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 79 additions and 7 deletions
Showing only changes of commit b259aa3839 - Show all commits

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@ -38,13 +38,24 @@ 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
self.owner:try(Tree.behaviors.map,
function(map)
local ppm = Tree.level.camera.pixelsPerMeter
local position = map.displayedPosition
local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
if Tree.level.selector.id == self.owner.id then
local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
Tree.assets.files.sprites.character[self.state]:getHeight()
@ -54,11 +65,25 @@ function sprite:draw()
love.graphics.setShader(shader)
end
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.setCanvas(Tree.level.render.shadowLayer)
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.ellipse("fill", position.x, position.y, 0.2, 0.2 * math.cos(math.pi / 4))
local mesh = makeGradientMesh(0.4, 1.5, { 0, 0, 0, 0.5 }, { 0, 0, 0, 0 })
love.graphics.push()
love.graphics.translate(position.x, position.y)
love.graphics.rotate(-3 * math.pi / 4)
love.graphics.translate(-0.2, 0)
love.graphics.draw(mesh)
love.graphics.pop()
love.graphics.setCanvas(Tree.level.render.spriteLayer)
love.graphics.setColor(1, 1, 1)
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()
love.graphics.setCanvas()
end
)
end

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@ -13,9 +13,11 @@ local function new(type, template, size)
end
function map:draw()
love.graphics.setCanvas(Tree.level.render.floorLayer)
utils.each(self.__grid, function(el)
el:draw()
end)
love.graphics.setCanvas()
end
return { new = new }

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@ -8,6 +8,7 @@ local utils = require "lib.utils.utils"
--- @field camera Camera
--- @field tileGrid TileGrid
--- @field turnOrder TurnOrder
--- @field render Render
local level = {}
level.__index = level
@ -26,6 +27,7 @@ local function new(type, template)
selector = (require "lib.level.selector").new(),
camera = (require "lib.level.camera").new(),
turnOrder = (require "lib.level.turn_order").new(),
render = (require "lib.level.render").new()
}, level)
end
@ -39,10 +41,15 @@ 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:draw()
end
return {

39
lib/level/render.lua Normal file
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@ -0,0 +1,39 @@
--- @class Render
--- @field shadowLayer love.Canvas
--- @field spriteLayer love.Canvas
--- @field floorLayer love.Canvas
--- @field overlayLayer love.Canvas
local render = {}
render.__index = render
function render:clear()
love.graphics.setCanvas(self.shadowLayer)
love.graphics.clear(1, 1, 1, 0)
love.graphics.setCanvas(self.spriteLayer)
love.graphics.clear()
love.graphics.setCanvas(self.floorLayer)
love.graphics.clear()
love.graphics.setCanvas(self.overlayLayer)
love.graphics.clear()
end
function render:draw()
-- пол -> тени -> спрайты -> оверлей
love.graphics.draw(self.floorLayer)
love.graphics.setBlendMode("multiply", "premultiplied")
love.graphics.draw(self.shadowLayer)
love.graphics.setBlendMode("alpha")
love.graphics.draw(self.spriteLayer)
love.graphics.draw(self.overlayLayer)
end
local function new()
return setmetatable({
shadowLayer = love.graphics.newCanvas(1280, 720),
spriteLayer = love.graphics.newCanvas(1280, 720),
floorLayer = love.graphics.newCanvas(1280, 720),
overlayLayer = love.graphics.newCanvas(1280, 720),
}, render)
end
return { new = new }

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@ -68,10 +68,12 @@ end
function walk:draw()
if not self.path then return end
--- Это отрисовка пути персонажа к мышке
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()
love.graphics.setColor(1, 1, 1)
end

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@ -56,11 +56,8 @@ function love.draw()
love.graphics.draw(Tree.assets.files.cats, 0, 0)
love.graphics.pop()
Tree.level.camera:attach()
Tree.level:draw()
Tree.level.camera:detach()
testLayout:draw()
love.graphics.setColor(1, 1, 1)