.behaviors.stats, function(stats) caster:try(Tree.behaviors.stats, function(stats)
@ -123,7 +135,7 @@ function attack:cast(caster, target)
--- @type Character --- @type Character
local targetCharacterId = Tree.level.characterGrid:get(target) local targetCharacterId = Tree.level.characterGrid:get(target)
if not targetCharacterId or targetCharacterId == caster.id then return end if not targetCharacterId or targetCharacterId == caster.id then return false end
local targetCharacter = Tree.level.characters[targetCharacterId] local targetCharacter = Tree.level.characters[targetCharacterId]
targetCharacter:try(Tree.behaviors.stats, function(stats) targetCharacter:try(Tree.behaviors.stats, function(stats)
stats.hp = stats.hp - 4 stats.hp = stats.hp - 4
@ -131,20 +143,35 @@ function attack:cast(caster, target)
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
local targetSprite = targetCharacter:has(Tree.behaviors.sprite) local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
if not sprite or not targetSprite then return end if not sprite or not targetSprite then return true end
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end) caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
return AnimationNode {
task.wait { onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
sprite:animate("attack"), children = {
task.wait { AnimationNode {
task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200), function(node)
function() return targetSprite:animate("hurt") end sprite:animate("attack", node)
), end
Tree.audio:play(Tree.assets.files.audio.sounds.hurt) },
AnimationNode {
function(node)
targetCharacter:has(Tree.behaviors.residentsleeper):sleep(node)
end,
duration = 200,
children = {
AnimationNode {
function(node)
targetSprite:animate("hurt", node)
end
} }
} }
}
}
}:run()
return true
end end
---------------------------------------- ----------------------------------------
@ -159,7 +186,6 @@ local spellbook = {
function spellbook.of(list) function spellbook.of(list)
local spb = {} local spb = {}
for i, sp in ipairs(list) do for i, sp in ipairs(list) do
print(i)
spb[i] = setmetatable({}, { __index = sp }) spb[i] = setmetatable({}, { __index = sp })
end end
return spb return spb

View File

@ -9,11 +9,9 @@ Tree = {
Tree.fonts = (require "lib.utils.font_manager"):load("WDXL_Lubrifont_TC"):loadTheme("Roboto_Mono") -- дефолтный шрифт Tree.fonts = (require "lib.utils.font_manager"):load("WDXL_Lubrifont_TC"):loadTheme("Roboto_Mono") -- дефолтный шрифт
Tree.panning = require "lib/panning" Tree.panning = require "lib/panning"
Tree.controls = require "lib.controls" Tree.controls = require "lib.controls"
Tree.audio = (require "lib.audio").new(1, 1)
Tree.level = (require "lib.level.level").new("procedural", "flower_plains") -- для теста у нас только один уровень, который сразу же загружен Tree.level = (require "lib.level.level").new("procedural", "flower_plains") -- для теста у нас только один уровень, который сразу же загружен
Tree.behaviors = (require "lib.utils.behavior_loader")("lib/character/behaviors") --- @todo написать нормальную загрузку поведений Tree.behaviors = (require "lib.utils.behavior_loader")("lib/character/behaviors") --- @todo написать нормальную загрузку поведений
-- Tree.audio = (require "lib.audio").new(1, 1)
-- Tree.behaviors.map = require "lib.character.behaviors.map" -- Tree.behaviors.map = require "lib.character.behaviors.map"
-- Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster" -- Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
-- Tree.behaviors.sprite = require "lib.character.behaviors.sprite" -- Tree.behaviors.sprite = require "lib.character.behaviors.sprite"

View File

@ -50,10 +50,6 @@ function AssetBundle.loadFile(path)
return love.graphics.newShader(path); return love.graphics.newShader(path);
elseif (ext == "lua") then elseif (ext == "lua") then
return require(string.gsub(path, ".lua", "")) return require(string.gsub(path, ".lua", ""))
elseif (ext == "ogg") and string.find(path, "sounds") then
return love.audio.newSource(path, 'static')
elseif (ext == "ogg") and string.find(path, "music") then
return love.audio.newSource(path, 'stream')
end end
return filedata return filedata
end end

View File

@ -1,40 +0,0 @@
--- @class Counter
--- @field private count integer
--- @field private onFinish fun(): nil
--- @field private isAlive boolean
--- @field push fun():nil добавить 1 к счетчику
--- @field pop fun():nil убавить 1 у счетчика
--- @field set fun(count: integer): nil установить значение на счетчике
local counter = {}
counter.__index = counter
--- @private
function counter:_push()
self.count = self.count + 1
end
--- @private
function counter:_pop()
self.count = self.count - 1
if self.count == 0 and self.isAlive then
self.isAlive = false
self.onFinish()
end
end
--- @param onFinish fun(): nil
local function new(onFinish)
local t = {
count = 0,
onFinish = onFinish,
isAlive = true,
}
t.push = function() counter._push(t) end
t.pop = function() counter._pop(t) end
t.set = function(count) t.count = count end
return setmetatable(t, counter)
end
return new

View File

@ -1,83 +0,0 @@
--- Обобщенная асинхронная функция
---
--- Использование в общих чертах выглядит так:
--- ```lua
--- local multiplyByTwoCallback = nil
--- local n = nil
--- local function multiplyByTwoAsync(number)
--- -- императивно сохраняем/обрабатываем параметр
--- n = number
--- return function(callback) -- это функция, которая запускает задачу
--- multiplyByTwoCallback = callback
--- end
--- end
---
--- local function update(dt)
--- --- ждем нужного момента времени...
---
--- if multiplyByTwoCallback then -- завершаем вычисление
--- local result = n * 2
--- multiplyByTwoCallback(result) -- результат асинхронного вычисления идет в параметр коллбека!
--- multiplyByTwoCallback = nil
--- end
--- end
---
---
--- --- потом это можно вызывать так:
--- local task = multiplyByTwoAsync(21)
--- -- это ленивое вычисление, так что в этот момент ничего не произойдет
--- -- запускаем
--- task(
--- function(result) print(result) end -- выведет 42 после завершения вычисления, т.е. аналогично `task.then((res) => print(res))` на JS
--- )
---
--- ```
--- @generic T
--- @alias Task<T> fun(callback: fun(value: T): nil): nil
--- Возвращает новый Task, который завершится после завершения всех переданных `tasks`.
---
--- Значение созданного Task будет содержать список значений `tasks` в том же порядке.
---
--- См. также https://api.dart.dev/dart-async/Future/wait.html
--- @generic T
--- @param tasks Task[]
--- @return Task<T[]>
local function wait(tasks)
local count = #tasks
local results = {}
return function(callback)
for i, task in ipairs(tasks) do
task(
function(result)
results[i] = result
count = count - 1
if count == 0 then callback(results) end
end
)
end
end
end
--- Последовательно объединяет два `Task` в один.
--- @generic T
--- @generic R
--- @param task Task<T> `Task`, который выполнится первым
--- @param onCompleted fun(value: T): Task<R> Конструктор второго `Task`. Принимает результат выполнения первого `Task`
--- @return Task<R>
local function chain(task, onCompleted)
return function(callback)
task(function(value)
local task2 = onCompleted(value)
task2(callback)
end)
end
end
return {
wait = wait,
chain = chain
}

View File

@ -2,8 +2,6 @@
local character = require "lib/character/character" local character = require "lib/character/character"
local testLayout local testLayout
local TestRunner = require "test.runner"
TestRunner:register(require "test.task")
function love.conf(t) function love.conf(t)
t.console = true t.console = true
@ -25,36 +23,15 @@ function love.load()
Tree.behaviors.shadowcaster.new(), Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new() Tree.behaviors.spellcaster.new()
}, },
character.spawn("Foodor")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.positioned.new(Vec3 { 4, 3 }),
Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
character.spawn("Foodor")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 3),
Tree.behaviors.positioned.new(Vec3 { 5, 3 }),
Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
character.spawn("Baris") character.spawn("Baris")
:addBehavior { :addBehavior {
Tree.behaviors.residentsleeper.new(), Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 2), Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.positioned.new(Vec3 { 5, 5 }), Tree.behaviors.positioned.new(Vec3 { 5, 5 }),
Tree.behaviors.tiled.new(), Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character), Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(), Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new(), Tree.behaviors.spellcaster.new()
Tree.behaviors.ai.new()
}, },
} }
@ -69,15 +46,12 @@ end
local lt = "0" local lt = "0"
function love.update(dt) function love.update(dt)
TestRunner:update(dt) -- закомментировать для отключения тестов
local t1 = love.timer.getTime() local t1 = love.timer.getTime()
Tree.controls:poll() Tree.controls:poll()
Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI
testLayout:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше testLayout:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше
Tree.panning:update(dt) Tree.panning:update(dt)
Tree.level:update(dt) Tree.level:update(dt)
Tree.audio:update(dt)
Tree.controls:cache() Tree.controls:cache()

View File

@ -1,46 +0,0 @@
--- @class Test
local test = {}
function test:run(complete) end
function test:update(dt) end
--- @class TestRunner
--- @field private tests Test[]
--- @field private state "loading" | "running" | "completed"
--- @field private completedCount integer
local runner = {}
runner.tests = {}
runner.state = "loading"
runner.completedCount = 0
--- глобальный update для тестов, нужен для тестирования фич, зависимых от времени
function runner:update(dt)
if self.state == "loading" then
print("[TestRunner]: running " .. #self.tests .. " tests")
for _, t in ipairs(self.tests) do
t:run(
function()
self.completedCount = self.completedCount + 1
if self.completedCount == #self.tests then
self.state = "completed"
print("[TestRunner]: tests completed")
end
end
)
end
self.state = "running"
end
for _, t in ipairs(self.tests) do
if t.update then t:update(dt) end
end
end
--- добавляет тест для прохождения
--- @param t Test
function runner:register(t)
table.insert(self.tests, t)
end
return runner

View File

@ -1,75 +0,0 @@
local task = require "lib.utils.task"
local test = {}
local t0
local task1Start, task2Start
local task1Callback, task2Callback
--- @return Task<number>
local function task1()
return function(callback)
task1Start = love.timer.getTime()
task1Callback = callback
end
end
--- @return Task<number>
local function task2()
return function(callback)
task2Start = love.timer.getTime()
task2Callback = callback
end
end
function test:run(complete)
t0 = love.timer.getTime()
task.wait {
task1(),
task2()
} (function(values)
local tWait = love.timer.getTime()
local dt = tWait - t0
local t1 = values[1]
local t2 = values[2]
assert(type(t1) == "number" and type(t2) == "number")
assert(t2 > t1)
assert(dt >= 2, "dt = " .. dt)
print("task.wait completed in " .. dt .. " sec", "t1 = " .. t1 - t0, "t2 = " .. t2 - t0)
t0 = love.timer.getTime()
task.chain(task1(), function(value)
t1 = value
assert(t1 - t0 >= 1)
return task2()
end)(
function(value)
t2 = value
assert(t2 - t0 >= 2)
print("task.chain completed in " .. t2 - t0 .. " sec")
complete()
end
)
end)
end
function test:update(dt)
local t = love.timer.getTime()
if task1Start and t - task1Start >= 1 then
task1Callback(t)
task1Start = nil
end
if task2Start and t - task2Start >= 2 then
task2Callback(t)
task2Start = nil
end
end
return test