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main
...
feature/sh
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@ -1,5 +1,6 @@
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local easing = require "lib.utils.easing"
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local easing = require "lib.utils.easing"
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--- @alias voidCallback fun(): nil
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--- @alias animationRunner fun(node: AnimationNode)
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--- @alias animationRunner fun(node: AnimationNode)
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--- Узел дерева анимаций.
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--- Узел дерева анимаций.
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@ -22,7 +23,6 @@ local easing = require "lib.utils.easing"
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--- }
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--- }
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--- }:run()
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--- }:run()
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--- ```
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--- ```
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--- @deprecated
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--- @class AnimationNode
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--- @class AnimationNode
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--- @field count integer
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--- @field count integer
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--- @field run animationRunner
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--- @field run animationRunner
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@ -73,7 +73,6 @@ function animation:update(dt)
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end
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end
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end
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end
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--- @deprecated
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--- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]}
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--- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]}
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--- @return AnimationNode
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--- @return AnimationNode
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local function new(data)
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local function new(data)
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@ -8,6 +8,3 @@ Tree.behaviors.light = require "character.behaviors.light"
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Tree.behaviors.positioned = require "character.behaviors.positioned"
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Tree.behaviors.positioned = require "character.behaviors.positioned"
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Tree.behaviors.tiled = require "character.behaviors.tiled"
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Tree.behaviors.tiled = require "character.behaviors.tiled"
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Tree.behaviors.cursor = require "character.behaviors.cursor"
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Tree.behaviors.cursor = require "character.behaviors.cursor"
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Tree.behaviors.ai = require "lib.character.behaviors.ai"
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--- @alias voidCallback fun(): nil
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@ -1,91 +0,0 @@
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local ease = require "lib.utils.easing"
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local AnimationNode = require "lib.animation_node"
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local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
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--- @alias SourceFilter { type: "bandpass"|"highpass"|"lowpass", volume: number, highgain: number, lowgain: number }
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--- @class Audio
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--- @field musicVolume number
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--- @field soundVolume number
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--- @field looped boolean
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--- @field animationNode AnimationNode?
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--- @field from love.Source?
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--- @field to love.Source?
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audio = {}
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audio.__index = audio
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--- здесь мы должны выгружать значения из файлика с сохранением настроек
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local function new(musicVolume, soundVolume)
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return setmetatable({
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musicVolume = musicVolume,
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soundVolume = soundVolume,
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looped = true
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}, audio)
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end
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function audio:update(dt)
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if not self.animationNode then return end
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self.from:setVolume(self.musicVolume - self.animationNode:getValue() * self.musicVolume)
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self.to:setVolume(self.animationNode:getValue() * self.musicVolume)
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self.animationNode:update(dt)
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-- print(self.animationNode.t)
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end
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--- if from is nil, than we have fade in to;
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--- if to is nil, than we have fade out from
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---
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--- also we should guarantee, that from and to have the same volume
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--- @param from love.Source
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--- @param to love.Source
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--- @param ms number? in milliseconds
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function audio:crossfade(from, to, ms)
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print("[Audio]: Triggered crossfade")
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self:play(to)
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to:setVolume(0)
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self.from = from
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self.to = to
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self.animationNode = AnimationNode {
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function(node) end,
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onEnd = function()
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self.from:setVolume(0)
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self.to:setVolume(self.musicVolume)
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self.from:stop()
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self.animationNode = nil
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print("[Audio]: Crossfade done")
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end,
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duration = ms or 1000,
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easing = ease.easeOutCubic,
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}
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self.animationNode:run()
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end
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--- @param source love.Source
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--- @param settings SourceFilter?
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--- @param effectName string?
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function audio:play(source, settings, effectName)
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if source:getType() == "stream" then
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source:setLooping(self.looped)
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source:setVolume(self.musicVolume)
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source:play()
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else
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source:setVolume(self.soundVolume)
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source:play()
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end
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if settings and EFFECTS_SUPPORTED then
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source.setFilter(source, settings)
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end
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if effectName and EFFECTS_SUPPORTED then
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source:setEffect(effectName, true)
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end
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end
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function audio:setMusicVolume(volume)
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self.musicVolume = volume
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end
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function audio:setSoundVolume(volume)
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self.soundVolume = volume
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end
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return { new = new }
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@ -1,59 +0,0 @@
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local AnimationNode = require "lib.animation_node"
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local easing = require "lib.utils.easing"
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local function closestCharacter(char)
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local caster = Vec3 {}
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char:try(Tree.behaviors.positioned, function(b)
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caster = b.position
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end)
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local charTarget
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local minDist = 88005553535 -- spooky magic number
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for k, v in pairs(Tree.level.characters) do
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v:try(Tree.behaviors.positioned, function(b)
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local dist = ((caster.x - b.position.x) ^ 2 + (caster.y - b.position.y) ^ 2) ^ 0.5
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if dist < minDist and dist ~= 0 then
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minDist = dist
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charTarget = v
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end
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-- print(k, b.position)
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end)
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end
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return charTarget
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end
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--- @class AIBehavior : Behavior
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--- @field animationNode AnimationNode?
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--- @field target Vec3?
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "ai"
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function behavior.new()
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return setmetatable({}, behavior)
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end
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--- @return Task<nil>
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function behavior:makeTurn()
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return function(callback) -- почему так, описано в Task
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self.owner:try(Tree.behaviors.spellcaster, function(spellB)
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local charTarget = closestCharacter(self.owner)
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charTarget:try(Tree.behaviors.positioned, function(b)
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self.target = Vec3 { b.position.x, b.position.y + 1 } --- @todo тут захардкожено + 1, но мы должны как-то хитро определять с какой стороны обойти
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end)
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spellB.spellbook[1]:cast(self.owner, self.target)(function()
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-- здесь мы оказываемся после того, как сходили в первый раз
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print("[AI]: finished move 1")
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local newTarget = Vec3 { 1, 1 }
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-- поэтому позиция персонажа для нового каста пересчитается динамически
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spellB.spellbook[1]:cast(self.owner, newTarget)(function()
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print("[AI]: finished move 2")
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-- дергаем функцию после завершения хода
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callback()
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end)
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end)
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end)
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end
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end
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return behavior
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@ -1,12 +1,8 @@
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local AnimationNode = require "lib.animation_node"
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local easing = require "lib.utils.easing"
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--- @class LightBehavior : Behavior
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--- @class LightBehavior : Behavior
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--- @field intensity number
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--- @field intensity number
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--- @field color Vec3
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--- @field color Vec3
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--- @field seed integer
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--- @field seed integer
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--- @field colorAnimationNode? AnimationNode
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--- @field colorAnimationNode? AnimationNode
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--- @field private animateColorCallback? fun(): nil
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--- @field targetColor? Vec3
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--- @field targetColor? Vec3
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--- @field sourceColor? Vec3
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--- @field sourceColor? Vec3
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local behavior = {}
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local behavior = {}
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@ -30,24 +26,11 @@ function behavior:update(dt)
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self.colorAnimationNode:update(dt)
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self.colorAnimationNode:update(dt)
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end
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end
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--- @TODO: refactor
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function behavior:animateColor(targetColor, animationNode)
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function behavior:animateColor(targetColor)
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if self.colorAnimationNode then self.colorAnimationNode:finish() end
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if self.colorAnimationNode then self.colorAnimationNode:finish() end
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self.colorAnimationNode = AnimationNode {
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self.colorAnimationNode = animationNode
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function(_) end,
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easing = easing.easeInQuad,
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duration = 800,
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onEnd = function()
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if self.animateColorCallback then self.animateColorCallback() end
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end
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}
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self.colorAnimationNode:run()
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self.sourceColor = self.color
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self.sourceColor = self.color
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self.targetColor = targetColor
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self.targetColor = targetColor
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return function(callback)
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self.animateColorCallback = callback
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end
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end
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end
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function behavior:draw()
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function behavior:draw()
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@ -1,37 +1,21 @@
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--- Умеет асинхронно ждать какое-то время (для анимаций)
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--- Умеет асинхронно ждать какое-то время (для анимаций)
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--- @class ResidentSleeperBehavior : Behavior
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--- @class ResidentSleeperBehavior : Behavior
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--- @field private t0 number?
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--- @field animationNode? AnimationNode
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--- @field private sleepTime number?
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--- @field private callback voidCallback?
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--- @field private state 'running' | 'finished'
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local behavior = {}
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local behavior = {}
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behavior.__index = behavior
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behavior.__index = behavior
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behavior.id = "residentsleeper"
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behavior.id = "residentsleeper"
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function behavior.new() return setmetatable({}, behavior) end
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function behavior.new() return setmetatable({}, behavior) end
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function behavior:update(_)
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function behavior:update(dt)
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if self.state ~= 'running' then return end
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if not self.animationNode then return end
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self.animationNode:update(dt)
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local t = love.timer.getTime()
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if t >= self.t0 + self.sleepTime then
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self.state = 'finished'
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self.callback()
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end
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|
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end
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end
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--- @return Task<nil>
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--- @param node AnimationNode
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function behavior:sleep(ms)
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function behavior:sleep(node)
|
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self.sleepTime = ms / 1000
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if self.animationNode then self.animationNode:finish() end
|
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return function(callback)
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self.animationNode = node
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if self.state == 'running' then
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self.callback()
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end
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|
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|
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self.t0 = love.timer.getTime()
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|
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self.callback = callback
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self.state = 'running'
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|
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end
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|
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end
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end
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return behavior
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return behavior
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@ -69,21 +69,18 @@ function sprite:draw()
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)
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)
|
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end
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end
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|
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--- @return Task<nil>
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--- @param node AnimationNode
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function sprite:animate(state)
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function sprite:animate(state, node)
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return function(callback)
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if not self.animationGrid[state] then
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if not self.animationGrid[state] then
|
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print("[SpriteBehavior]: no animation for '" .. state .. "'")
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return print("[SpriteBehavior]: no animation for '" .. state .. "'")
|
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callback()
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|
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end
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end
|
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self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
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self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
|
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function()
|
function()
|
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self:loop("idle")
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self:loop("idle")
|
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callback()
|
node:finish()
|
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end)
|
end)
|
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self.state = state
|
self.state = state
|
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end
|
end
|
||||||
end
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|
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|
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function sprite:loop(state)
|
function sprite:loop(state)
|
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if not self.animationGrid[state] then
|
if not self.animationGrid[state] then
|
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|
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@ -5,7 +5,7 @@ local utils = require "lib.utils.utils"
|
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--- @field private runSource? Vec3 точка, из которой бежит персонаж
|
--- @field private runSource? Vec3 точка, из которой бежит персонаж
|
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--- @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
|
||||||
|
|||||||
@ -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
|
||||||
|
|||||||
@ -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 = {}
|
||||||
|
|
||||||
|
|||||||
@ -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
|
||||||
|
|||||||
@ -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 }
|
||||||
|
|||||||
@ -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 }
|
|
||||||
@ -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
|
||||||
|
|
||||||
|
|||||||
@ -1,9 +0,0 @@
|
|||||||
-- --- @class Sound
|
|
||||||
-- --- @field source love.Source just a sound
|
|
||||||
-- sound = {}
|
|
||||||
|
|
||||||
-- local function new()
|
|
||||||
-- return setmetatable({}, sound)
|
|
||||||
-- end
|
|
||||||
|
|
||||||
-- return { new }
|
|
||||||
@ -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
|
||||||
|
|||||||
@ -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"
|
||||||
|
|||||||
@ -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
|
||||||
|
|||||||
@ -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
|
|
||||||
@ -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
|
|
||||||
}
|
|
||||||
30
main.lua
30
main.lua
@ -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()
|
||||||
|
|
||||||
|
|||||||
@ -1,46 +0,0 @@
|
|||||||
--- @class Test
|
|
||||||
local test = {}
|
|
||||||
function test:run(complete) end
|
|
||||||
|
|
||||||
function test:update(dt) end
|
|
||||||
|
|
||||||
--- @class TestRunner
|
|
||||||
--- @field private tests Test[]
|
|
||||||
--- @field private state "loading" | "running" | "completed"
|
|
||||||
--- @field private completedCount integer
|
|
||||||
local runner = {}
|
|
||||||
runner.tests = {}
|
|
||||||
runner.state = "loading"
|
|
||||||
runner.completedCount = 0
|
|
||||||
|
|
||||||
--- глобальный update для тестов, нужен для тестирования фич, зависимых от времени
|
|
||||||
function runner:update(dt)
|
|
||||||
if self.state == "loading" then
|
|
||||||
print("[TestRunner]: running " .. #self.tests .. " tests")
|
|
||||||
|
|
||||||
for _, t in ipairs(self.tests) do
|
|
||||||
t:run(
|
|
||||||
function()
|
|
||||||
self.completedCount = self.completedCount + 1
|
|
||||||
if self.completedCount == #self.tests then
|
|
||||||
self.state = "completed"
|
|
||||||
print("[TestRunner]: tests completed")
|
|
||||||
end
|
|
||||||
end
|
|
||||||
)
|
|
||||||
end
|
|
||||||
self.state = "running"
|
|
||||||
end
|
|
||||||
|
|
||||||
for _, t in ipairs(self.tests) do
|
|
||||||
if t.update then t:update(dt) end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- добавляет тест для прохождения
|
|
||||||
--- @param t Test
|
|
||||||
function runner:register(t)
|
|
||||||
table.insert(self.tests, t)
|
|
||||||
end
|
|
||||||
|
|
||||||
return runner
|
|
||||||
@ -1,75 +0,0 @@
|
|||||||
local task = require "lib.utils.task"
|
|
||||||
|
|
||||||
local test = {}
|
|
||||||
|
|
||||||
local t0
|
|
||||||
local task1Start, task2Start
|
|
||||||
local task1Callback, task2Callback
|
|
||||||
|
|
||||||
--- @return Task<number>
|
|
||||||
local function task1()
|
|
||||||
return function(callback)
|
|
||||||
task1Start = love.timer.getTime()
|
|
||||||
task1Callback = callback
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- @return Task<number>
|
|
||||||
local function task2()
|
|
||||||
return function(callback)
|
|
||||||
task2Start = love.timer.getTime()
|
|
||||||
task2Callback = callback
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function test:run(complete)
|
|
||||||
t0 = love.timer.getTime()
|
|
||||||
|
|
||||||
task.wait {
|
|
||||||
task1(),
|
|
||||||
task2()
|
|
||||||
} (function(values)
|
|
||||||
local tWait = love.timer.getTime()
|
|
||||||
local dt = tWait - t0
|
|
||||||
|
|
||||||
local t1 = values[1]
|
|
||||||
local t2 = values[2]
|
|
||||||
|
|
||||||
assert(type(t1) == "number" and type(t2) == "number")
|
|
||||||
assert(t2 > t1)
|
|
||||||
assert(dt >= 2, "dt = " .. dt)
|
|
||||||
|
|
||||||
print("task.wait completed in " .. dt .. " sec", "t1 = " .. t1 - t0, "t2 = " .. t2 - t0)
|
|
||||||
|
|
||||||
|
|
||||||
t0 = love.timer.getTime()
|
|
||||||
task.chain(task1(), function(value)
|
|
||||||
t1 = value
|
|
||||||
assert(t1 - t0 >= 1)
|
|
||||||
return task2()
|
|
||||||
end)(
|
|
||||||
function(value)
|
|
||||||
t2 = value
|
|
||||||
assert(t2 - t0 >= 2)
|
|
||||||
print("task.chain completed in " .. t2 - t0 .. " sec")
|
|
||||||
|
|
||||||
complete()
|
|
||||||
end
|
|
||||||
)
|
|
||||||
end)
|
|
||||||
end
|
|
||||||
|
|
||||||
function test:update(dt)
|
|
||||||
local t = love.timer.getTime()
|
|
||||||
if task1Start and t - task1Start >= 1 then
|
|
||||||
task1Callback(t)
|
|
||||||
task1Start = nil
|
|
||||||
end
|
|
||||||
|
|
||||||
if task2Start and t - task2Start >= 2 then
|
|
||||||
task2Callback(t)
|
|
||||||
task2Start = nil
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return test
|
|
||||||
Loading…
x
Reference in New Issue
Block a user