feature/shadows #25

Merged
PeaAshMeter merged 14 commits from feature/shadows into main 2026-01-18 01:11:05 +03:00
7 changed files with 108 additions and 79 deletions
Showing only changes of commit 03070cfff7 - Show all commits

View File

@ -4,3 +4,4 @@ Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
Tree.behaviors.sprite = require "lib.character.behaviors.sprite"
Tree.behaviors.stats = require "lib.character.behaviors.stats"
Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper"
Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster"

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@ -0,0 +1,98 @@
--- @class ShadowcasterBehavior : Behavior
local behavior = {}
behavior.id = "shadowcaster"
behavior.__index = behavior
function behavior.new() return setmetatable({}, behavior) end
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 + w * 0.1, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
{ 0 - w * 0.1, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
}
local mesh = love.graphics.newMesh(vertices, "fan", "static")
return mesh
end
local function getFakeShadow(r)
local pi = math.pi
if r <= pi / 4 then
-- 1
return false, 1
end
if r <= pi / 2 then
-- 2
return true, 1 - (r - pi / 4) / (pi / 4)
end
if r <= 3 * pi / 4 then
-- 3
return true, (r - pi / 2) / (pi / 4)
end
if r <= 5 * pi / 4 then
-- 4
return false, 1
end
if r <= 3 * pi / 2 then
-- 5
return true, 1 - (r - 5 * pi / 4) / (pi / 4)
end
if r <= 7 * pi / 4 then
-- 6
return true, (r - 3 * pi / 2) / (pi / 4)
end
-- 1
return false, 1
end
function behavior:draw()
local sprite = self.owner:has(Tree.behaviors.sprite)
local map = self.owner:has(Tree.behaviors.map)
if not map then return end
local ppm = Tree.level.camera.pixelsPerMeter
local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
love.graphics.setCanvas(Tree.level.render.shadowLayer)
love.graphics.push()
love.graphics.scale(ppm)
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.translate(position.x, position.y)
love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
if not sprite then
love.graphics.pop()
return
end
local r = love.timer.getTime() % (2 * math.pi)
local drawFakeShadow, opacity = getFakeShadow(r)
local nangle = (math.pi + r) % (2 * math.pi)
love.graphics.rotate(nangle)
love.graphics.setColor(0, 0, 0, math.min(opacity * opacity, 0.5))
sprite.animationTable[sprite.state]:draw(Tree.assets.files.sprites.character[sprite.state],
0,
0, nil, ((nangle >= math.pi / 2 and nangle < (3 * math.pi / 2)) and -1 or 1) / ppm * sprite.side,
1.2 / ppm,
38, 47)
if drawFakeShadow then
love.graphics.setColor(0, 0, 0, 1)
local mesh = makeGradientMesh(0.4, 1, { 0, 0, 0, 0.15 },
{ 0, 0, 0, 0.0 })
love.graphics.push()
love.graphics.rotate(math.pi)
love.graphics.translate(-0.2, 0)
love.graphics.draw(mesh)
love.graphics.pop()
end
love.graphics.pop()
love.graphics.setColor(1, 1, 1)
love.graphics.setCanvas()
end
return behavior

View File

@ -38,17 +38,6 @@ function sprite:update(dt)
anim:update(dt)
end
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 + w * 0.1, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
{ 0 - w * 0.1, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
}
local mesh = love.graphics.newMesh(vertices, "fan", "static")
return mesh
end
function sprite:draw()
if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
@ -57,71 +46,9 @@ function sprite:draw()
local ppm = Tree.level.camera.pixelsPerMeter
local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
Tree.level.camera:detach()
love.graphics.push()
love.graphics.scale(ppm)
love.graphics.setCanvas(Tree.level.render.shadowLayer)
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.translate(position.x, position.y)
love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
local r = love.timer.getTime() % (2 * math.pi)
local doWeUseFakeShadow = function(r)
local pi = math.pi
if r <= pi / 4 then
-- 1
return false, 1
end
if r <= pi / 2 then
-- 2
return true, 1 - (r - pi / 4) / (pi / 4)
end
if r <= 3 * pi / 4 then
-- 3
return true, (r - pi / 2) / (pi / 4)
end
if r <= 5 * pi / 4 then
-- 4
return false, 1
end
if r <= 3 * pi / 2 then
-- 5
return true, 1 - (r - 5 * pi / 4) / (pi / 4)
end
if r <= 7 * pi / 4 then
-- 6
return true, (r - 3 * pi / 2) / (pi / 4)
end
-- 1
return false, 1
end
local drawFakeShadow, opacity = doWeUseFakeShadow(r)
local nangle = (math.pi + r) % (2 * math.pi)
love.graphics.rotate(nangle)
love.graphics.setColor(0, 0, 0, math.min(opacity * opacity, 0.5))
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
0,
0, nil, ((nangle >= math.pi / 2 and nangle < (3 * math.pi / 2)) and -1 or 1) / ppm * self.side,
1.2 / ppm,
38, 47)
if drawFakeShadow then
love.graphics.setColor(0, 0, 0, 1)
local mesh = makeGradientMesh(0.4, 1, { 0, 0, 0, 0.15 },
{ 0, 0, 0, 0.0 })
love.graphics.push()
love.graphics.rotate(math.pi)
love.graphics.translate(-0.2, 0)
love.graphics.draw(mesh)
love.graphics.pop()
end
love.graphics.pop()
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.spriteLayer)
Tree.level.camera:attach()
love.graphics.setColor(1, 1, 1)
if Tree.level.selector.id == self.owner.id then
local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
@ -134,7 +61,9 @@ function sprite:draw()
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)
love.graphics.setShader()
Tree.level.camera:detach()
love.graphics.setCanvas()
end
)

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@ -31,6 +31,7 @@ local function spawn(name, spriteDir, position, size, initiative)
Tree.behaviors.stats.new(nil, nil, initiative),
Tree.behaviors.map.new(position, size),
Tree.behaviors.sprite.new(spriteDir),
Tree.behaviors.shadowcaster.new(),
Tree.behaviors.spellcaster.new()
}

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@ -14,9 +14,11 @@ end
function map:draw()
love.graphics.setCanvas(Tree.level.render.floorLayer)
Tree.level.camera:attach()
utils.each(self.__grid, function(el)
el:draw()
end)
Tree.level.camera:detach()
love.graphics.setCanvas()
end

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@ -41,15 +41,11 @@ function level:update(dt)
end
function level:draw()
self.camera:attach()
self.render:clear()
self.tileGrid:draw()
while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
self.characterGrid.yOrderQueue:pop():draw()
end
self.camera:detach()
--self.render.shadowLayer:newImageData():encode("png", "shadowLayer.png")
-- os.exit(0)
self.render:draw()
end

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@ -68,12 +68,14 @@ end
function walk:draw()
if not self.path then return end
--- Это отрисовка пути персонажа к мышке
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.overlayLayer)
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.setCanvas()
Tree.level.camera:detach()
love.graphics.setColor(1, 1, 1)
end