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25 Commits

Author SHA1 Message Date
6a15c6ed83 Fix AnimationNode:finish() called twice 2025-11-08 01:28:40 +03:00
a3853ceac8 Refactor layout 2025-11-08 01:28:01 +03:00
f32393b978 Make transparent elements untargetable 2025-11-08 01:27:43 +03:00
eb45ffade4 Make the AnimationNode handle its own state 2025-11-07 09:19:27 +03:00
0eb06dce3f Add linear easing (aka no easing) 2025-11-07 09:04:23 +03:00
c741bf3952 implement a generic UIElement constructor 2025-11-07 09:04:02 +03:00
12d57892be Move SkillButtton animations to the SkillRow. Implement naive state
management
2025-11-05 01:32:16 +03:00
2ddc32c430 Merge branch 'feature/simple_ui' of https://gitea.peaashmeter.dev/ArcMutex/heroes-of-nerevelon into feature/simple_ui 2025-11-04 07:01:45 +03:00
d6a57a9727 Introduce Rect class and UIElement base class for layout
Refactor skill button and row to use UIElement with Rect bounds and
transform Update layout references and coordinate calculations
accordingly
2025-11-04 07:01:12 +03:00
da2f6d03a3 Improve skill button animation timing and selection logic 2025-11-04 07:01:12 +03:00
99fe4c0556 Add easing functions normalized to [0, 1] range 2025-11-04 07:01:12 +03:00
2802570a50 Remove deprecated UI system 2025-11-04 07:01:12 +03:00
35a7a69bf7 Add naive ui v2 implementation 2025-11-04 07:01:12 +03:00
660edc5ef8 Add tag field to Spell and assign tags to spells 2025-11-04 07:01:12 +03:00
f1d181fb64 Add selection tracking to selector with selected and deselected methods 2025-11-04 07:01:12 +03:00
b9d2b469c8 add test icons 2025-11-04 07:01:12 +03:00
d4e351b080 Introduce Rect class and UIElement base class for layout
Refactor skill button and row to use UIElement with Rect bounds and
transform Update layout references and coordinate calculations
accordingly
2025-11-04 06:59:03 +03:00
175062a452 Improve skill button animation timing and selection logic 2025-11-04 04:43:52 +03:00
a5c9ca93f6 Add easing functions normalized to [0, 1] range 2025-11-04 02:03:34 +03:00
5ba653509a Remove deprecated UI system 2025-11-04 01:29:45 +03:00
14225002e2 Add naive ui v2 implementation 2025-11-04 01:16:29 +03:00
21dbf99435 Add tag field to Spell and assign tags to spells 2025-11-04 01:15:49 +03:00
72eb93baf7 Add selection tracking to selector with selected and deselected methods 2025-11-04 01:15:42 +03:00
a8c188b24e Add pickQuad method to spriteAtlas for random quad selection 2025-11-02 05:48:09 +03:00
55787a6643 add test icons 2025-10-26 02:37:15 +03:00
75 changed files with 486 additions and 2683 deletions

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This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@ -1,94 +0,0 @@
Copyright 2025 The WDXL Lubrifont Project Authors (https://github.com/NightFurySL2001/WD-XL-font)
Copyright 2018-2020 The ZCOOL QingKe HuangYou Project Authors (https://www.github.com/googlefonts/zcool-qingke-huangyou)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
{
vec4 px = Texel(tex, texCoord);
if (px.a == 0.0) {
discard;
}
return vec4(1.0);
}

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extern vec2 direction; // (1.0, 0.0) для X, (0.0, 1.0) для Y
extern number radius; // радиус размытия
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
{
vec4 sum = vec4(0.0);
float weightTotal = 0.0;
for (int i = -10; i <= 10; i++) {
float offset = float(i);
float weight = exp(-offset * offset / (2.0 * radius * radius));
vec2 shift = direction * offset / love_ScreenSize.xy;
sum += Texel(tex, texture_coords + shift) * weight;
weightTotal += weight;
}
return sum / weightTotal;
}

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@ -1,47 +0,0 @@
extern vec2 center;
extern number time;
extern number intensity;
extern vec2 screenSize;
// Hexagon grid logic
// Returns distance to nearest hex center
float hexDist(vec2 p) {
p = abs(p);
float c = dot(p, normalize(vec2(1.0, 1.73)));
c = max(c, p.x);
return c;
}
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) {
// Normalize coordinates to -1..1, correcting for aspect ratio
vec2 aspect = vec2(screenSize.x / screenSize.y, 1.0);
vec2 uv = (screen_coords / screenSize.y) - (center / screenSize.y);
// Wave parameters
float dist = length(uv);
float speed = 5.0;
float waveWidth = 0.1;
float decay = 1.0 - smoothstep(0.0, 1.5, dist); // Decay over distance
// Calculate wave pulse
float wavePhase = time * speed;
float pulse = smoothstep(waveWidth, 0.0, abs(dist - mod(wavePhase, 2.0)));
// Hex grid pattern (visual only)
vec2 hexUV = screen_coords * 0.05; // Scale grid
// Basic hex grid approximation
vec2 q = vec2(hexUV.x * 2.0/3.0, hexUV.y);
// Distortion
vec2 distort = normalize(uv) * pulse * intensity * 0.02 * decay;
vec2 finalUV = texture_coords - distort;
// Sample texture with distortion
vec4 texColor = Texel(texture, finalUV);
// Add divine glow at the wavefront
vec4 glowColor = vec4(1.0, 0.8, 0.4, 1.0); // Gold/Kitsune-fire color
texColor += glowColor * pulse * decay * 0.5;
return texColor * color;
}

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@ -1,30 +0,0 @@
extern vec3 color;
extern number time;
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
{
vec4 texColor = Texel(tex, texture_coords);
float mask = texColor.r;
vec2 uv = texture_coords - 0.5;
float dist = length(uv * 2.0);
float t = time;
float wave = sin((uv.x + uv.y) * 6.0 + t * 1.5) * 0.03;
float ripple = sin(length(uv) * 20.0 - t * 2.0) * 0.02;
float flicker = sin(t * 2.5) * 0.02;
dist += wave + ripple + flicker;
float intensity = 1.0 - smoothstep(0.0, 1.0, dist);
intensity = pow(intensity, 2.0);
float colorShift = sin(t * 3.0) * 0.1;
vec3 flickerColor = color + vec3(colorShift, colorShift * 0.5, -colorShift * 0.3);
vec3 finalColor = flickerColor * intensity * mask;
return vec4(finalColor, mask * intensity);
}

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@ -1,20 +0,0 @@
extern Image scene;
extern Image light;
extern vec3 ambient;
vec4 effect(vec4 vcolor, Image unused, vec2 uv, vec2 px)
{
vec4 s = Texel(scene, uv);
vec3 l = Texel(light, uv).rgb;
l = clamp(l, 0.0, 1.0);
vec3 a = clamp(ambient, 0.0, 1.0);
// Канальный множитель: от ambient до 1 в зависимости от света
vec3 m = a + (vec3(1.0) - a) * l;
vec3 rgb = s.rgb * m;
return vec4(rgb, s.a);
}

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@ -1,24 +0,0 @@
extern float t;
extern float blockSize;
// hash-функция для шума по целочисленным координатам блока
float hash(vec2 p) {
p = vec2(
dot(p, vec2(127.1, 311.7)),
dot(p, vec2(269.5, 183.3))
);
return fract(sin(p.x + p.y) * 43758.5453123);
}
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
{
float blockSize = 4.0;
vec2 cell = floor(screenCoord / blockSize);
float n = hash(cell); // [0..1]
float mask = 1.0 - step(t, n);
vec4 base = Texel(tex, texCoord) * color;
base.a *= mask;
return base;
}

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@ -1,17 +0,0 @@
#pragma language glsl3
vec2 hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 34.345);
return fract(vec2(p.x * p.y, p.x + p.y));
}
vec4 effect(vec4 color, Image tex, vec2 uv, vec2 px)
{
vec2 cell = floor(px / 2.0); // тут можно размер зерна менять
float n = hash(cell).x; // 0..1
float v = 0.9 + n * 0.1; // 0.9..1.0
return vec4(v, v, v, 1.0);
}

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lib/animation_node.lua Normal file
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local easing = require "lib.utils.easing"
--- @alias voidCallback fun(): nil
--- @alias animationRunner fun(node: AnimationNode)
--- Узел дерева анимаций.
---
--- Отслеживает завершение всех анимаций всех дочерних узлов и оповещает вышестоящий узел.
---
--- Дочерние узлы одного уровня запускают свою анимацию одновременно после завершения анимации родителя.
--- Example:
--- ```lua
--- AnimationNode {
--- function (node) residentsleeper:sleep(1000, node) end, -- must pass itself down as the parameter
--- onEnd = function() print("completed") end,
--- children = { -- children run in parallel after the parent animation is completed
--- AnimationNode {
--- function (node) sprite:animate("attack", node) end
--- },
--- AnimationNode {
--- function (node) other_sprite:animate("hurt", node) end
--- },
--- }
--- }:run()
--- ```
--- @class AnimationNode
--- @field count integer
--- @field run animationRunner
--- @field parent AnimationNode?
--- @field children AnimationNode[]
--- @field finish voidCallback
--- @field onEnd voidCallback?
--- @field duration number продолжительность в миллисекундах
--- @field easing ease функция смягчения
--- @field t number прогресс анимации
--- @field finished boolean
local animation = {}
animation.__index = animation
--- Регистрация завершения дочерней анимации
function animation:bubbleUp()
self.count = self.count - 1
if self.count > 0 then return end
self.finished = true
if self.onEnd then self.onEnd() end
if self.parent then self.parent:bubbleUp() end
end
--- @param children AnimationNode[]
--- Запланировать анимации после текущей, которые запустятся одновременно друг с другом
function animation:chain(children)
for _, child in ipairs(children) do
child.parent = self
table.insert(self.children, child)
self.count = self.count + 1
end
return self
end
--- Возвращает текущий прогресс анимации с учетом смягчения
function animation:getValue()
return self.easing(self.t)
end
function animation:update(dt)
if self.finished then return end
if self.t < 1 then
self.t = self.t + dt * 1000 / self.duration -- в знаменателе продолжительность анимации в секундах
else
self.t = 1
self:finish()
end
end
--- @param data {[1]: animationRunner?, onEnd?: voidCallback, duration: number?, easing: ease?, children?: AnimationNode[]}
--- @return AnimationNode
local function new(data)
local t = setmetatable({}, animation)
t.run = data[1] or function(self)
self:finish()
end
t.onEnd = data.onEnd
t.count = 1 -- своя анимация
t.finished = false
t.children = {}
t:chain(data.children or {})
t.duration = data.duration or 1000
t.easing = data.easing or easing.linear
t.t = 0
t.finish = function()
if t.finished then return end
t:bubbleUp()
for _, anim in ipairs(t.children) do
anim:run()
end
end
return t
end
return new

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@ -1,13 +1,6 @@
--- @meta _ --- @meta _
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"
Tree.behaviors.stats = require "lib.character.behaviors.stats" Tree.behaviors.stats = require "lib.character.behaviors.stats"
Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper" Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper"
Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster"
Tree.behaviors.light = require "character.behaviors.light"
Tree.behaviors.positioned = require "character.behaviors.positioned"
Tree.behaviors.tiled = require "character.behaviors.tiled"
Tree.behaviors.cursor = require "character.behaviors.cursor"
Tree.behaviors.ai = require "lib.character.behaviors.ai"
--- @alias voidCallback fun(): nil

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@ -1,99 +0,0 @@
local task = require "lib.utils.task"
local ease = require "lib.utils.easing"
local EFFECTS_SUPPORTED = love.audio.isEffectsSupported()
--- @alias SourceFilter { type: "bandpass"|"highpass"|"lowpass", volume: number, highgain: number, lowgain: number }
--- @class Audio
--- @field musicVolume number
--- @field soundVolume number
--- @field looped boolean
--- @field from love.Source?
--- @field to love.Source?
audio = {}
audio.__index = audio
--- здесь мы должны выгружать значения из файлика с сохранением настроек
local function new(musicVolume, soundVolume)
return setmetatable({
musicVolume = musicVolume,
soundVolume = soundVolume,
looped = true
}, audio)
end
function audio:update(dt)
if self.fader then
local t = self.fader.value
if self.from then self.from:setVolume(self.musicVolume * (1 - t)) end
if self.to then self.to:setVolume(self.musicVolume * t) end
end
end
--- if from is nil, than we have fade in to;
--- if to is nil, than we have fade out from
---
--- also we should guarantee, that from and to have the same volume
--- @param from love.Source
--- @param to love.Source
--- @param ms number? in milliseconds
function audio:crossfade(from, to, ms)
print("[Audio]: Triggered crossfade")
-- Stop previous 'from' if it's dangling to avoid leaks
if self.from and self.from ~= from and self.from ~= to then
self.from:stop()
end
self:play(to)
to:setVolume(0)
self.from = from
self.to = to
-- Reuse fader object to allow task cancellation
if not self.fader then self.fader = { value = 0 } end
self.fader.value = 0
task.tween(self.fader, { value = 1 }, ms or 1000, ease.easeOutCubic)(function()
if self.from then
self.from:setVolume(0)
self.from:stop()
end
if self.to then
self.to:setVolume(self.musicVolume)
end
self.fader = nil
print("[Audio]: Crossfade done")
end)
end
--- @param source love.Source
--- @param settings SourceFilter?
--- @param effectName string?
function audio:play(source, settings, effectName)
if source:getType() == "stream" then
source:setLooping(self.looped)
source:setVolume(self.musicVolume)
source:play()
else
source:setVolume(self.soundVolume)
source:play()
end
if settings and EFFECTS_SUPPORTED then
source.setFilter(source, settings)
end
if effectName and EFFECTS_SUPPORTED then
source:setEffect(effectName, true)
end
end
function audio:setMusicVolume(volume)
self.musicVolume = volume
end
function audio:setSoundVolume(volume)
self.soundVolume = volume
end
return { new = new }

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@ -1,64 +0,0 @@
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 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)
local task1 = spellB.spellbook[1]:cast(self.owner, self.target)
if task1 then
task1(
function()
-- здесь мы оказываемся после того, как сходили в первый раз
local newTarget = Vec3 { 1, 1 }
local task2 = spellB.spellbook[1]:cast(self.owner, newTarget)
if task2 then
-- дергаем функцию после завершения хода
task2(callback)
else
callback()
end
end
)
else
callback()
end
end)
end
end
return behavior

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@ -11,11 +11,6 @@ behavior.id = "behavior"
function behavior.new() return setmetatable({}, behavior) end function behavior.new() return setmetatable({}, behavior) end
--- это деструктор с крутым названием
function behavior:die()
end
function behavior:update(dt) end function behavior:update(dt) end
function behavior:draw() end function behavior:draw() end

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@ -1,19 +0,0 @@
--- Добавляет следование за курсором мыши
--- @class CursorBehavior : Behavior
local behavior = {}
behavior.__index = behavior
behavior.id = "cursor"
---@return CursorBehavior
function behavior.new()
return setmetatable({}, behavior)
end
function behavior:update()
self.owner:try(Tree.behaviors.positioned, function(b)
local mx, my = love.mouse.getX(), love.mouse.getY()
b.position = Tree.level.camera:toWorldPosition(Vec3 { mx, my })
end)
end
return behavior

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@ -1,52 +0,0 @@
local task = require "lib.utils.task"
--- @class LightBehavior : Behavior
--- @field intensity number
--- @field color Vec3
--- @field seed integer
--- @field private animateColorTask? Task
local behavior = {}
behavior.__index = behavior
behavior.id = "light"
---@param values {intensity: number?, color: Vec3?, seed: integer?}
---@return LightBehavior
function behavior.new(values)
return setmetatable({
intensity = values.intensity or 1,
color = values.color or Vec3 { 1, 1, 1 },
seed = values.seed or math.random(math.pow(2, 16))
}, behavior)
end
function behavior:update(dt)
-- All logic moved to tasks
end
function behavior:animateColor(targetColor, duration, easing)
-- If there's support for canceling tasks, we should do it here
return task.tween(self, { color = targetColor }, duration or 800, easing)
end
function behavior:draw()
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return end
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
local shader = Tree.assets.files.shaders.light
shader:send("color", { self.color.x, self.color.y, self.color.z })
shader:send("time", love.timer.getTime() + self.seed)
love.graphics.setShader(shader)
love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
self.intensity / 128)
love.graphics.setBlendMode("alpha")
love.graphics.setShader()
love.graphics.setCanvas()
Tree.level.camera:detach()
end
return behavior

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@ -0,0 +1,80 @@
local utils = require "lib.utils.utils"
--- Отвечает за размещение и перемещение по локации
--- @class MapBehavior : Behavior
--- @field position Vec3
--- @field runTarget Vec3 точка, в которую в данный момент бежит персонаж
--- @field displayedPosition Vec3 точка, в которой персонаж отображается
--- @field t0 number время начала движения для анимациии
--- @field path Deque путь, по которому сейчас бежит персонаж
--- @field animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
--- @field size Vec3
local mapBehavior = {}
mapBehavior.__index = mapBehavior
mapBehavior.id = "map"
--- @param position? Vec3
--- @param size? Vec3
function mapBehavior.new(position, size)
return setmetatable({
position = position or Vec3({}),
displayedPosition = position or Vec3({}),
size = size or Vec3({ 1, 1 }),
}, mapBehavior)
end
--- @param path Deque
--- @param animationNode AnimationNode
function mapBehavior:followPath(path, animationNode)
if path:is_empty() then return animationNode:finish() end
self.animationNode = animationNode
self.position = self.displayedPosition
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("run")
end)
self.path = path;
---@type Vec3
local nextCell = path:peek_front()
self:runTo(nextCell)
path:pop_front()
end
--- @param target Vec3
function mapBehavior:runTo(target)
self.t0 = love.timer.getTime()
self.runTarget = target
self.owner:try(Tree.behaviors.sprite,
function(sprite)
if target.x < self.position.x then
sprite.side = Tree.behaviors.sprite.LEFT
elseif target.x > self.position.x then
sprite.side = Tree.behaviors.sprite.RIGHT
end
end
)
end
function mapBehavior:update(dt)
if self.runTarget then
local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
local fraction = delta /
(0.5 * self.runTarget:subtract(self.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
if fraction >= 1 then -- анимация перемещена завершена
self.position = self.runTarget
if not self.path:is_empty() then -- еще есть, куда бежать
self:runTo(self.path:pop_front())
else -- мы добежали до финальной цели
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("idle")
end)
self.runTarget = nil
if self.animationNode then self.animationNode:finish() end
end
else -- анимация перемещения не завершена
self.displayedPosition = utils.lerp(self.position, self.runTarget, fraction) -- линейный интерполятор
end
end
end
return mapBehavior

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@ -1,25 +0,0 @@
--- Отвечает за размещение на уровне
--- @class PositionedBehavior : Behavior
--- @field position Vec3
local behavior = {}
behavior.__index = behavior
behavior.id = "positioned"
--- @param position? Vec3
function behavior.new(position)
return setmetatable({
position = position or Vec3({}),
}, behavior)
end
--- @param position Vec3
function behavior:lookAt(position)
self.owner:try(Tree.behaviors.sprite,
function(sprite)
if position.x > self.position.x then sprite.side = sprite.RIGHT end
if position.x < self.position.x then sprite.side = sprite.LEFT end
end
)
end
return behavior

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@ -1,37 +1,28 @@
--- 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 endsAt? 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
if love.timer.getTime() >= self.endsAt then
local t = love.timer.getTime() self.animationNode:finish()
if t >= self.t0 + self.sleepTime then self.animationNode = nil
self.state = 'finished' self.endsAt = nil
self.callback()
end end
end end
--- @return Task<nil> --- @param ms number time to wait in milliseconds
function behavior:sleep(ms) --- @param node AnimationNode
self.sleepTime = ms / 1000 function behavior:sleep(ms, node)
return function(callback) if self.animationNode then node:finish() end
if self.state == 'running' then self.animationNode = node
self.callback() self.endsAt = love.timer.getTime() + ms / 1000
end
self.t0 = love.timer.getTime()
self.callback = callback
self.state = 'running'
end
end end
return behavior return behavior

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@ -1,63 +0,0 @@
local easing = require "lib.utils.easing"
--- @class ShadowcasterBehavior : Behavior
local behavior = {}
behavior.id = "shadowcaster"
behavior.__index = behavior
function behavior.new() return setmetatable({}, behavior) end
function behavior:draw()
local sprite = self.owner:has(Tree.behaviors.sprite)
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return end
local ppm = Tree.level.camera.pixelsPerMeter
local position = positioned.position + Vec3 { 0.5, 0.5 }
local lightIds = Tree.level.lightGrid:query(position, 5)
--- @type Character[]
local lights = {}
for _, id in ipairs(lightIds) do
table.insert(lights, Tree.level.characters[id])
end
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.shadowLayer)
love.graphics.push()
love.graphics.setColor(0, 0, 0, 1)
love.graphics.translate(position.x, position.y)
love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
love.graphics.pop()
if not sprite then
love.graphics.setCanvas()
return
end
love.graphics.setCanvas(Tree.level.render.textures.spriteLightLayer)
love.graphics.setBlendMode("add")
for _, light in ipairs(lights) do
local lightPos = light:has(Tree.behaviors.positioned).position
local lightVec = lightPos - position
local lightColor = light:has(Tree.behaviors.light).color
if lightPos.y > position.y then
love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
1 - 0.3 * lightVec:length())
elseif position.y - lightPos.y < 3 then
love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
(1 - easing.easeInSine((position.y - lightPos.y))) - 0.3 * lightVec:length())
end
sprite.animationTable[sprite.state]:draw(Tree.assets.files.sprites.character[sprite.state],
position.x,
position.y, nil, 1 / ppm * sprite.side, 1 / ppm, 38, 47)
end
love.graphics.setBlendMode("alpha")
Tree.level.camera:detach()
love.graphics.setColor(1, 1, 1)
love.graphics.setCanvas()
end
return behavior

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@ -1,13 +1,11 @@
--- @class SpellcasterBehavior : Behavior --- @class SpellcasterBehavior : Behavior
--- @field spellbook Spell[] собственный набор спеллов персонажа --- @field spellbook Spell[] собственный набор спеллов персонажа
--- @field cast Spell | nil ссылка на активный спелл из спеллбука --- @field cast Spell | nil ссылка на активный спелл из спеллбука
--- @field cooldowns {[string]: integer} текущий кулдаун спеллов по тегам
--- @field state "idle" | "casting" | "running" --- @field state "idle" | "casting" | "running"
local behavior = {} local behavior = {}
behavior.__index = behavior behavior.__index = behavior
behavior.id = "spellcaster" behavior.id = "spellcaster"
behavior.state = "idle" behavior.state = "idle"
behavior.cooldowns = {}
---@param spellbook Spell[] | nil ---@param spellbook Spell[] | nil
---@return SpellcasterBehavior ---@return SpellcasterBehavior
@ -15,30 +13,16 @@ function behavior.new(spellbook)
local spb = require "lib.spellbook" --- @todo временное добавление ходьбы (и читов) всем персонажам local spb = require "lib.spellbook" --- @todo временное добавление ходьбы (и читов) всем персонажам
local t = {} local t = {}
t.spellbook = spellbook or spb.of { spb.walk, spb.regenerateMana, spb.attack } t.spellbook = spellbook or spb.of { spb.walk, spb.regenerateMana, spb.attack }
t.cooldowns = {}
return setmetatable(t, behavior) return setmetatable(t, behavior)
end end
function behavior:endCast() function behavior:endCast()
self.state = "idle" self.state = "idle"
self.cast = nil self.cast = nil
Tree.level.turnOrder:reorder()
Tree.level.selector:unlock() Tree.level.selector:unlock()
end end
function behavior:processCooldowns()
local cds = {}
for tag, cd in pairs(self.cooldowns) do
cds[tag] = (cd - 1) >= 0 and cd - 1 or 0
end
self.cooldowns = cds
end
function behavior:update(dt) function behavior:update(dt)
if Tree.level.selector:deselected() then
self.state = "idle"
self.cast = nil
end
if self.cast and self.state == "casting" then self.cast:update(self.owner, dt) end if self.cast and self.state == "casting" then self.cast:update(self.owner, dt) end
end end

View File

@ -41,15 +41,10 @@ end
function sprite:draw() function sprite:draw()
if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
self.owner:try(Tree.behaviors.positioned, self.owner:try(Tree.behaviors.map,
function(pos) function(map)
local ppm = Tree.level.camera.pixelsPerMeter local ppm = Tree.level.camera.pixelsPerMeter
local position = pos.position + Vec3 { 0.5, 0.5 } local position = map.displayedPosition
love.graphics.setCanvas(Tree.level.render.textures.spriteLayer)
Tree.level.camera:attach()
love.graphics.setColor(1, 1, 1)
if Tree.level.selector.id == self.owner.id then if Tree.level.selector.id == self.owner.id then
local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(), local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
Tree.assets.files.sprites.character[self.state]:getHeight() Tree.assets.files.sprites.character[self.state]:getHeight()
@ -58,32 +53,28 @@ function sprite:draw()
shader:send("time", love.timer:getTime()) shader:send("time", love.timer:getTime())
love.graphics.setShader(shader) love.graphics.setShader(shader)
end end
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
position.x,
position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
position.x + 0.5,
position.y + 0.5, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
love.graphics.setColor(1, 1, 1)
love.graphics.setShader() love.graphics.setShader()
Tree.level.camera:detach()
love.graphics.setCanvas()
end end
) )
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

View File

@ -1,22 +1,16 @@
--- @class StatsBehavior : Behavior --- @class StatsBehavior : Behavior
--- @field hp integer --- @field hp integer
--- @field mana integer --- @field mana integer
--- @field initiative integer
--- @field isInTurnOrder boolean
local behavior = {} local behavior = {}
behavior.__index = behavior behavior.__index = behavior
behavior.id = "stats" behavior.id = "stats"
--- @param hp? integer --- @param hp? integer
--- @param mana? integer --- @param mana? integer
--- @param initiative? integer function behavior.new(hp, mana)
--- @param isInTurnOrder? boolean
function behavior.new(hp, mana, initiative, isInTurnOrder)
return setmetatable({ return setmetatable({
hp = hp or 20, hp = hp or 20,
mana = mana or 10, mana = mana or 10
initiative = initiative or 10,
isInTurnOrder = isInTurnOrder or true
}, behavior) }, behavior)
end end

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@ -1,68 +0,0 @@
local task = require "lib.utils.task"
--- Отвечает за перемещение по тайлам
--- @class TiledBehavior : Behavior
--- @field size Vec3
local behavior = {}
behavior.__index = behavior
behavior.id = "tiled"
--- @param size? Vec3
function behavior.new(size)
return setmetatable({
size = size or Vec3({ 1, 1 }),
}, behavior)
end
--- @param path Deque
--- @return Task<nil>
function behavior:followPath(path)
if path:is_empty() then return task.fromValue(nil) end
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("run")
end)
-- Рекурсивная функция для прохода по пути
local function nextStep()
if path:is_empty() then
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("idle")
end)
return task.fromValue(nil)
end
local nextCell = path:pop_front()
return task.chain(self:runTo(nextCell), nextStep)
end
return nextStep()
end
--- @param target Vec3
--- @return Task<nil>
function behavior:runTo(target)
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return task.fromValue(nil) end
self.owner:try(Tree.behaviors.sprite,
function(sprite)
if target.x < positioned.position.x then
sprite.side = Tree.behaviors.sprite.LEFT
elseif target.x > positioned.position.x then
sprite.side = Tree.behaviors.sprite.RIGHT
end
end
)
local distance = target:subtract(positioned.position):length()
local duration = distance * 500 -- 500ms per unit
return task.tween(positioned, { position = target }, duration)
end
function behavior:update(dt)
-- Logic moved to tasks
end
return behavior

View File

@ -13,7 +13,11 @@ character.__index = character
--- Создаёт персонажа, которым будет управлять или игрок или компьютер --- Создаёт персонажа, которым будет управлять или игрок или компьютер
--- @param name string --- @param name string
local function spawn(name) --- @param spriteDir table
--- @param position? Vec3
--- @param size? Vec3
--- @param level? integer
local function spawn(name, spriteDir, position, size, level)
local char = {} local char = {}
char = setmetatable(char, character) char = setmetatable(char, character)
@ -22,6 +26,14 @@ local function spawn(name)
char.behaviors = {} char.behaviors = {}
char._behaviorsIdx = {} char._behaviorsIdx = {}
char:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(),
Tree.behaviors.map.new(position, size),
Tree.behaviors.sprite.new(spriteDir),
Tree.behaviors.spellcaster.new()
}
Tree.level.characters[char.id] = char Tree.level.characters[char.id] = char
return char return char
end end
@ -80,18 +92,6 @@ function character:addBehavior(behaviors)
return self return self
end end
--- Добавляет персонажа в очередь на удаление.
--- В конце фрейма он умирает. Ужасной смертью.
---
--- Ещё этот метод должен освобождать ресурсы в поведениях. Мы против утечек памяти!
function character:die()
for _, b in ipairs(self.behaviors) do
if b.die then b:die() end
end
table.insert(Tree.level.deadIds, self.id)
end
function character:update(dt) function character:update(dt)
for _, b in ipairs(self.behaviors) do for _, b in ipairs(self.behaviors) do
if b.update then b:update(dt) end if b.update then b:update(dt) end

View File

@ -1,3 +1,5 @@
local utils = require "lib.utils.utils"
--- @alias Device "mouse" | "key" | "pad" --- @alias Device "mouse" | "key" | "pad"
--- @param device Device --- @param device Device
@ -15,22 +17,13 @@ controls.keymap = {
cameraMoveRight = control("key", "d"), cameraMoveRight = control("key", "d"),
cameraMoveDown = control("key", "s"), cameraMoveDown = control("key", "s"),
cameraMoveScroll = control("mouse", "3"), cameraMoveScroll = control("mouse", "3"),
cameraAnimateTo = control('key', 't'),
fullMana = control("key", "m"), fullMana = control("key", "m"),
select = control("mouse", "1"), select = control("mouse", "1")
endTurnTest = control("key", "e"),
toggleTurns = control("key", "r"),
} }
local currentKeys = {} local currentKeys = {}
local cachedKeys = {} local cachedKeys = {}
--- @type number
controls.mouseWheelY = 0
love.wheelmoved = function(x, y)
controls.mouseWheelY = y
end
--- polling controls in O(n) --- polling controls in O(n)
--- should be called at the beginning of every frame --- should be called at the beginning of every frame
function controls:poll() function controls:poll()
@ -54,7 +47,6 @@ function controls:cache()
for k, v in pairs(currentKeys) do for k, v in pairs(currentKeys) do
cachedKeys[k] = v cachedKeys[k] = v
end end
controls.mouseWheelY = 0
end end
--- marks a control consumed for the current frame --- marks a control consumed for the current frame

View File

@ -1,7 +1,5 @@
local Vec3 = require "lib.utils.vec3" local Vec3 = require "lib.utils.vec3"
local utils = require "lib.utils.utils" local utils = require "lib.utils.utils"
local task = require "lib.utils.task"
local easing = require "lib.utils.easing"
local EPSILON = 0.001 local EPSILON = 0.001
@ -16,7 +14,7 @@ local camera = {
velocity = Vec3 {}, velocity = Vec3 {},
acceleration = 0.2, acceleration = 0.2,
speed = 5, speed = 5,
pixelsPerMeter = 32, pixelsPerMeter = 24,
} }
function camera:getDefaultScale() function camera:getDefaultScale()
@ -29,6 +27,12 @@ camera.scale = camera:getDefaultScale()
--------------------------------------------------- ---------------------------------------------------
love.wheelmoved = function(x, y)
if camera.scale > camera:getDefaultScale() * 5 and y > 0 then return end;
if camera.scale < camera:getDefaultScale() / 5 and y < 0 then return end;
camera.scale = camera.scale + (camera.scale * 0.1 * y)
end
local controlMap = { local controlMap = {
cameraMoveUp = Vec3({ 0, -1 }), cameraMoveUp = Vec3({ 0, -1 }),
cameraMoveLeft = Vec3({ -1 }), cameraMoveLeft = Vec3({ -1 }),
@ -37,13 +41,6 @@ local controlMap = {
} }
function camera:update(dt) function camera:update(dt)
-------------------- зум на колесо ---------------------
local y = Tree.controls.mouseWheelY
if camera.scale > camera:getDefaultScale() * 5 and y > 0 then return end;
if camera.scale < camera:getDefaultScale() / 5 and y < 0 then return end;
camera.scale = camera.scale + (camera.scale * 0.1 * y)
--------------------------------------------------------
local ps = Tree.panning local ps = Tree.panning
if ps.delta:length() > 0 then if ps.delta:length() > 0 then
local worldDelta = ps.delta:scale(1 / (self.pixelsPerMeter * self.scale)):scale(dt):scale(self.speed) local worldDelta = ps.delta:scale(1 / (self.pixelsPerMeter * self.scale)):scale(dt):scale(self.speed)
@ -90,16 +87,6 @@ function camera:detach()
love.graphics.pop() love.graphics.pop()
end end
--- Плавно перемещает камеру к указанной точке.
--- @param position Vec3
--- @param duration number?
--- @param easing function?
--- @return Task
function camera:animateTo(position, duration, easing)
self.velocity = Vec3 {} -- Сбрасываем инерцию перед началом анимации
return task.tween(self, { position = position }, duration or 1000, easing)
end
--- @return Camera --- @return Camera
local function new() local function new()
return setmetatable({ return setmetatable({

View File

@ -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

View File

@ -12,15 +12,12 @@ function grid:add(id)
local character = Tree.level.characters[id] local character = Tree.level.characters[id]
if not character then return end if not character then return end
local positioned = character:has(Tree.behaviors.positioned) local mapB = character:has(Tree.behaviors.map)
if not positioned then return end if not mapB then return end
local tiled = character:has(Tree.behaviors.tiled) local centerX, centerY = math.floor(mapB.displayedPosition.x + 0.5),
if not tiled then return end math.floor(mapB.displayedPosition.y + 0.5)
local sizeX, sizeY = mapB.size.x, mapB.size.y
local centerX, centerY = math.floor(positioned.position.x + 0.5),
math.floor(positioned.position.y + 0.5)
local sizeX, sizeY = tiled.size.x, tiled.size.y
for y = centerY, centerY + sizeY - 1 do for y = centerY, centerY + sizeY - 1 do
for x = centerX, centerX + sizeX - 1 do for x = centerX, centerX + sizeX - 1 do
@ -32,8 +29,10 @@ end
--- @param a Character --- @param a Character
--- @param b Character --- @param b Character
local function drawCmp(a, b) local function drawCmp(a, b)
--- @TODO: это захардкожено, надо разделить поведения -- здесь персонажи гарантированно имеют нужное поведение
return a:has(Tree.behaviors.positioned).position.y < b:has(Tree.behaviors.positioned).position.y return a:has(Tree.behaviors.map).displayedPosition.y
<
b:has(Tree.behaviors.map).displayedPosition.y
end end
--- fills the grid with the actual data --- fills the grid with the actual data

View File

@ -1,65 +0,0 @@
local utils = require "lib.utils.utils"
--- Пометровая сетка источников света, чтобы быстро искать ближайшие для некоторого объекта
--- @class LightGrid : Grid
--- @field __grid {string: [Id]}
local grid = setmetatable({}, require "lib.level.grid.base")
grid.__index = grid
--- Adds a character id to the grid
--- @private
--- @param id Id
function grid:add(id)
local character = Tree.level.characters[id]
if not character then return end
local lightB = character:has(Tree.behaviors.light)
if not lightB then return end
local positioned = character:has(Tree.behaviors.positioned)
if not positioned then return end
local key = tostring(Vec3 { positioned.position.x, positioned.position.y }:floor())
if not self.__grid[key] then self.__grid[key] = {} end
table.insert(self.__grid[key], character.id)
end
--- fills the grid with the actual data
---
--- should be called as early as possible during every tick
function grid:reload()
self:reset()
utils.each(Tree.level.characters, function(c)
self:add(c.id)
end)
end
--- Возвращает все источники света, которые находятся в пределах круга с диаметром [distance] в [метрике Чебышёва](https://ru.wikipedia.org/wiki/Расстояниеебышёва)
--- @param position Vec3
--- @param distance integer
function grid:query(position, distance)
--- @type Id[]
local res = {}
local topLeft = position:subtract(Vec3 { distance / 2, distance / 2 }):floor()
for i = 0, distance, 1 do
for j = 0, distance, 1 do
--- @type Id[]?
local lights = self:get(topLeft:add(Vec3 { i, j }))
if lights then
for _, lightChar in ipairs(lights) do
table.insert(res, lightChar)
end
end
end
end
return res
end
--- Generates an empty grid
--- @return LightGrid
local function new()
return setmetatable({
__grid = {}
}, grid)
end
return { new = new }

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@ -13,13 +13,9 @@ local function new(type, template, size)
end end
function map:draw() function map:draw()
love.graphics.setCanvas(Tree.level.render.textures.floorLayer)
Tree.level.camera:attach()
utils.each(self.__grid, function(el) utils.each(self.__grid, function(el)
el:draw() el:draw()
end) end)
Tree.level.camera:detach()
love.graphics.setCanvas()
end end
return { new = new } return { new = new }

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@ -3,64 +3,45 @@ local utils = require "lib.utils.utils"
--- @class Level --- @class Level
--- @field size Vec3 --- @field size Vec3
--- @field characters Character[] --- @field characters Character[]
--- @field deadIds Id[]
--- @field characterGrid CharacterGrid --- @field characterGrid CharacterGrid
--- @field lightGrid LightGrid
--- @field selector Selector --- @field selector Selector
--- @field camera Camera --- @field camera Camera
--- @field tileGrid TileGrid --- @field tileGrid TileGrid
--- @field turnOrder TurnOrder
--- @field render Render
local level = {} local level = {}
level.__index = level level.__index = level
local path = nil
--- @param type "procedural"|"handmaded" --- @param type "procedural"|"handmaded"
--- @param template Procedural|Handmaded --- @param template Procedural|Handmaded
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 = {},
deadIds = {},
characterGrid = (require "lib.level.grid.character_grid").new(), characterGrid = (require "lib.level.grid.character_grid").new(),
lightGrid = (require "lib.level.grid.light_grid").new(),
tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size), tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size),
selector = (require "lib.level.selector").new(), selector = (require "lib.level.selector").new(),
camera = (require "lib.level.camera").new(), camera = (require "lib.level.camera").new(),
turnOrder = (require "lib.level.turn_order").new(),
render = (require "lib.level.render").new {},
weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.36, 0.42, 0.6 }, skyLight = Vec3 {} }
}, level) }, level)
end end
function level:update(dt) function level:update(dt)
utils.each(self.deadIds, function(id)
self.characters[id] = nil
self.turnOrder:remove(id)
end)
self.deadIds = {}
self.characterGrid:reload() self.characterGrid:reload()
self.lightGrid:reload()
utils.each(self.characters, function(el) utils.each(self.characters, function(el)
el:update(dt) el:update(dt)
end) end)
self.camera:update(dt)
self.selector:update(dt) self.selector:update(dt)
end end
function level:draw() function level:draw()
self.render:clear()
self.tileGrid:draw() self.tileGrid:draw()
while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
self.characterGrid.yOrderQueue:pop():draw() self.characterGrid.yOrderQueue:pop():draw()
end end
self.render:draw()
end end
return { return {

View File

@ -1,106 +0,0 @@
--- @class Render
--- @field textures table<string, love.Canvas>
local render = {
textures = {}
}
function render:clear()
local weather = Tree.level.weather
local txs = self.textures
love.graphics.setCanvas(txs.shadowLayer)
love.graphics.clear()
love.graphics.setCanvas(txs.spriteLayer)
love.graphics.clear()
love.graphics.setCanvas(txs.spriteLightLayer)
love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
love.graphics.setCanvas(txs.floorLayer)
love.graphics.clear()
love.graphics.setCanvas(txs.lightLayer)
love.graphics.clear(weather.skyLight.x, weather.skyLight.y, weather.skyLight.z)
love.graphics.setCanvas(txs.overlayLayer)
love.graphics.clear()
end
function render:free()
for _, tx in pairs(self.textures) do
tx:release()
end
self.textures = nil
end
--- TODO: это используется для блюра, должно кэшироваться и поддерживать ресайз
function render:applyBlur(input, radius)
local blurShader = Tree.assets.files.shaders.blur
-- Горизонтальный проход
blurShader:send("direction", { 1.0, 0.0 })
blurShader:send("radius", radius)
self.textures.tmp1:renderTo(function()
love.graphics.clear()
love.graphics.setShader(blurShader)
love.graphics.draw(input)
love.graphics.setShader()
end)
-- Вертикальный проход
self.textures.tmp2:renderTo(
function()
love.graphics.clear()
love.graphics.setShader(blurShader)
blurShader:send("direction", { 0.0, 1.0 })
love.graphics.draw(self.textures.tmp1)
love.graphics.setShader()
end
)
return self.textures.tmp2
end
function render:draw()
-- пол -> тени -> спрайты -> свет -> оверлей
local weather = Tree.level.weather
local txs = self.textures
love.graphics.setCanvas(txs.lightLayer)
love.graphics.draw(self:applyBlur(txs.shadowLayer, 4 * Tree.level.camera.scale))
love.graphics.setCanvas()
-- self.lightLayer:newImageData():encode("png", "lightLayer.png")
-- os.exit(0)
local lightShader = Tree.assets.files.shaders.light_postprocess
lightShader:send("scene", txs.floorLayer)
lightShader:send("light", self:applyBlur(txs.lightLayer, 2))
lightShader:send("ambient", { weather.ambientLight.x, weather.ambientLight.y, weather.ambientLight.z })
love.graphics.setShader(lightShader)
love.graphics.draw(txs.floorLayer)
lightShader:send("scene", txs.spriteLayer)
lightShader:send("light", txs.spriteLightLayer)
love.graphics.draw(txs.spriteLayer)
love.graphics.setShader()
love.graphics.draw(txs.overlayLayer)
end
---@param params {w: number?, h: number?}
---@return table|Render
local function new(params)
local w = params.w or love.graphics.getWidth()
local h = params.h or love.graphics.getHeight()
return setmetatable({
textures = {
shadowLayer = love.graphics.newCanvas(w, h),
spriteLayer = love.graphics.newCanvas(w, h),
spriteLightLayer = love.graphics.newCanvas(w, h),
floorLayer = love.graphics.newCanvas(w, h),
overlayLayer = love.graphics.newCanvas(w, h),
lightLayer = love.graphics.newCanvas(w, h),
tmp1 = love.graphics.newCanvas(w, h),
tmp2 = love.graphics.newCanvas(w, h),
}
}, { __index = render })
end
return { new = new }

View File

@ -27,28 +27,19 @@ function selector:update(dt)
local selectedId = Tree.level.characterGrid:get(Vec3 { mousePosition.x, mousePosition.y }) local selectedId = Tree.level.characterGrid:get(Vec3 { mousePosition.x, mousePosition.y })
if not self.id then if not self.id then
if selectedId ~= Tree.level.turnOrder.current and Tree.level.turnOrder.isTurnsEnabled then return end
return self:select(selectedId) return self:select(selectedId)
else else
local char = Tree.level.characters[self.id] local char = Tree.level.characters[self.id]
char:try(Tree.behaviors.spellcaster, function(b) char:try(Tree.behaviors.spellcaster, function(b)
if not b.cast then if not b.cast then
if not selectedId then self:select(nil) end self:select(selectedId)
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 not task then return end -- не получилось скастовать
self:lock() self:lock()
b.state = "running" b.state = "running"
task(
function(_) -- это коллбэк, который сработает по окончании анимации спелла
b:endCast()
if not char:has(Tree.behaviors.ai) then self:select(char.id) end -- выделяем персонажа обратно после того, как посмотрели на каст
end end
)
end) end)
end end
end end

View File

@ -1,167 +0,0 @@
local PriorityQueue = require "lib.utils.priority_queue"
local easing = require "lib.utils.easing"
local initiativeComparator = function(id_a, id_b)
local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats)
local res = Tree.level.characters[id_b]:try(Tree.behaviors.stats, function(bstats)
return astats.initiative > bstats.initiative
end)
return res
end)
return res or false
end
--- @class TurnOrder
--- @field actedQueue PriorityQueue Очередь тех, кто сделал ход в текущем раунде
--- @field pendingQueue PriorityQueue Очередь тех, кто ждет своего хода в текущем раунде
--- @field current? Id Считаем того, кто сейчас ходит, отдельно, т.к. он ВСЕГДА первый в списке
--- @field isTurnsEnabled boolean
local turnOrder = {}
turnOrder.__index = turnOrder
local function new()
return setmetatable({
actedQueue = PriorityQueue.new(initiativeComparator),
pendingQueue = PriorityQueue.new(initiativeComparator),
isTurnsEnabled = true,
}, turnOrder)
end
--- Перемещаем активного персонажа в очередь сходивших
---
--- Если в очереди на ход больше никого нет, заканчиваем раунд
---
--- Анимируем камеру к следующему персонажу. Если это ИИ, то активируем его логику.
function turnOrder:next()
self.actedQueue:insert(self.current)
local next = self.pendingQueue:peek()
if not next then self:endRound() else self.current = self.pendingQueue:pop() end
local char = Tree.level.characters[self.current]
Tree.level.selector:lock()
char:try(Tree.behaviors.positioned, function(positioned)
Tree.level.camera:animateTo(positioned.position, 1500, easing.easeInOutCubic)(
function()
if char:has(Tree.behaviors.ai) then
char:has(Tree.behaviors.ai):makeTurn()(
function()
self:next()
end)
else
Tree.level.selector:unlock()
Tree.level.selector:select(self.current)
end
end
)
end)
end
--- Производим действия в конце раунда
---
--- Меняем местами очередь сходивших и не сходивших (пустую)
function turnOrder:endRound()
assert(self.pendingQueue:size() == 0, "[TurnOrder]: tried to end the round before everyone had a turn")
print("[TurnOrder]: end of the round")
for _, id in ipairs(self.actedQueue.data) do
local char = Tree.level.characters[id]
char:try(Tree.behaviors.spellcaster, function(spellcaster)
spellcaster:processCooldowns()
end)
end
self.actedQueue, self.pendingQueue = self.pendingQueue, self.actedQueue
self.current = self.pendingQueue:pop()
end
--- Пересчитать очередность хода
function turnOrder:reorder()
local _acted, _pending = PriorityQueue.new(initiativeComparator), PriorityQueue.new(initiativeComparator)
--- сортировка отдельно кучи не ходивших и ходивших
while self.pendingQueue:peek() do
_pending:insert(self.pendingQueue:pop())
end
while self.actedQueue:peek() do
_acted:insert(self.actedQueue:pop())
end
self.actedQueue, self.pendingQueue = _acted, _pending
local t = {}
for id in self:getOrder(10) do
table.insert(t, id)
end
print("[TurnOrder]: next 10 turns")
print(table.concat(t, ", "))
end
--- Итератор по бесконечной цикличной очереди хода
--- @param count integer?
function turnOrder:getOrder(count)
local order = { self.current }
local _acted, _pending = self.actedQueue:copy(), self.pendingQueue:copy()
local i, j = 0, 0
local nextTurn = false -- если вышли за пределы текущего хода, то сортируем список, чтобы поставить активного персонажа на свое место
return function()
-------------------- Очередь этого хода: активный + не сходившие
i = i + 1
if count and count < 1 then return nil end
if count and i > count then return nil end
if i == 1 then return self.current end
if _pending:peek() then
local next = _pending:pop()
table.insert(order, next)
return next
end
-------------------- Очередь следующих ходов: цикл по всем персонажам в порядке инициативы
if not nextTurn then
while _acted:peek() do
table.insert(order, _acted:pop())
end
table.sort(order, initiativeComparator)
nextTurn = true
end
j = j + 1
if j % #order == 0 then return order[#order] end
return order[j % #order]
end
end
--- @param id Id
function turnOrder:add(id)
self.actedQueue:insert(id) -- новые персонажи по умолчанию попадают в очередь следующего хода
end
--- Удалить персонажа из очереди хода (например, при смерти)
--- @param id Id
function turnOrder:remove(id)
if self.current == id then
self.current = self.pendingQueue:pop()
if not self.current then
self:endRound()
end
return
end
local function filterQueue(q, targetId)
local newQ = PriorityQueue.new(initiativeComparator)
for _, val in ipairs(q.data) do
if val ~= targetId then
newQ:insert(val)
end
end
return newQ
end
self.actedQueue = filterQueue(self.actedQueue, id)
self.pendingQueue = filterQueue(self.pendingQueue, id)
end
return { new = new }

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@ -1,12 +0,0 @@
--- @class Weather
--- @field skyLight Vec3
--- @field ambientLight Vec3
local weather = {}
--- @param proto Weather
--- @return Weather
local function new(proto)
return setmetatable(proto, { __index = weather })
end
return { new = new }

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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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@ -1,20 +0,0 @@
--- @class Color
--- @field r number
--- @field g number
--- @field b number
--- @field a number
local color = {
r = 1,
g = 1,
b = 1,
a = 1
}
color.__index = color
--- @param rgba {r?: number, g?: number, b?: number, a?: number}
--- @return Color
function color.new(rgba)
return setmetatable(rgba, color)
end
return color.new

View File

@ -1,22 +1,9 @@
local Rect = require "lib.simple_ui.rect" local Rect = require "lib.simple_ui.rect"
local function makeGradientMesh(w, h, topColor, bottomColor)
local vertices = {
{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
{ w, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
{ 0, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
}
local mesh = love.graphics.newMesh(vertices, "fan", "static")
return mesh
end
--- @class UIElement --- @class UIElement
--- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в экранных координатах --- @field bounds Rect Прямоугольник, в границах которого размещается элемент. Размеры и положение в *локальных* координатах
--- @field overlayGradientMesh love.Mesh Общий градиент поверх элемента (интерполированный меш) --- @field transform love.Transform Преобразование из локальных координат элемента (bounds) в экранные координаты
local uiElement = {} local uiElement = {}
uiElement.bounds = Rect {}
uiElement.overlayGradientMesh = makeGradientMesh(1, 1, { 0, 0, 0, 0 }, { 0, 0, 0, 0.4 });
uiElement.__index = uiElement uiElement.__index = uiElement
function uiElement:update(dt) end function uiElement:update(dt) end
@ -24,7 +11,10 @@ function uiElement:update(dt) end
function uiElement:draw() end function uiElement:draw() end
function uiElement:hitTest(screenX, screenY) function uiElement:hitTest(screenX, screenY)
return self.bounds:hasPoint(screenX, screenY) local r, g, b, a = love.graphics.getColor()
if a == 0 then return false end
local lx, ly = self.transform:inverseTransformPoint(screenX, screenY)
return self.bounds:hasPoint(lx, ly)
end end
--- @generic T : UIElement --- @generic T : UIElement
@ -33,77 +23,8 @@ end
--- @return T --- @return T
function uiElement.new(self, values) function uiElement.new(self, values)
values.bounds = values.bounds or Rect {} values.bounds = values.bounds or Rect {}
values.overlayGradientMesh = values.overlayGradientMesh or uiElement.overlayGradientMesh; values.transform = values.transform or love.math.newTransform()
return setmetatable(values, self) return setmetatable(values, self)
end end
--- Рисует границу вокруг элемента (с псевдо-затенением)
--- @param type "outer" | "inner"
--- @param width? number
function uiElement:drawBorder(type, width)
local w = width or 4
love.graphics.setLineWidth(w)
if type == "inner" then
love.graphics.setColor(0.2, 0.2, 0.2)
love.graphics.line({
self.bounds.x, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y,
})
love.graphics.setColor(0.3, 0.3, 0.3)
love.graphics.line({
self.bounds.x + self.bounds.width, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y + self.bounds.height,
})
else
love.graphics.setColor(0.3, 0.3, 0.3)
-- love.graphics.line({
-- self.bounds.x, self.bounds.y + self.bounds.height,
-- self.bounds.x, self.bounds.y,
-- self.bounds.x + self.bounds.width, self.bounds.y,
-- })
love.graphics.line({
self.bounds.x, self.bounds.y + self.bounds.height - w,
self.bounds.x, self.bounds.y + w,
})
love.graphics.line({
self.bounds.x + w, self.bounds.y,
self.bounds.x + self.bounds.width - w, self.bounds.y,
})
love.graphics.setColor(0.2, 0.2, 0.2)
-- love.graphics.line({
-- self.bounds.x + self.bounds.width, self.bounds.y,
-- self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height,
-- self.bounds.x, self.bounds.y + self.bounds.height,
-- })
love.graphics.line({
self.bounds.x + self.bounds.width, self.bounds.y + w,
self.bounds.x + self.bounds.width, self.bounds.y + self.bounds.height - w,
})
love.graphics.line({
self.bounds.x + self.bounds.width - w, self.bounds.y + self.bounds.height,
self.bounds.x + w, self.bounds.y + self.bounds.height,
})
end
love.graphics.setColor(1, 1, 1)
end
--- рисует градиент поверх элемента
function uiElement:drawGradientOverlay()
love.graphics.push()
love.graphics.translate(self.bounds.x, self.bounds.y)
love.graphics.scale(self.bounds.width, self.bounds.height)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.overlayGradientMesh)
love.graphics.pop()
end
return uiElement return uiElement

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@ -1,71 +0,0 @@
local Element = require "lib.simple_ui.element"
--- @class BarElement : UIElement
--- @field getter fun() : number
--- @field value number
--- @field maxValue number
--- @field color Color
--- @field useDividers boolean
--- @field drawText boolean
local barElement = setmetatable({}, Element)
barElement.__index = barElement
barElement.useDividers = false
barElement.drawText = false
function barElement:update(dt)
local val = self.getter()
self.value = val < 0 and 0 or val > self.maxValue and self.maxValue or val
end
function barElement:draw()
local valueWidth = self.bounds.width * self.value / self.maxValue
local emptyWidth = self.bounds.width - valueWidth
--- шум
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setShader()
--- закраска пустой части
love.graphics.setColor(0.05, 0.05, 0.05)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x + valueWidth, self.bounds.y, emptyWidth,
self.bounds.height)
love.graphics.setBlendMode("alpha")
--- закраска значимой части её цветом
love.graphics.setColor(self.color.r, self.color.g, self.color.b)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, valueWidth,
self.bounds.height)
love.graphics.setBlendMode("alpha")
--- мерки
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
if self.useDividers then
local count = self.maxValue - 1
local measureWidth = self.bounds.width / self.maxValue
for i = 1, count, 1 do
love.graphics.line(self.bounds.x + i * measureWidth, self.bounds.y, self.bounds.x + i * measureWidth,
self.bounds.y + self.bounds.height)
end
end
love.graphics.setColor(1, 1, 1)
--- текст поверх
if self.drawText then
local font = Tree.fonts:getDefaultTheme():getVariant("small")
local t = love.graphics.newText(font, tostring(self.value) .. "/" .. tostring(self.maxValue))
love.graphics.draw(t, math.floor(self.bounds.x + self.bounds.width / 2 - t:getWidth() / 2),
math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))
end
self:drawBorder("inner")
self:drawGradientOverlay()
end
return function(values) return barElement:new(values) end

View File

@ -1,86 +0,0 @@
local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect"
local Color = require "lib.simple_ui.color"
local Bar = require "lib.simple_ui.level.bar"
--- @class BottomBars : UIElement
--- @field hpBar BarElement
--- @field manaBar BarElement
local bottomBars = setmetatable({}, Element)
bottomBars.__index = bottomBars;
--- @param cid Id
function bottomBars.new(cid)
local t = setmetatable({}, bottomBars)
t.hpBar =
Bar {
getter = function()
local char = Tree.level.characters[cid]
return char:try(Tree.behaviors.stats, function(stats)
return stats.hp or 0
end)
end,
color = Color { r = 130 / 255, g = 8 / 255, b = 8 / 255 },
drawText = true,
maxValue = 20
}
t.manaBar =
Bar {
getter = function()
local char = Tree.level.characters[cid]
return char:try(Tree.behaviors.stats, function(stats)
return stats.mana or 0
end)
end,
color = Color { r = 51 / 255, g = 105 / 255, b = 30 / 255 },
useDividers = true,
maxValue = 10
}
return t
end
function bottomBars:update(dt)
local height = 16
local margin = 2
self.bounds.height = height
self.bounds.y = self.bounds.y - height
self.hpBar.bounds = Rect {
width = -2 * margin + self.bounds.width / 2,
height = height - margin,
x = self.bounds.x + margin,
y = self.bounds.y + margin
}
self.manaBar.bounds = Rect {
width = -2 * margin + self.bounds.width / 2,
height = height - margin,
x = self.bounds.x + margin + self.bounds.width / 2,
y = self.bounds.y + margin
}
self.hpBar:update(dt)
self.manaBar:update(dt)
end
function bottomBars:draw()
-- шум
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setShader()
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setBlendMode("alpha")
self.hpBar:draw()
self.manaBar:draw()
end
return bottomBars.new

View File

@ -1,108 +0,0 @@
local task = require "lib.utils.task"
local easing = require "lib.utils.easing"
local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect"
local SkillRow = require "lib.simple_ui.level.skill_row"
local Bars = require "lib.simple_ui.level.bottom_bars"
local EndTurnButton = require "lib.simple_ui.level.end_turn"
--- @class CharacterPanel : UIElement
--- @field animationTask Task
--- @field alpha number
--- @field state "show" | "idle" | "hide"
--- @field skillRow SkillRow
--- @field bars BottomBars
--- @field endTurnButton EndTurnButton
local characterPanel = setmetatable({}, Element)
characterPanel.__index = characterPanel
function characterPanel.new(characterId)
local t = {}
t.state = "show"
t.skillRow = SkillRow(characterId)
t.bars = Bars(characterId)
t.endTurnButton = EndTurnButton {}
t.alpha = 0 -- starts hidden/animating
return setmetatable(t, characterPanel)
end
function characterPanel:show()
self.state = "show"
self.animationTask = task.tween(self, { alpha = 1 }, 300, easing.easeOutCubic)
self.animationTask(function() self.state = "idle" end)
end
function characterPanel:hide()
self.state = "hide"
self.animationTask = task.tween(self, { alpha = 0 }, 300, easing.easeOutCubic)
end
--- @type love.Canvas
local characterPanelCanvas;
function characterPanel:update(dt)
-- Tasks update automatically via task.update(dt) in main.lua
self.skillRow:update(dt)
self.bars.bounds = Rect {
width = self.skillRow.bounds.width,
x = self.skillRow.bounds.x,
y = self.skillRow.bounds.y
}
self.bars:update(dt)
self.bounds = Rect {
x = self.bars.bounds.x,
y = self.bars.bounds.y,
width = self.bars.bounds.width,
height = self.bars.bounds.height + self.skillRow.bounds.height
}
self.endTurnButton:layout()
self.endTurnButton.bounds.x = self.bounds.x + self.bounds.width + 32
self.endTurnButton.bounds.y = self.bounds.y + self.bounds.height / 2 - self.endTurnButton.bounds.height / 2
self.endTurnButton:update(dt)
if not characterPanelCanvas then
characterPanelCanvas = love.graphics.newCanvas(self.bounds.width, self.bounds.height)
end
--- анимация появления
local revealShader = Tree.assets.files.shaders.reveal
revealShader:send("t", self.alpha)
end
function characterPanel:draw()
self.skillRow:draw()
--- @TODO: переписать этот ужас с жонглированием координатами, а то слишком хардкод (skillRow рисуется относительно нуля и не закрывает канвас)
love.graphics.push()
local canvas = love.graphics.getCanvas()
love.graphics.translate(0, self.bars.bounds.height)
love.graphics.setCanvas(characterPanelCanvas)
love.graphics.clear()
love.graphics.draw(canvas)
love.graphics.pop()
love.graphics.push()
love.graphics.translate(-self.bounds.x, -self.bounds.y)
self.bars:draw()
self:drawBorder("outer")
love.graphics.pop()
--- рисуем текстуру шейдером появления
love.graphics.setCanvas()
love.graphics.setShader(Tree.assets.files.shaders.reveal)
love.graphics.setColor(1, 1, 1, 1)
self.endTurnButton:draw()
love.graphics.push()
love.graphics.translate(self.bounds.x, self.bounds.y)
love.graphics.draw(characterPanelCanvas)
love.graphics.setColor(1, 1, 1)
love.graphics.pop()
love.graphics.setShader()
end
return characterPanel.new

View File

@ -1,53 +0,0 @@
local Element = require "lib.simple_ui.element"
local task = require "lib.utils.task"
local easing = require "lib.utils.easing"
--- @class EndTurnButton : UIElement
--- @field hovered boolean
--- @field onClick function?
local endTurnButton = setmetatable({}, Element)
endTurnButton.__index = endTurnButton
function endTurnButton:update(dt)
local mx, my = love.mouse.getPosition()
if self:hitTest(mx, my) then
self.hovered = true
if Tree.controls:isJustPressed("select") then
if self.onClick then self.onClick() end
Tree.controls:consume("select")
end
else
self.hovered = false
end
end
function endTurnButton:layout()
local font = Tree.fonts:getDefaultTheme():getVariant("large")
self.text = love.graphics.newText(font, "Завершить ход")
self.bounds.width = self.text:getWidth() + 32
self.bounds.height = self.text:getHeight() + 16
end
function endTurnButton:draw()
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255, 0.9)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
if self.hovered then
love.graphics.setColor(0.1, 0.1, 0.1)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
end
love.graphics.setColor(0.95, 0.95, 0.95)
love.graphics.draw(self.text, self.bounds.x + 16, self.bounds.y + 8)
self:drawBorder("outer")
love.graphics.setColor(1, 1, 1)
end
function endTurnButton:onClick()
Tree.level.turnOrder:next()
end
return function(values)
return endTurnButton:new(values)
end

View File

@ -1,23 +1,24 @@
local CPanel = require "lib.simple_ui.level.cpanel" local easing = require "lib.utils.easing"
local AnimationNode = require "lib.animation_node"
local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect"
local SkillRow = require "lib.simple_ui.level.skill_row"
local build
local layout = {} local layout = {}
function layout:update(dt) function layout:update(dt)
if self.characterPanel then self.characterPanel:update(dt) end
local cid = Tree.level.selector:selected() local cid = Tree.level.selector:selected()
if cid then if cid then
self.characterPanel = CPanel(cid) self.skillRow = SkillRow(cid)
self.characterPanel:show() self.skillRow:show()
self.characterPanel:update(dt)
elseif Tree.level.selector:deselected() then elseif Tree.level.selector:deselected() then
self.characterPanel:hide() self.skillRow:hide()
end end
if self.skillRow then self.skillRow:update(dt) end
end end
function layout:draw() function layout:draw()
if self.characterPanel then self.characterPanel:draw() end if self.skillRow then self.skillRow:draw() end
end end
return layout return layout

View File

@ -1,2 +0,0 @@
local UI_SCALE = 0.75 -- выдуманное значение для dependency injection, надо подбирать так, чтобы UI_SCALE * 64 было целым числом
return UI_SCALE

View File

@ -1,29 +1,23 @@
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons) local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons)
local easing = require "lib.utils.easing"
local AnimationNode = require "lib.animation_node"
local Element = require "lib.simple_ui.element" local Element = require "lib.simple_ui.element"
local Rect = require "lib.simple_ui.rect" local Rect = require "lib.simple_ui.rect"
local UI_SCALE = require "lib.simple_ui.level.scale"
--- @class SkillButton : UIElement --- @class SkillButton : UIElement
--- @field hovered boolean --- @field hovered boolean
--- @field selected boolean --- @field selected boolean
--- @field onClick function? --- @field onClick function?
--- @field getCooldown function? --- @field icon string
--- @field icon? string
local skillButton = setmetatable({}, Element) local skillButton = setmetatable({}, Element)
skillButton.__index = skillButton skillButton.__index = skillButton
function skillButton:update(dt) function skillButton:update(dt)
if not self.icon then return end
local mx, my = love.mouse.getPosition() local mx, my = love.mouse.getPosition()
if self:hitTest(mx, my) then if self:hitTest(mx, my) then
self.hovered = true self.hovered = true
if Tree.controls:isJustPressed("select") then if Tree.controls:isJustPressed("select") then
local cd = self.getCooldown and self.getCooldown() or 0
if cd == 0 then
if self.onClick then self.onClick() end if self.onClick then self.onClick() end
end
Tree.controls:consume("select") Tree.controls:consume("select")
end end
else else
@ -32,53 +26,22 @@ function skillButton:update(dt)
end end
function skillButton:draw() function skillButton:draw()
love.graphics.setLineWidth(2)
local cd = self.getCooldown and self.getCooldown() or 0
if not self.icon then
love.graphics.setColor(0.05, 0.05, 0.05)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
self:drawBorder("inner")
return
end
local quad = icons:pickQuad(self.icon)
love.graphics.push() love.graphics.push()
love.graphics.translate(self.bounds.x, self.bounds.y) love.graphics.applyTransform(self.transform)
love.graphics.scale(self.bounds.width / icons.tileSize, self.bounds.height / icons.tileSize)
love.graphics.draw(icons.atlas, quad)
love.graphics.pop()
self:drawBorder("inner") local r, g, b, a = love.graphics.getColor()
if self.selected then if self.selected then
love.graphics.setColor(0.3, 1, 0.3, 0.5) love.graphics.setColor(0.3, 1, 0.3, a)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
elseif self.hovered then elseif self.hovered then
love.graphics.setColor(0.7, 1, 0.7, 0.5) love.graphics.setColor(0.7, 1, 0.7, a)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
end
if cd > 0 then
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
local font = Tree.fonts:getDefaultTheme():getVariant("headline")
love.graphics.setColor(0, 0, 0)
local t = love.graphics.newText(font, tostring(cd))
love.graphics.draw(t, math.floor(self.bounds.x + 2 + self.bounds.width / 2 - t:getWidth() / 2),
math.floor(self.bounds.y + 2 + self.bounds.height / 2 - t:getHeight() / 2))
love.graphics.setColor(1, 1, 1)
love.graphics.draw(t, math.floor(self.bounds.x + self.bounds.width / 2 - t:getWidth() / 2),
math.floor(self.bounds.y + self.bounds.height / 2 - t:getHeight() / 2))
else else
love.graphics.setColor(1, 1, 1, a)
end end
love.graphics.setColor(1, 1, 1) love.graphics.translate(0, self.bounds.y)
love.graphics.draw(icons.atlas, icons:pickQuad(self.icon))
love.graphics.pop()
end end
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
@ -86,6 +49,8 @@ end
--- @class SkillRow : UIElement --- @class SkillRow : UIElement
--- @field characterId Id --- @field characterId Id
--- @field selected SkillButton? --- @field selected SkillButton?
--- @field animationNode AnimationNode
--- @field state "show" | "idle" | "hide"
--- @field children SkillButton[] --- @field children SkillButton[]
local skillRow = setmetatable({}, Element) local skillRow = setmetatable({}, Element)
skillRow.__index = skillRow skillRow.__index = skillRow
@ -95,6 +60,7 @@ skillRow.__index = skillRow
function skillRow.new(characterId) function skillRow.new(characterId)
local t = { local t = {
characterId = characterId, characterId = characterId,
state = "show",
children = {} children = {}
} }
@ -117,96 +83,79 @@ function skillRow.new(characterId)
behavior.cast = nil behavior.cast = nil
end end
end end
skb.getCooldown = function()
return behavior.cooldowns[spell.tag] or 0
end
t.children[i] = skb t.children[i] = skb
end end
end) end)
for i = #t.children + 1, 7, 1 do
t.children[i] = skillButton:new {}
end
return t return t
end end
--- @type love.Canvas function skillRow:show()
local c; AnimationNode {
function(animationNode)
function skillRow:update(dt) if self.animationNode then self.animationNode:finish() end
local iconSize = math.floor(64 * UI_SCALE) self.animationNode = animationNode
local screenW, screenH = love.graphics.getDimensions() self.state = "show"
local padding, margin = 8, 4 end,
local count = #self.children -- слоты под скиллы duration = 300,
onEnd = function()
self.bounds = Rect { self.state = "idle"
width = iconSize * count + (count + 1) * margin, end,
height = iconSize + 2 * margin, easing = easing.easeOutCubic
} }:run()
self.bounds.y = screenH - self.bounds.height - padding -- отступ снизу
self.bounds.x = screenW / 2 - self.bounds.width / 2
for i, skb in ipairs(self.children) do
skb.bounds = Rect { x = self.bounds.x + margin + (i - 1) * (iconSize + margin), -- друг за другом, включая первый отступ от границы
y = self.bounds.y + margin, height = iconSize, width = iconSize }
skb:update(dt)
end end
if not c then function skillRow:hide()
c = love.graphics.newCanvas(self.bounds.width, self.bounds.height) AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "hide"
end,
duration = 300,
easing = easing.easeOutCubic
}:run()
end
function skillRow:update(dt)
if self.animationNode then self.animationNode:update(dt) end
local iconSize = icons.tileSize
local scale = (64 / iconSize)
local screenW, screenH = love.graphics.getDimensions()
local padding = 8
local count = #self.children
self.bounds = Rect {
width = count * icons.tileSize + (count - 1) * padding,
height = iconSize,
y = self.state == "show" and 10 * (1 - self.animationNode:getValue()) or 0
}
self.transform = love.math.newTransform():translate(screenW / 2,
screenH - 16):scale(scale, scale):translate(-self.bounds.width / 2, -iconSize)
for i, skb in ipairs(self.children) do
skb.bounds = Rect { height = iconSize, width = iconSize }
skb.transform = self.transform:clone():translate(self.bounds.x + (i - 1) * iconSize +
(i - 1) *
padding, -- левый край ряда + размер предыдущих иконок + размер предыдущих отступов
self.bounds.y -- высота не меняется
)
skb:update(dt)
end end
end end
function skillRow:draw() function skillRow:draw()
love.graphics.setCanvas({ c, stencil = true }) local alpha = 1
love.graphics.clear() if self.state == "show" then
love.graphics.setColor(1, 1, 1) alpha = self.animationNode:getValue()
elseif self.state == "hide" then
do alpha = 1 - self.animationNode:getValue()
--- рисуем в локальных координатах текстурки end
love.graphics.push() love.graphics.setColor(1, 1, 1, alpha)
love.graphics.translate(-self.bounds.x, -self.bounds.y)
-- сначала иконки скиллов
for _, skb in ipairs(self.children) do for _, skb in ipairs(self.children) do
skb:draw() skb:draw()
end end
-- маска для вырезов под иконки
love.graphics.setShader(Tree.assets.files.shaders.alpha_mask)
love.graphics.stencil(function()
local mask = Tree.assets.files.masks.rrect32
local maskSize = mask:getWidth()
for _, skb in ipairs(self.children) do
love.graphics.draw(mask, skb.bounds.x, skb.bounds.y, 0,
skb.bounds.width / maskSize, skb.bounds.height / maskSize)
end
end, "replace", 1)
love.graphics.setShader()
-- дальше рисуем панель, перекрывая иконки
love.graphics.setStencilTest("less", 1)
-- шум
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setShader()
-- фон
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setBlendMode("alpha")
love.graphics.setStencilTest()
--затенение
self:drawGradientOverlay()
love.graphics.pop()
end
love.graphics.setColor(1, 1, 1)
end end
return skillRow.new return skillRow.new

View File

@ -18,7 +18,7 @@ function rect.new(table)
end end
function rect:hasPoint(x, y) function rect:hasPoint(x, y)
return x >= self.x and x < self.x + self.width and y >= self.y and y < self.y + self.height return x >= self.x and x < self.width and y >= self.y and y < self.height
end end
return rect.new return rect.new

View File

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

View File

@ -1,104 +0,0 @@
local Query = require "lib.spell.target_query"
local targetTest = require "lib.spell.target_test"
local task = require "lib.utils.task"
--- @alias SpellPreview "default" Подсветка возможных целей
--- | "path" Подсветка пути до цели
--- @class Spell
--- @field tag string
--- @field baseCost integer Базовые затраты маны на каст
--- @field baseCooldown integer Базовый кулдаун в ходах
--- @field targetQuery SpellTargetQuery Селектор возможных целей
--- @field previewType SpellPreview Вид превью во время каста
--- @field distance? integer Сторона квадрата с центром в позиции кастера, в пределах которого должна находиться цель, либо отсутствие ограничения
--- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
--- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
--- @field cast fun(self: Spell, caster: Character, target: Vec3): Task<nil>? Вызывается в момент каста, изменяет мир.
local spell = {}
spell.__index = spell
spell.tag = "spell_base"
spell.baseCost = 1
spell.baseCooldown = 1
spell.targetQuery = Query(targetTest.any)
spell.previewType = "default"
function spell:update(caster, dt)
if self.previewType == "path" then
local charPos = caster:has(Tree.behaviors.positioned).position:floor()
--- @type Vec3
local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
if self.targetQuery.test(caster, mpos) then
self.path = require "lib.pathfinder" (charPos, mpos)
else
self.path = nil
end
end
end
function spell:draw()
if self.previewType == "path" then
local path = self.path --[[@as Deque?]]
if not path then return end
--- Это отрисовка пути персонажа к мышке
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.overlayLayer)
love.graphics.setColor(0.6, 0.75, 0.5)
for p in path:values() do
love.graphics.circle("fill", p.x + 0.45, p.y + 0.45, 0.1)
end
love.graphics.setCanvas()
Tree.level.camera:detach()
love.graphics.setColor(1, 1, 1)
end
end
function spell:cast(caster, target) return task.fromValue() end
--- Конструктор [Spell]
--- @param data {tag: string, baseCost: integer, baseCooldown: integer, targetQuery: SpellTargetQuery?, previewType: SpellPreview?, distance: integer?, onCast: fun(caster: Character, target: Vec3): Task<nil>?}
--- @return Spell
function spell.new(data)
local newSpell = setmetatable({
tag = data.tag,
baseCost = data.baseCost,
baseCooldown = data.baseCooldown,
targetQuery = data.targetQuery,
previewType = data.previewType,
distance = data.distance
}, spell)
newSpell.targetQuery = newSpell.distance
and newSpell.targetQuery:intersect(Query(targetTest.distance(newSpell.distance)))
or newSpell.targetQuery
function newSpell:cast(caster, target)
if caster:try(Tree.behaviors.spellcaster, function(spellcaster) -- проверка на кулдаун
return (spellcaster.cooldowns[self.tag] or 0) > 0
end) then
return
end
if not self.targetQuery.test(caster, target) then return end -- проверка корректности цели
-- проверка на достаточное количество маны
if caster:try(Tree.behaviors.stats, function(stats)
return stats.mana < self.baseCost
end) then
return
end
caster:try(Tree.behaviors.stats, function(stats)
stats.mana = stats.mana - self.baseCost
end)
caster:try(Tree.behaviors.spellcaster, function(spellcaster)
spellcaster.cooldowns[self.tag] = self.baseCooldown
end)
return data.onCast(caster, target)
end
return newSpell
end
return spell

View File

@ -1,67 +0,0 @@
--- Тип, отвечающий за выбор и фильтрацию подходящих тайлов как цели спелла
--- теория множеств my beloved?
--- @class SpellTargetQuery
local query = {}
query.__index = query
--- Проверяет координаты на соответствие внутреннему условию
--- @param caster Character
--- @param position Vec3
--- @return boolean
function query.test(caster, position)
return true
end
--- Объединение
--- @param q SpellTargetQuery
function query:join(q)
return setmetatable({
test = function(caster, pos)
return self.test(caster, pos) or q.test(caster, pos)
end
}, query)
end
--- Пересечение
--- @param q SpellTargetQuery
function query:intersect(q)
return setmetatable({
test = function(caster, pos)
return self.test(caster, pos) and q.test(caster, pos)
end
}, query)
end
--- Исключение (не коммутативное, "те, что есть в query, но нет в q")
--- @param q SpellTargetQuery
function query:exclude(q)
return setmetatable({
test = function(caster, pos)
return self.test(caster, pos) and not q.test(caster, pos)
end
}, query)
end
--- Находит все соответствующие условиям координаты тайлов и возвращает их в виде списка
--- @param caster Character
--- @return Vec3[]
function query:asSet(caster)
--- @TODO: оптимизировать и брать не всю карту для выборки
local res = {}
for _, tile in pairs(Tree.level.tileGrid) do
if self.test(caster, tile.position) then
table.insert(res, tile.position)
end
end
return res
end
--- @param test SpellTargetTest
local function new(test)
return setmetatable({
test = test
}, query)
end
return new

View File

@ -1,27 +0,0 @@
--- @alias SpellTargetTest fun(caster: Character, targetPosition: Vec3) : boolean
return {
-- любой тайл
any = function() return true end,
-- тайл, где находится кастующий
caster = function(caster, targetPosition)
local targetCharacterId = Tree.level.characterGrid:get(targetPosition)
return caster.id == targetCharacterId
end,
-- тайл, где находится любой персонаж
character = function(caster, targetPosition)
local targetCharacterId = Tree.level.characterGrid:get(targetPosition)
return not not targetCharacterId
end,
-- тайл в пределах окружности в нашей кривой метрике
--- @param radius number
distance = function(radius)
return function(caster, targetPosition)
return caster:try(Tree.behaviors.positioned, function(p)
local dist = math.max(math.abs(p.position.x - targetPosition.x),
math.abs(p.position.y - targetPosition.y))
return dist <= radius
end)
end
end
}

View File

@ -7,80 +7,113 @@
--- --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 spell = require 'lib.spell.spell'
local targetTest = require 'lib.spell.target_test'
local Query = require "lib.spell.target_query"
local easing = require "lib.utils.easing"
local walk = spell.new { --- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
tag = "dev_move", --- @field tag string
previewType = "path", --- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
baseCooldown = 1, --- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
baseCost = 2, --- @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
targetQuery = Query(targetTest.any):exclude(Query(targetTest.character)), local spell = {}
distance = 3, spell.__index = spell
onCast = function(caster, target) spell.tag = "base"
local initialPos = caster:has(Tree.behaviors.positioned).position:floor()
local path = require "lib.pathfinder" (initialPos, target) function spell:update(caster, dt) end
function spell:draw() end
function spell:cast(caster, target) return true end
local walk = setmetatable({
--- @type Deque
path = nil
}, spell)
walk.tag = "dev_move"
function walk:cast(caster, target)
if not caster:try(Tree.behaviors.stats, function(stats)
return stats.mana >= 2
end) then
return false
end
local path = self.path
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
end
local sprite = caster:has(Tree.behaviors.sprite) for p in path:values() do print(p) end
assert(sprite, "[Walk]", "WTF DUDE WHERE'S YOUR SPRITE")
if not sprite then
return
end
return caster:has(Tree.behaviors.tiled):followPath(path)
end
}
local regenerateMana = spell.new {
tag = "dev_mana",
baseCooldown = 2,
baseCost = 0,
targetQuery = Query(targetTest.caster),
distance = 0,
onCast = function(caster, target)
caster:try(Tree.behaviors.stats, function(stats) caster:try(Tree.behaviors.stats, function(stats)
stats.mana = 10 stats.mana = stats.mana - 2
stats.initiative = stats.initiative + 10 print(stats.mana)
end) end)
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return end if not sprite then return true end
print(caster.id, "has regenerated mana and gained initiative") AnimationNode {
function(node) caster:has(Tree.behaviors.map):followPath(path, node) end,
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
}:run()
local light = require "lib/character/character".spawn("Light Effect") return true
light:addBehavior {
Tree.behaviors.light.new { color = Vec3 { 0.3, 0.3, 0.6 }, intensity = 4 },
Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
}
return task.wait {
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
{ intensity = 1, color = Vec3 {} }, 800, easing.easeInCubic), function()
light:die()
return task.fromValue()
end),
sprite:animate("hurt")
}
end end
}
local attack = spell.new { function walk:update(caster, dt)
tag = "dev_attack", local charPos = caster:has(Tree.behaviors.map).position:floor()
baseCooldown = 1, --- @type Vec3
baseCost = 2, local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
targetQuery = Query(targetTest.character):exclude(Query(targetTest.caster)), self.path = require "lib.pathfinder" (charPos, mpos)
distance = 1, end
onCast = function(caster, target)
function walk:draw()
if not self.path then return end
--- Это отрисовка пути персонажа к мышке
love.graphics.setColor(0.6, 0.75, 0.5)
for p in self.path:values() do
love.graphics.circle("fill", p.x + 0.45, p.y + 0.45, 0.1)
end
love.graphics.setColor(1, 1, 1)
end
local regenerateMana = setmetatable({}, spell)
regenerateMana.tag = "dev_mana"
function regenerateMana:cast(caster, target)
caster:try(Tree.behaviors.stats, function(stats)
stats.mana = 10
end)
print(caster.id, "has regenerated mana")
local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return true end
AnimationNode {
function(node)
sprite:animate("hurt", node)
end,
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
}:run()
return true
end
local attack = setmetatable({}, spell)
attack.tag = "dev_attack"
function attack:cast(caster, target)
if caster:try(Tree.behaviors.map, function(map)
local dist = math.max(math.abs(map.position.x - target.x), math.abs(map.position.y - target.y))
print("dist:", dist)
return dist > 2
end) then
return false
end
caster:try(Tree.behaviors.stats, function(stats)
stats.mana = stats.mana - 2
end)
--- @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 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
@ -88,38 +121,33 @@ local attack = spell.new {
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) AnimationNode {
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
return children = {
task.wait { AnimationNode {
sprite:animate("attack"), function(node)
task.wait { sprite:animate("attack", node)
task.chain(targetCharacter:has(Tree.behaviors.residentsleeper):sleep(500),
function()
local light = require "lib/character/character".spawn("Light Effect")
light:addBehavior {
Tree.behaviors.light.new { color = Vec3 { 0.6, 0.3, 0.3 }, intensity = 4 },
Tree.behaviors.positioned.new(targetCharacter:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
}
return
task.wait {
task.chain(task.tween(light:has(Tree.behaviors.light) --[[@as LightBehavior]],
{ intensity = 1, color = Vec3 {} }, 1000, easing.easeInCubic), function()
light:die()
return task.fromValue()
end),
targetSprite:animate("hurt")
}
end end
), },
AnimationNode {
Tree.audio:play(Tree.assets.files.audio.sounds.hurt) function(node)
} targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200, node)
} end,
children = {
AnimationNode {
function(node)
targetSprite:animate("hurt", node)
end end
} }
}
}
}
}:run()
return true
end
---------------------------------------- ----------------------------------------
local spellbook = { local spellbook = {
@ -133,7 +161,6 @@ 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

@ -6,14 +6,11 @@
Tree = { Tree = {
assets = (require "lib.utils.asset_bundle"):load() assets = (require "lib.utils.asset_bundle"):load()
} }
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

@ -50,12 +50,8 @@ 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 nil
end end
function AssetBundle.cutExtension(filename) function AssetBundle.cutExtension(filename)

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

@ -1,94 +0,0 @@
--- @alias FontVariant "smallest" | "small" | "medium" | "large" | "headline"
--- @class TextTheme
--- @field private _sizes {[FontVariant]: integer}
local theme = {
_sizes = {
smallest = 12,
small = 14,
medium = 16,
large = 22,
headline = 32,
}
}
theme.__index = theme
--- @param loader fun(size: integer): love.Font?
function theme.new(loader)
local t = {}
for tag, size in pairs(theme._sizes) do
local f = loader(size)
if not f then return nil end
t[tag] = f
end
return setmetatable(t, theme)
end
--- @param variant FontVariant
--- @return love.Font
function theme:getVariant(variant)
return self[variant]
end
----------------------------------------------------------
--- A singleton to handle fonts
--- @class FontManager
--- @field private _themes table
--- @field defaultTheme string?
local FontManager = {
_themes = {}
}
--- @param name string
--- @param size integer
function FontManager.newFont(name, size)
local err = function()
print("[FontManager]: font " .. name .. " not found!")
end
local fontDir = Tree.assets.files.fonts[name]
if not fontDir then return err() end
local font = fontDir.font
if not font then return err() end
return love.graphics.newFont(font, size)
end
--- @param name string
--- @return FontManager
function FontManager:loadTheme(name)
self._themes[name] = theme.new(
function(size)
return self.newFont(name, size)
end
)
return self
end
--- @param name string
--- @return TextTheme?
function FontManager:getTheme(name)
return self._themes[name]
end
--- @return TextTheme
function FontManager:getDefaultTheme()
return self._themes[self.defaultTheme]
end
--- initial setup
--- @param defaultFontName string
function FontManager:load(defaultFontName)
local t = self:loadTheme(defaultFontName):getTheme(defaultFontName)
if not t then
print("[FontManager]: default font " .. defaultFontName .. " is missing")
return self
end
self.defaultTheme = defaultFontName
local f = t:getVariant("medium")
love.graphics.setFont(f)
return self
end
return FontManager

View File

@ -1,11 +1,11 @@
---@class PriorityQueue ---@class PriorityQueue
---@field data any[] внутренний массив-куча (индексация с 1) ---@field private data any[] # внутренний массив-куча (индексация с 1)
---@field private cmp fun(a:any, b:any):boolean компаратор: true, если a выше по приоритету, чем b ---@field private cmp fun(a:any, b:any):boolean # компаратор: true, если a выше по приоритету, чем b
local PriorityQueue = {} local PriorityQueue = {}
PriorityQueue.__index = PriorityQueue PriorityQueue.__index = PriorityQueue
---Создать очередь с приоритетом. ---Создать очередь с приоритетом.
---@param cmp fun(a:any, b:any):boolean|nil если nil, используется a < b (мин-куча) ---@param cmp fun(a:any, b:any):boolean|nil # если nil, используется a < b (мин-куча)
---@return PriorityQueue ---@return PriorityQueue
function PriorityQueue.new(cmp) function PriorityQueue.new(cmp)
local self = setmetatable({}, PriorityQueue) local self = setmetatable({}, PriorityQueue)
@ -16,8 +16,8 @@ end
-- ===== Внутренние утилиты ===== -- ===== Внутренние утилиты =====
---@param i integer индекс узла ---@param i integer @индекс узла
---@param j integer индекс узла ---@param j integer @индекс узла
function PriorityQueue:_swap(i, j) function PriorityQueue:_swap(i, j)
self.data[i], self.data[j] = self.data[j], self.data[i] self.data[i], self.data[j] = self.data[j], self.data[i]
end end
@ -103,16 +103,4 @@ function PriorityQueue:is_empty()
return #self.data == 0 return #self.data == 0
end end
--- Shallow-копирование очереди
function PriorityQueue:copy()
local _data = {}
for i, v in ipairs(self.data) do
_data[i] = v
end
return setmetatable({
data = _data,
cmp = self.cmp
}, PriorityQueue)
end
return PriorityQueue return PriorityQueue

View File

@ -1,142 +0,0 @@
local easing_lib = require "lib.utils.easing"
local lerp = require "lib.utils.utils".lerp
--- Обобщенная асинхронная функция (Task).
--- По сути это функция, принимающая коллбэк: `fun(callback: fun(value: T): nil): nil`
--- @generic T
--- @alias Task fun(callback: fun(value: T): nil): nil
local task = {}
local activeTweens = {} -- list of tweens
-- We also need a way to track tweens by target to support cancellation/replacement
-- Let's stick to a simple list for update, but maybe add a helper to find by target?
-- Or, just allow multiple tweens per target (which is valid for different properties).
-- But if we animate the SAME property, we have a conflict.
-- For now, let's just add task.cancel(target) which kills ALL tweens for that target.
--- Обновление всех активных анимаций (твинов).
--- Нужно вызывать в love.update(dt)
function task.update(dt)
for i = #activeTweens, 1, -1 do
local t = activeTweens[i]
if not t.cancelled then
t.elapsed = t.elapsed + dt * 1000
local progress = math.min(t.elapsed / t.duration, 1)
local value = t.easing(progress)
for key, targetValue in pairs(t.properties) do
t.target[key] = lerp(t.initial[key], targetValue, value)
end
if progress >= 1 then
t.completed = true
table.remove(activeTweens, i)
if t.resolve then t.resolve() end
end
else
table.remove(activeTweens, i)
end
end
end
--- Возвращает Completer — объект, который позволяет вручную завершить таску.
--- @generic T
--- @return { complete: fun(val: T) }, Task<T> future
function task.completer()
local c = { completed = false, value = nil, cb = nil }
function c:complete(val)
if self.completed then return end
self.completed = true
self.value = val
if self.cb then self.cb(val) end
end
local future = function(callback)
if c.completed then
callback(c.value)
else
c.cb = callback
end
end
return c, future
end
--- Отменяет все активные твины для указанного объекта.
--- @param target table
function task.cancel(target)
for _, t in ipairs(activeTweens) do
if t.target == target then
t.cancelled = true
end
end
end
--- Создает таску, которая плавно меняет свойства объекта.
--- Автоматически отменяет предыдущие твины для этого объекта (чтобы не было конфликтов).
--- @param target table Объект, свойства которого меняем
--- @param properties table Набор конечных значений { key = value }
--- @param duration number Длительность в мс
--- @param easing function? Функция смягчения (по умолчанию linear)
--- @return Task<nil>
function task.tween(target, properties, duration, easing)
task.cancel(target) -- Cancel previous animations on this target
local initial = {}
for k, _ in pairs(properties) do
initial[k] = target[k]
if type(initial[k]) == "table" and initial[k].copy then
initial[k] = initial[k]:copy() -- Для Vec3
end
end
local comp, future = task.completer()
table.insert(activeTweens, {
target = target,
initial = initial,
properties = properties,
duration = duration or 1000,
easing = easing or easing_lib.linear,
elapsed = 0,
resolve = function() comp:complete() end
})
return future
end
--- Возвращает таску, которая завершится сразу с переданным значением.
function task.fromValue(val)
return function(callback) callback(val) end
end
--- Возвращает новый Task, который завершится после завершения всех переданных `tasks`.
--- @param tasks Task[]
--- @return Task<any[]>
function task.wait(tasks)
if #tasks == 0 then return task.fromValue({}) end
local count = #tasks
local results = {}
return function(callback)
for i, t in ipairs(tasks) do
t(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.
--- @param t Task
--- @param onCompleted fun(value: any): Task
--- @return Task
function task.chain(t, onCompleted)
return function(callback)
t(function(value)
local t2 = onCompleted(value)
t2(callback)
end)
end
end
return task

View File

@ -1,85 +1,26 @@
-- CameraLoader = require 'lib/camera' -- CameraLoader = require 'lib/camera'
local character = require "lib/character/character" local character = require "lib/character/character"
local testLayout require "lib/tree"
local TestRunner = require "test.runner" local testLayout = require "lib.simple_ui.level.layout"
TestRunner:register(require "test.task")
function love.conf(t) function love.conf(t)
t.console = true t.console = true
end end
function love.load() function love.load()
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true }) character.spawn("Foodor", Tree.assets.files.sprites.character)
require "lib/tree" -- важно это сделать после настройки окна character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 })
testLayout = require "lib.simple_ui.level.layout" love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
local chars = {
character.spawn("Foodor")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 1),
Tree.behaviors.positioned.new(Vec3 { 3, 3 }),
Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
},
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")
:addBehavior {
Tree.behaviors.residentsleeper.new(),
Tree.behaviors.stats.new(nil, nil, 2),
Tree.behaviors.positioned.new(Vec3 { 5, 5 }),
Tree.behaviors.tiled.new(),
Tree.behaviors.sprite.new(Tree.assets.files.sprites.character),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new(),
Tree.behaviors.ai.new()
},
}
for id, _ in pairs(chars) do
Tree.level.turnOrder:add(id)
end
Tree.level.turnOrder:endRound()
print("Now playing:", Tree.level.turnOrder.current)
end 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()
require('lib.utils.task').update(dt)
Tree.controls:poll() Tree.controls:poll()
Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI testLayout:update(dt) -- логика UI-слоя должна отработать раньше всех, 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()
local t2 = love.timer.getTime() local t2 = love.timer.getTime()
@ -106,24 +47,17 @@ function love.draw()
love.graphics.draw(Tree.assets.files.cats, 0, 0) love.graphics.draw(Tree.assets.files.cats, 0, 0)
love.graphics.pop() love.graphics.pop()
Tree.level.camera:attach()
Tree.level:draw() Tree.level:draw()
Tree.level.camera:detach()
testLayout:draw() testLayout:draw()
love.graphics.setColor(1, 1, 1) love.graphics.setColor(1, 1, 1)
love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("small")) local stats = "fps: " .. love.timer.getFPS() .. " lt: " .. lt .. " dt: " .. dt
local stats = "fps: " ..
love.timer.getFPS() ..
" lt: " .. lt .. " dt: " .. dt .. " mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000)
love.graphics.print(stats, 10, 10) love.graphics.print(stats, 10, 10)
local t2 = love.timer.getTime() local t2 = love.timer.getTime()
dt = string.format("%.3f", (t2 - t1) * 1000) dt = string.format("%.3f", (t2 - t1) * 1000)
end end
function love.resize(w, h)
local render = Tree.level.render
if not render then return end
render:free()
Tree.level.render = (require "lib.level.render").new { w, h }
end

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