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@ -1,91 +0,0 @@
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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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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@ -4,9 +4,9 @@ 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))
);
dot(p, vec2(127.1, 311.7)),
dot(p, vec2(269.5, 183.3))
);
return fract(sin(p.x + p.y) * 43758.5453123);
}

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@ -10,8 +10,8 @@ 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
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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@ -17,7 +17,7 @@ local camera = {
velocity = Vec3 {},
acceleration = 0.2,
speed = 5,
pixelsPerMeter = 32,
pixelsPerMeter = 24,
}
function camera:getDefaultScale()
@ -38,7 +38,7 @@ local controlMap = {
}
function camera:update(dt)
if self.animationNode and self.animationNode.state == "running" then
if self.animationNode and not (self.animationNode.t >= 1) then
self.animationNode:update(dt) -- тик анимации
self.position = utils.lerp(self.animationBeginPosition, self.animationEndPosition, self.animationNode:getValue())
return
@ -100,7 +100,7 @@ end
--- @param position Vec3
--- @param animationNode AnimationNode
function camera:animateTo(position, animationNode)
if self.animationNode and self.animationNode.state ~= "finished" then self.animationNode:finish() end
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.animationEndPosition = position
self.animationBeginPosition = self.position

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@ -35,6 +35,7 @@ function level:update(dt)
el:update(dt)
end)
self.camera:update(dt)
self.selector:update(dt)
end

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@ -34,8 +34,11 @@ function selector:update(dt)
char:try(Tree.behaviors.spellcaster, function(b)
if not b.cast then
if not selectedId then self:select(nil) end
return
-- тут какая-то страшная дичь, я даже не уверен что оно работает
-- зато я точно уверен, что это надо было писать не так
if not selectedId then self:select(selectedId) end
if selectedId ~= Tree.level.turnOrder.current and Tree.level.turnOrder.isTurnsEnabled then return end
return self:select(selectedId)
end
if b.cast:cast(char, mousePosition) then
self:lock()

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@ -30,6 +30,7 @@ end
---
--- Если в очереди на ход больше никого нет, заканчиваем раунд
function turnOrder:next()
Tree.level.selector:select(nil)
self.actedQueue:insert(self.current)
local next = self.pendingQueue:peek()
if not next then return self:endRound() end

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@ -39,11 +39,7 @@ 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)
function uiElement:drawBorder(type)
if type == "inner" then
love.graphics.setColor(0.2, 0.2, 0.2)
love.graphics.line({
@ -59,37 +55,18 @@ function uiElement:drawBorder(type, width)
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,
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.setColor(0.3, 0.3, 0.3)
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,
self.bounds.x, self.bounds.y + self.bounds.height,
self.bounds.x, self.bounds.y,
self.bounds.x + self.bounds.width, self.bounds.y,
})
end

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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("medium")
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

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@ -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

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@ -1,128 +0,0 @@
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 Bars = require "lib.simple_ui.level.bottom_bars"
local EndTurnButton = require "lib.simple_ui.level.end_turn"
--- @class CharacterPanel : UIElement
--- @field animationNode AnimationNode
--- @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 {}
return setmetatable(t, characterPanel)
end
function characterPanel:show()
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "show"
end,
duration = 300,
onEnd = function()
self.state = "idle"
end,
easing = easing.easeOutCubic
}:run()
end
function characterPanel:hide()
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "hide"
end,
duration = 300,
easing = easing.easeOutCubic
}:run()
end
--- @type love.Canvas
local characterPanelCanvas;
function characterPanel:update(dt)
if self.animationNode then self.animationNode:update(dt) end
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 alpha = 1
if self.state == "show" then
alpha = self.animationNode:getValue()
elseif self.state == "hide" then
alpha = 1 - self.animationNode:getValue()
end
local revealShader = Tree.assets.files.shaders.reveal
revealShader:send("t", 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

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@ -1,66 +0,0 @@
local Element = require "lib.simple_ui.element"
local AnimationNode = require "lib.animation_node"
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("headline")
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()
Tree.level.selector:select(nil)
local cid = Tree.level.turnOrder.current
local playing = Tree.level.characters[cid]
if not playing:has(Tree.behaviors.map) then return end
AnimationNode {
function(node)
Tree.level.camera:animateTo(playing:has(Tree.behaviors.map).displayedPosition, node)
end,
duration = 1500,
easing = easing.easeInOutCubic,
onEnd = function() Tree.level.selector:select(cid) end
}:run()
end
return function(values)
return endTurnButton:new(values)
end

View File

@ -1,19 +1,254 @@
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 Color = require "lib.simple_ui.color"
local build
--- @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
love.graphics.printf(tostring(self.value) .. "/" .. tostring(self.maxValue), self.bounds.x,
self.bounds.y, self.bounds.width, "center")
end
self:drawGradientOverlay()
end
--- @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 =
barElement:new {
getter = function()
local char = Tree.level.characters[cid]
return char:try(Tree.behaviors.stats, function(stats)
return stats.hp or 0
end)
end,
color = Color { r = 130 / 255, g = 8 / 255, b = 8 / 255 },
drawText = true,
maxValue = 20
}
t.manaBar =
barElement:new {
getter = function()
local char = Tree.level.characters[cid]
return char:try(Tree.behaviors.stats, function(stats)
return stats.mana or 0
end)
end,
color = Color { r = 51 / 255, g = 105 / 255, b = 30 / 255 },
useDividers = true,
maxValue = 10
}
return t
end
function bottomBars:update(dt)
local height = 14
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,
x = self.bounds.x + margin,
y = self.bounds.y
}
self.manaBar.bounds = Rect {
width = -2 * margin + self.bounds.width / 2,
height = height,
x = self.bounds.x + margin + self.bounds.width / 2,
y = self.bounds.y
}
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
local c = love.graphics.newCanvas(1280, 720) --- @TODO: выставлять канвасу правильный размер в зависимости от окна
--- @class CharacterPanel : UIElement
--- @field animationNode AnimationNode
--- @field state "show" | "idle" | "hide"
--- @field skillRow SkillRow
--- @field bars BottomBars
local characterPanel = setmetatable({}, Element)
characterPanel.__index = characterPanel
function characterPanel.new(characterId)
local t = {}
t.state = "show"
t.skillRow = SkillRow(characterId)
t.bars = bottomBars.new(characterId)
return setmetatable(t, characterPanel)
end
function characterPanel:show()
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "show"
end,
duration = 300,
onEnd = function()
self.state = "idle"
end,
easing = easing.easeOutCubic
}:run()
end
function characterPanel:hide()
AnimationNode {
function(animationNode)
if self.animationNode then self.animationNode:finish() end
self.animationNode = animationNode
self.state = "hide"
end,
duration = 300,
easing = easing.easeOutCubic
}:run()
end
function characterPanel:update(dt)
if self.animationNode then self.animationNode:update(dt) end
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
}
--- анимация появления
local alpha = 1
if self.state == "show" then
alpha = self.animationNode:getValue()
elseif self.state == "hide" then
alpha = 1 - self.animationNode:getValue()
end
local revealShader = Tree.assets.files.shaders.reveal
revealShader:send("t", alpha)
end
function characterPanel:draw()
love.graphics.setCanvas(c)
love.graphics.clear()
self.skillRow:draw()
self.bars:draw()
self:drawBorder("outer")
--- рисуем текстуру шейдером появления
love.graphics.setCanvas()
love.graphics.setShader(Tree.assets.files.shaders.reveal)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(c)
love.graphics.setColor(1, 1, 1)
love.graphics.setShader()
end
-----------------------------------
local layout = {}
function layout:update(dt)
if self.characterPanel then self.characterPanel:update(dt) end
local cid = Tree.level.selector:selected()
if cid then
self.characterPanel = CPanel(cid)
self.characterPanel = characterPanel.new(cid)
self.characterPanel:show()
self.characterPanel:update(dt)
elseif Tree.level.selector:deselected() then
self.characterPanel:hide()
end
if self.characterPanel then self.characterPanel:update(dt) end
end
function layout:draw()

View File

@ -1,2 +1,2 @@
local UI_SCALE = 0.75 -- выдуманное значение для dependency injection, надо подбирать так, чтобы UI_SCALE * 64 было целым числом
local UI_SCALE = 0.8 -- выдуманное значение для dependency injection
return UI_SCALE

View File

@ -103,11 +103,8 @@ function skillRow.new(characterId)
return t
end
--- @type love.Canvas
local c;
function skillRow:update(dt)
local iconSize = math.floor(64 * UI_SCALE)
local iconSize = 64 * UI_SCALE
local screenW, screenH = love.graphics.getDimensions()
local padding, margin = 8, 4
local count = #self.children -- слоты под скиллы
@ -124,61 +121,54 @@ function skillRow:update(dt)
y = self.bounds.y + margin, height = iconSize, width = iconSize }
skb:update(dt)
end
if not c then
c = love.graphics.newCanvas(self.bounds.width, self.bounds.height)
end
end
local c = love.graphics.newCanvas(1280, 720) --- @TODO: выставлять канвасу правильный размер в зависимости от окна
function skillRow:draw()
local oldCanvas = love.graphics.getCanvas()
love.graphics.setCanvas({ c, stencil = true })
love.graphics.clear()
love.graphics.setColor(1, 1, 1)
do
--- рисуем в локальных координатах текстурки
love.graphics.push()
love.graphics.translate(-self.bounds.x, -self.bounds.y)
-- сначала иконки скиллов
for _, skb in ipairs(self.children) do
skb:draw()
end
-- маска для вырезов под иконки
love.graphics.setShader(Tree.assets.files.shaders.alpha_mask)
love.graphics.stencil(function()
local mask = Tree.assets.files.masks.rrect32
local maskSize = mask:getWidth()
for _, skb in ipairs(self.children) do
love.graphics.draw(mask, skb.bounds.x, skb.bounds.y, 0,
skb.bounds.width / maskSize, skb.bounds.height / maskSize)
end
end, "replace", 1)
love.graphics.setShader()
-- дальше рисуем панель, перекрывая иконки
love.graphics.setStencilTest("less", 1)
-- шум
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setShader()
-- фон
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setBlendMode("alpha")
love.graphics.setStencilTest()
--затенение
self:drawGradientOverlay()
love.graphics.pop()
-- сначала иконки скиллов
for _, skb in ipairs(self.children) do
skb:draw()
end
-- маска для вырезов под иконки
love.graphics.setShader(Tree.assets.files.shaders.alpha_mask)
love.graphics.stencil(function()
local mask = Tree.assets.files.masks.rrect32
local maskSize = mask:getWidth()
for _, skb in ipairs(self.children) do
love.graphics.draw(mask, skb.bounds.x, skb.bounds.y, 0,
skb.bounds.width / maskSize, skb.bounds.height / maskSize)
end
end, "replace", 1)
love.graphics.setShader()
-- дальше рисуем панель, перекрывая иконки
love.graphics.setStencilTest("less", 1)
-- шум
love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setShader()
-- фон
love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
love.graphics.setBlendMode("alpha")
love.graphics.setStencilTest()
--затенение
self:drawGradientOverlay()
love.graphics.setColor(1, 1, 1)
love.graphics.setCanvas(oldCanvas)
love.graphics.draw(c)
end
return skillRow.new

View File

@ -6,7 +6,6 @@
Tree = {
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.controls = require "lib.controls"
Tree.level = (require "lib.level.level").new("procedural", "flower_plains") -- для теста у нас только один уровень, который сразу же загружен

View File

@ -51,7 +51,7 @@ function AssetBundle.loadFile(path)
elseif (ext == "lua") then
return require(string.gsub(path, ".lua", ""))
end
return filedata
return nil
end
function AssetBundle.cutExtension(filename)

View File

@ -1,94 +0,0 @@
--- @alias FontVariant "smallest" | "small" | "medium" | "large" | "headline"
--- @class TextTheme
--- @field private _sizes {[FontVariant]: integer}
local theme = {
_sizes = {
smallest = 10,
small = 12,
medium = 14,
large = 16,
headline = 20,
}
}
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

@ -18,18 +18,28 @@ function love.load()
end
Tree.level.turnOrder:endRound()
print("Now playing:", Tree.level.turnOrder.current)
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
love.window.setMode(1280, 720, { resizable = false, msaa = 0, vsync = true })
end
local lt = "0"
function love.update(dt)
local t1 = love.timer.getTime()
Tree.controls:poll()
Tree.level.camera:update(dt) -- сначала логика камеры, потому что на нее завязан UI
testLayout:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше
testLayout:update(dt) -- логика UI-слоя должна отработать раньше всех, потому что нужно перехватить жесты и не пустить их дальше
Tree.panning:update(dt)
Tree.level:update(dt)
-- для тестов очереди ходов
-- удалить как только появится ui для людей
if Tree.controls:isJustPressed("endTurnTest") then
Tree.level.turnOrder:next()
print("Now playing:", Tree.level.turnOrder.current)
end
if Tree.controls:isJustPressed("toggleTurns") then
print('toggle turns')
Tree.level.turnOrder:toggleTurns()
end
Tree.controls:cache()
local t2 = love.timer.getTime()
@ -64,10 +74,7 @@ function love.draw()
testLayout:draw()
love.graphics.setColor(1, 1, 1)
love.graphics.setFont(Tree.fonts:getTheme("Roboto_Mono"):getVariant("medium"))
local stats = "fps: " ..
love.timer.getFPS() ..
" lt: " .. lt .. " dt: " .. dt .. " mem: " .. string.format("%.2f MB", collectgarbage("count") / 1000)
local stats = "fps: " .. love.timer.getFPS() .. " lt: " .. lt .. " dt: " .. dt
love.graphics.print(stats, 10, 10)
local t2 = love.timer.getTime()