feature/shadows #25
BIN
assets/masks/circle128.png
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BIN
assets/masks/circle128.png
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After Width: | Height: | Size: 572 B |
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assets/masks/gradientCircle256.png
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assets/masks/gradientCircle256.png
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After Width: | Height: | Size: 11 KiB |
18
assets/shaders/blur.glsl
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18
assets/shaders/blur.glsl
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@ -0,0 +1,18 @@
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extern vec2 direction; // (1.0, 0.0) для X, (0.0, 1.0) для Y
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extern number radius; // радиус размытия
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vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
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{
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vec4 sum = vec4(0.0);
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float weightTotal = 0.0;
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for (int i = -10; i <= 10; i++) {
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float offset = float(i);
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float weight = exp(-offset * offset / (2.0 * radius * radius));
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vec2 shift = direction * offset / love_ScreenSize.xy;
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sum += Texel(tex, texture_coords + shift) * weight;
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weightTotal += weight;
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}
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return sum / weightTotal;
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}
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30
assets/shaders/light.glsl
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30
assets/shaders/light.glsl
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@ -0,0 +1,30 @@
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extern vec3 color;
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extern number time;
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vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
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{
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vec4 texColor = Texel(tex, texture_coords);
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float mask = texColor.r;
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vec2 uv = texture_coords - 0.5;
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float dist = length(uv * 2.0);
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float t = time;
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float wave = sin((uv.x + uv.y) * 6.0 + t * 1.5) * 0.03;
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float ripple = sin(length(uv) * 20.0 - t * 2.0) * 0.02;
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float flicker = sin(t * 2.5) * 0.02;
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dist += wave + ripple + flicker;
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float intensity = 1.0 - smoothstep(0.0, 1.0, dist);
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intensity = pow(intensity, 2.0);
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float colorShift = sin(t * 3.0) * 0.1;
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vec3 flickerColor = color + vec3(colorShift, colorShift * 0.5, -colorShift * 0.3);
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vec3 finalColor = flickerColor * intensity * mask;
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return vec4(finalColor, mask * intensity);
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}
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20
assets/shaders/light_postprocess.glsl
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20
assets/shaders/light_postprocess.glsl
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@ -0,0 +1,20 @@
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extern Image scene;
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extern Image light;
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extern vec3 ambient;
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vec4 effect(vec4 vcolor, Image unused, vec2 uv, vec2 px)
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{
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vec4 s = Texel(scene, uv);
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vec3 l = Texel(light, uv).rgb;
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l = clamp(l, 0.0, 1.0);
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vec3 a = clamp(ambient, 0.0, 1.0);
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// Канальный множитель: от ambient до 1 в зависимости от света
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vec3 m = a + (vec3(1.0) - a) * l;
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vec3 rgb = s.rgb * m;
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return vec4(rgb, s.a);
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}
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@ -89,6 +89,7 @@ local function new(data)
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t.t = 0
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t.state = "running"
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t.finish = function()
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if t.state ~= "running" then return end
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t.state = "waiting"
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t:bubbleUp()
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for _, anim in ipairs(t.children) do
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@ -1,6 +1,10 @@
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--- @meta _
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Tree.behaviors.map = require "lib.character.behaviors.map"
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Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
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Tree.behaviors.sprite = require "lib.character.behaviors.sprite"
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Tree.behaviors.stats = require "lib.character.behaviors.stats"
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Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper"
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Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster"
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Tree.behaviors.light = require "character.behaviors.light"
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Tree.behaviors.positioned = require "character.behaviors.positioned"
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Tree.behaviors.tiled = require "character.behaviors.tiled"
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Tree.behaviors.cursor = require "character.behaviors.cursor"
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@ -11,6 +11,11 @@ behavior.id = "behavior"
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function behavior.new() return setmetatable({}, behavior) end
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--- это деструктор с крутым названием
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function behavior:die()
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end
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function behavior:update(dt) end
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function behavior:draw() end
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19
lib/character/behaviors/cursor.lua
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19
lib/character/behaviors/cursor.lua
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@ -0,0 +1,19 @@
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--- Добавляет следование за курсором мыши
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--- @class CursorBehavior : Behavior
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "cursor"
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---@return CursorBehavior
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function behavior.new()
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return setmetatable({}, behavior)
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end
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function behavior:update()
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self.owner:try(Tree.behaviors.positioned, function(b)
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local mx, my = love.mouse.getX(), love.mouse.getY()
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b.position = Tree.level.camera:toWorldPosition(Vec3 { mx, my })
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end)
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end
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return behavior
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57
lib/character/behaviors/light.lua
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57
lib/character/behaviors/light.lua
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@ -0,0 +1,57 @@
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--- @class LightBehavior : Behavior
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--- @field intensity number
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--- @field color Vec3
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--- @field seed integer
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--- @field colorAnimationNode? AnimationNode
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--- @field targetColor? Vec3
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--- @field sourceColor? Vec3
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "light"
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---@param values {intensity: number?, color: Vec3?, seed: integer?}
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---@return LightBehavior
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function behavior.new(values)
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return setmetatable({
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intensity = values.intensity or 1,
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color = values.color or Vec3 { 1, 1, 1 },
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seed = values.seed or math.random(math.pow(2, 16))
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}, behavior)
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end
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function behavior:update(dt)
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if not self.colorAnimationNode then return end
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local delta = self.targetColor - self.sourceColor
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self.color = self.sourceColor + delta * self.colorAnimationNode:getValue()
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self.colorAnimationNode:update(dt)
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end
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function behavior:animateColor(targetColor, animationNode)
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if self.colorAnimationNode then self.colorAnimationNode:finish() end
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self.colorAnimationNode = animationNode
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self.sourceColor = self.color
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self.targetColor = targetColor
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end
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function behavior:draw()
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local positioned = self.owner:has(Tree.behaviors.positioned)
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if not positioned then return end
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Tree.level.camera:attach()
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love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
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local shader = Tree.assets.files.shaders.light
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shader:send("color", { self.color.x, self.color.y, self.color.z })
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shader:send("time", love.timer.getTime() + self.seed)
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love.graphics.setShader(shader)
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love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
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positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
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self.intensity / 128)
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love.graphics.setBlendMode("alpha")
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love.graphics.setShader()
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love.graphics.setCanvas()
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Tree.level.camera:detach()
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end
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return behavior
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@ -1,91 +0,0 @@
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local utils = require "lib.utils.utils"
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--- Отвечает за размещение и перемещение по локации
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--- @class MapBehavior : Behavior
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--- @field position Vec3
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--- @field runTarget Vec3 точка, в которую в данный момент бежит персонаж
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--- @field displayedPosition Vec3 точка, в которой персонаж отображается
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--- @field t0 number время начала движения для анимациии
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--- @field path Deque путь, по которому сейчас бежит персонаж
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--- @field animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
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--- @field size Vec3
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local mapBehavior = {}
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mapBehavior.__index = mapBehavior
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mapBehavior.id = "map"
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--- @param position? Vec3
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--- @param size? Vec3
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function mapBehavior.new(position, size)
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return setmetatable({
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position = position or Vec3({}),
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displayedPosition = position or Vec3({}),
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size = size or Vec3({ 1, 1 }),
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}, mapBehavior)
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end
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--- @param position Vec3
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function mapBehavior:lookAt(position)
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self.owner:try(Tree.behaviors.sprite,
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function(sprite)
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if position.x > self.displayedPosition.x then sprite.side = sprite.RIGHT end
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-- (sic!)
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if position.x < self.displayedPosition.x then sprite.side = sprite.LEFT end
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end
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)
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end
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--- @param path Deque
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--- @param animationNode AnimationNode
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function mapBehavior:followPath(path, animationNode)
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if path:is_empty() then return animationNode:finish() end
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self.animationNode = animationNode
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self.position = self.displayedPosition
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self.owner:try(Tree.behaviors.sprite, function(sprite)
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sprite:loop("run")
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end)
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self.path = path;
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---@type Vec3
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local nextCell = path:peek_front()
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self:runTo(nextCell)
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path:pop_front()
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end
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--- @param target Vec3
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function mapBehavior:runTo(target)
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self.t0 = love.timer.getTime()
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self.runTarget = target
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self.owner:try(Tree.behaviors.sprite,
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function(sprite)
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if target.x < self.position.x then
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sprite.side = Tree.behaviors.sprite.LEFT
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elseif target.x > self.position.x then
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sprite.side = Tree.behaviors.sprite.RIGHT
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end
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end
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)
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end
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function mapBehavior:update(dt)
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if self.runTarget then
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local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
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local fraction = delta /
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(0.5 * self.runTarget:subtract(self.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
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if fraction >= 1 then -- анимация перемещена завершена
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self.position = self.runTarget
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if not self.path:is_empty() then -- еще есть, куда бежать
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self:runTo(self.path:pop_front())
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else -- мы добежали до финальной цели
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self.owner:try(Tree.behaviors.sprite, function(sprite)
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sprite:loop("idle")
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end)
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self.runTarget = nil
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if self.animationNode then self.animationNode:finish() end
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end
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else -- анимация перемещения не завершена
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self.displayedPosition = utils.lerp(self.position, self.runTarget, fraction) -- линейный интерполятор
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end
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end
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end
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return mapBehavior
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25
lib/character/behaviors/positioned.lua
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25
lib/character/behaviors/positioned.lua
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@ -0,0 +1,25 @@
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--- Отвечает за размещение на уровне
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--- @class PositionedBehavior : Behavior
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--- @field position Vec3
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "positioned"
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--- @param position? Vec3
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function behavior.new(position)
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return setmetatable({
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position = position or Vec3({}),
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}, behavior)
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end
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--- @param position Vec3
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function behavior:lookAt(position)
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self.owner:try(Tree.behaviors.sprite,
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function(sprite)
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if position.x > self.position.x then sprite.side = sprite.RIGHT end
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if position.x < self.position.x then sprite.side = sprite.LEFT end
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end
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)
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end
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return behavior
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@ -1,7 +1,6 @@
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--- Умеет асинхронно ждать какое-то время (для анимаций)
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--- @class ResidentSleeperBehavior : Behavior
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--- @field animationNode? AnimationNode
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--- @field endsAt? number
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "residentsleeper"
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@ -10,19 +9,13 @@ function behavior.new() return setmetatable({}, behavior) end
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function behavior:update(dt)
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if not self.animationNode then return end
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if love.timer.getTime() >= self.endsAt then
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self.animationNode:finish()
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self.animationNode = nil
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self.endsAt = nil
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end
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self.animationNode:update(dt)
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end
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--- @param ms number time to wait in milliseconds
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--- @param node AnimationNode
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function behavior:sleep(ms, node)
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if self.animationNode then node:finish() end
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function behavior:sleep(node)
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if self.animationNode then self.animationNode:finish() end
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self.animationNode = node
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self.endsAt = love.timer.getTime() + ms / 1000
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end
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return behavior
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63
lib/character/behaviors/shadowcaster.lua
Normal file
63
lib/character/behaviors/shadowcaster.lua
Normal file
@ -0,0 +1,63 @@
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local easing = require "lib.utils.easing"
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--- @class ShadowcasterBehavior : Behavior
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local behavior = {}
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behavior.id = "shadowcaster"
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behavior.__index = behavior
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function behavior.new() return setmetatable({}, behavior) end
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function behavior:draw()
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local sprite = self.owner:has(Tree.behaviors.sprite)
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local positioned = self.owner:has(Tree.behaviors.positioned)
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if not positioned then return end
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = positioned.position + Vec3 { 0.5, 0.5 }
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local lightIds = Tree.level.lightGrid:query(position, 5)
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--- @type Character[]
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local lights = {}
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for _, id in ipairs(lightIds) do
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table.insert(lights, Tree.level.characters[id])
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end
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|
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Tree.level.camera:attach()
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love.graphics.setCanvas(Tree.level.render.textures.shadowLayer)
|
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love.graphics.push()
|
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.translate(position.x, position.y)
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love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
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love.graphics.pop()
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if not sprite then
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love.graphics.setCanvas()
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return
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end
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love.graphics.setCanvas(Tree.level.render.textures.spriteLightLayer)
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love.graphics.setBlendMode("add")
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for _, light in ipairs(lights) do
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local lightPos = light:has(Tree.behaviors.positioned).position
|
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local lightVec = lightPos - position
|
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|
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local lightColor = light:has(Tree.behaviors.light).color
|
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if lightPos.y > position.y then
|
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love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
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1 - 0.3 * lightVec:length())
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elseif position.y - lightPos.y < 3 then
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love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
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(1 - easing.easeInSine((position.y - lightPos.y))) - 0.3 * lightVec:length())
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end
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|
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sprite.animationTable[sprite.state]:draw(Tree.assets.files.sprites.character[sprite.state],
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position.x,
|
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position.y, nil, 1 / ppm * sprite.side, 1 / ppm, 38, 47)
|
||||
end
|
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love.graphics.setBlendMode("alpha")
|
||||
|
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Tree.level.camera:detach()
|
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love.graphics.setColor(1, 1, 1)
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love.graphics.setCanvas()
|
||||
end
|
||||
|
||||
return behavior
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@ -41,10 +41,15 @@ end
|
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function sprite:draw()
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if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
|
||||
|
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self.owner:try(Tree.behaviors.map,
|
||||
function(map)
|
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self.owner:try(Tree.behaviors.positioned,
|
||||
function(pos)
|
||||
local ppm = Tree.level.camera.pixelsPerMeter
|
||||
local position = map.displayedPosition
|
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local position = pos.position + Vec3 { 0.5, 0.5 }
|
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|
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love.graphics.setCanvas(Tree.level.render.textures.spriteLayer)
|
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Tree.level.camera:attach()
|
||||
|
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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(),
|
||||
Tree.assets.files.sprites.character[self.state]:getHeight()
|
||||
@ -53,12 +58,13 @@ function sprite:draw()
|
||||
shader:send("time", love.timer:getTime())
|
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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.setColor(1, 1, 1)
|
||||
position.x,
|
||||
position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
|
||||
|
||||
love.graphics.setShader()
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setCanvas()
|
||||
end
|
||||
)
|
||||
end
|
||||
|
||||
83
lib/character/behaviors/tiled.lua
Normal file
83
lib/character/behaviors/tiled.lua
Normal file
@ -0,0 +1,83 @@
|
||||
local utils = require "lib.utils.utils"
|
||||
|
||||
--- Отвечает за перемещение по тайлам
|
||||
--- @class TiledBehavior : Behavior
|
||||
--- @field private runSource? Vec3 точка, из которой бежит персонаж
|
||||
--- @field private runTarget? Vec3 точка, в которую в данный момент бежит персонаж
|
||||
--- @field private path? Deque путь, по которому сейчас бежит персонаж
|
||||
--- @field private animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
|
||||
--- @field private t0 number время начала движения
|
||||
--- @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
|
||||
--- @param animationNode AnimationNode
|
||||
function behavior:followPath(path, animationNode)
|
||||
if path:is_empty() then return animationNode:finish() end
|
||||
self.animationNode = animationNode
|
||||
self.owner:try(Tree.behaviors.sprite, function(sprite)
|
||||
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 behavior:runTo(target)
|
||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
|
||||
self.t0 = love.timer.getTime()
|
||||
self.runTarget = target
|
||||
|
||||
self.runSource = positioned.position
|
||||
|
||||
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
|
||||
)
|
||||
end
|
||||
|
||||
function behavior:update(dt)
|
||||
if self.runTarget then
|
||||
local positioned = self.owner:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
|
||||
local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
|
||||
local fraction = delta /
|
||||
(0.5 * self.runTarget:subtract(self.runSource):length()) -- бежим одну клетку за 500 мс, по диагонали больше
|
||||
if fraction >= 1 then -- анимация перемещена завершена
|
||||
positioned.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
|
||||
positioned.position = utils.lerp(self.runSource, self.runTarget, fraction) -- линейный интерполятор
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return behavior
|
||||
@ -13,11 +13,7 @@ character.__index = character
|
||||
|
||||
--- Создаёт персонажа, которым будет управлять или игрок или компьютер
|
||||
--- @param name string
|
||||
--- @param spriteDir table
|
||||
--- @param position? Vec3
|
||||
--- @param size? Vec3
|
||||
--- @param initiative? integer
|
||||
local function spawn(name, spriteDir, position, size, initiative)
|
||||
local function spawn(name)
|
||||
local char = {}
|
||||
|
||||
char = setmetatable(char, character)
|
||||
@ -26,14 +22,6 @@ local function spawn(name, spriteDir, position, size, initiative)
|
||||
char.behaviors = {}
|
||||
char._behaviorsIdx = {}
|
||||
|
||||
char:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, initiative),
|
||||
Tree.behaviors.map.new(position, size),
|
||||
Tree.behaviors.sprite.new(spriteDir),
|
||||
Tree.behaviors.spellcaster.new()
|
||||
}
|
||||
|
||||
Tree.level.characters[char.id] = char
|
||||
return char
|
||||
end
|
||||
@ -92,6 +80,18 @@ function character:addBehavior(behaviors)
|
||||
return self
|
||||
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)
|
||||
for _, b in ipairs(self.behaviors) do
|
||||
if b.update then b:update(dt) end
|
||||
|
||||
@ -12,12 +12,15 @@ function grid:add(id)
|
||||
local character = Tree.level.characters[id]
|
||||
if not character then return end
|
||||
|
||||
local mapB = character:has(Tree.behaviors.map)
|
||||
if not mapB then return end
|
||||
local positioned = character:has(Tree.behaviors.positioned)
|
||||
if not positioned then return end
|
||||
|
||||
local centerX, centerY = math.floor(mapB.displayedPosition.x + 0.5),
|
||||
math.floor(mapB.displayedPosition.y + 0.5)
|
||||
local sizeX, sizeY = mapB.size.x, mapB.size.y
|
||||
local tiled = character:has(Tree.behaviors.tiled)
|
||||
if not tiled then return end
|
||||
|
||||
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 x = centerX, centerX + sizeX - 1 do
|
||||
@ -29,10 +32,8 @@ end
|
||||
--- @param a Character
|
||||
--- @param b Character
|
||||
local function drawCmp(a, b)
|
||||
-- здесь персонажи гарантированно имеют нужное поведение
|
||||
return a:has(Tree.behaviors.map).displayedPosition.y
|
||||
<
|
||||
b:has(Tree.behaviors.map).displayedPosition.y
|
||||
--- @TODO: это захардкожено, надо разделить поведения
|
||||
return a:has(Tree.behaviors.positioned).position.y < b:has(Tree.behaviors.positioned).position.y
|
||||
end
|
||||
|
||||
--- fills the grid with the actual data
|
||||
|
||||
65
lib/level/grid/light_grid.lua
Normal file
65
lib/level/grid/light_grid.lua
Normal file
@ -0,0 +1,65 @@
|
||||
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/Расстояние_Чебышёва)
|
||||
--- @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 }
|
||||
@ -13,9 +13,13 @@ local function new(type, template, size)
|
||||
end
|
||||
|
||||
function map:draw()
|
||||
love.graphics.setCanvas(Tree.level.render.textures.floorLayer)
|
||||
Tree.level.camera:attach()
|
||||
utils.each(self.__grid, function(el)
|
||||
el:draw()
|
||||
end)
|
||||
Tree.level.camera:detach()
|
||||
love.graphics.setCanvas()
|
||||
end
|
||||
|
||||
return { new = new }
|
||||
|
||||
@ -3,16 +3,17 @@ local utils = require "lib.utils.utils"
|
||||
--- @class Level
|
||||
--- @field size Vec3
|
||||
--- @field characters Character[]
|
||||
--- @field deadIds Id[]
|
||||
--- @field characterGrid CharacterGrid
|
||||
--- @field lightGrid LightGrid
|
||||
--- @field selector Selector
|
||||
--- @field camera Camera
|
||||
--- @field tileGrid TileGrid
|
||||
--- @field turnOrder TurnOrder
|
||||
--- @field render Render
|
||||
local level = {}
|
||||
level.__index = level
|
||||
|
||||
local path = nil
|
||||
|
||||
--- @param type "procedural"|"handmaded"
|
||||
--- @param template Procedural|Handmaded
|
||||
local function new(type, template)
|
||||
@ -21,16 +22,26 @@ local function new(type, template)
|
||||
return setmetatable({
|
||||
size = size,
|
||||
characters = {},
|
||||
deadIds = {},
|
||||
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),
|
||||
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 {},
|
||||
weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.36, 0.42, 0.6 }, skyLight = Vec3 {} }
|
||||
}, level)
|
||||
end
|
||||
|
||||
function level:update(dt)
|
||||
utils.each(self.deadIds, function(id)
|
||||
self.characters[id] = nil
|
||||
end)
|
||||
self.deadIds = {}
|
||||
|
||||
self.characterGrid:reload()
|
||||
self.lightGrid:reload()
|
||||
utils.each(self.characters, function(el)
|
||||
el:update(dt)
|
||||
end)
|
||||
@ -39,10 +50,13 @@ function level:update(dt)
|
||||
end
|
||||
|
||||
function level:draw()
|
||||
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.render:draw()
|
||||
end
|
||||
|
||||
return {
|
||||
|
||||
106
lib/level/render.lua
Normal file
106
lib/level/render.lua
Normal file
@ -0,0 +1,106 @@
|
||||
--- @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 }
|
||||
12
lib/level/weather.lua
Normal file
12
lib/level/weather.lua
Normal file
@ -0,0 +1,12 @@
|
||||
--- @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 }
|
||||
@ -49,11 +49,11 @@ function endTurnButton:onClick()
|
||||
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
|
||||
if not playing:has(Tree.behaviors.positioned) then return end
|
||||
|
||||
AnimationNode {
|
||||
function(node)
|
||||
Tree.level.camera:animateTo(playing:has(Tree.behaviors.map).displayedPosition, node)
|
||||
Tree.level.camera:animateTo(playing:has(Tree.behaviors.positioned).position, node)
|
||||
end,
|
||||
duration = 1500,
|
||||
easing = easing.easeInOutCubic,
|
||||
|
||||
@ -8,15 +8,16 @@
|
||||
--- Да, это Future/Promise/await/async
|
||||
|
||||
local AnimationNode = require "lib.animation_node"
|
||||
local easing = require "lib.utils.easing"
|
||||
|
||||
--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
|
||||
--- @field tag string
|
||||
--- @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): boolean Вызывается в момент каста, изменяет мир. Возвращает bool в зависимости от того, получилось ли скастовать
|
||||
local spell = {}
|
||||
spell.__index = spell
|
||||
spell.tag = "base"
|
||||
local spell = {}
|
||||
spell.__index = spell
|
||||
spell.tag = "base"
|
||||
|
||||
function spell:update(caster, dt) end
|
||||
|
||||
@ -51,7 +52,7 @@ function walk:cast(caster, target)
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
if not sprite then return true end
|
||||
AnimationNode {
|
||||
function(node) caster:has(Tree.behaviors.map):followPath(path, node) end,
|
||||
function(node) caster:has(Tree.behaviors.tiled):followPath(path, node) end,
|
||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
|
||||
}:run()
|
||||
|
||||
@ -59,7 +60,7 @@ function walk:cast(caster, target)
|
||||
end
|
||||
|
||||
function walk:update(caster, dt)
|
||||
local charPos = caster:has(Tree.behaviors.map).position:floor()
|
||||
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()
|
||||
self.path = require "lib.pathfinder" (charPos, mpos)
|
||||
@ -68,10 +69,14 @@ 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.textures.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
|
||||
|
||||
@ -86,6 +91,13 @@ function regenerateMana:cast(caster, target)
|
||||
print(caster.id, "has regenerated mana and gained initiative")
|
||||
local sprite = caster:has(Tree.behaviors.sprite)
|
||||
if not sprite then return true end
|
||||
|
||||
local light = require "lib/character/character".spawn("Light Effect")
|
||||
light:addBehavior {
|
||||
Tree.behaviors.light.new { color = Vec3 { 0.6, 0.3, 0.3 }, intensity = 4 },
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.positioned.new(caster:has(Tree.behaviors.positioned).position + Vec3 { 0.5, 0.5 }),
|
||||
}
|
||||
AnimationNode {
|
||||
function(node)
|
||||
sprite:animate("hurt", node)
|
||||
@ -93,6 +105,15 @@ function regenerateMana:cast(caster, target)
|
||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
|
||||
}:run()
|
||||
|
||||
AnimationNode {
|
||||
function(node)
|
||||
light:has(Tree.behaviors.light):animateColor(Vec3 {}, node)
|
||||
end,
|
||||
easing = easing.easeInQuad,
|
||||
duration = 800,
|
||||
onEnd = function() light:die() end
|
||||
}:run()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
@ -100,8 +121,8 @@ 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))
|
||||
if caster:try(Tree.behaviors.positioned, function(p)
|
||||
local dist = math.max(math.abs(p.position.x - target.x), math.abs(p.position.y - target.y))
|
||||
print("dist:", dist)
|
||||
return dist > 2
|
||||
end) then
|
||||
@ -124,7 +145,7 @@ function attack:cast(caster, target)
|
||||
local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
|
||||
if not sprite or not targetSprite then return true end
|
||||
|
||||
caster:try(Tree.behaviors.map, function(map) map:lookAt(target) end)
|
||||
caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
|
||||
|
||||
AnimationNode {
|
||||
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
|
||||
@ -136,8 +157,9 @@ function attack:cast(caster, target)
|
||||
},
|
||||
AnimationNode {
|
||||
function(node)
|
||||
targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200, node)
|
||||
targetCharacter:has(Tree.behaviors.residentsleeper):sleep(node)
|
||||
end,
|
||||
duration = 200,
|
||||
children = {
|
||||
AnimationNode {
|
||||
function(node)
|
||||
|
||||
49
main.lua
49
main.lua
@ -1,24 +1,47 @@
|
||||
-- CameraLoader = require 'lib/camera'
|
||||
|
||||
local character = require "lib/character/character"
|
||||
require "lib/tree"
|
||||
local testLayout = require "lib.simple_ui.level.layout"
|
||||
local testLayout
|
||||
|
||||
function love.conf(t)
|
||||
t.console = true
|
||||
end
|
||||
|
||||
function love.load()
|
||||
character.spawn("Foodor", Tree.assets.files.sprites.character, nil, nil, 1)
|
||||
character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 }, nil, 2)
|
||||
character.spawn("Foodor Jr", Tree.assets.files.sprites.character, Vec3 { 0, 3 }, nil, 3)
|
||||
character.spawn("Baris Jr", Tree.assets.files.sprites.character, Vec3 { 0, 6 }, nil, 4)
|
||||
for id, _ in pairs(Tree.level.characters) do
|
||||
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
|
||||
require "lib/tree" -- важно это сделать после настройки окна
|
||||
testLayout = require "lib.simple_ui.level.layout"
|
||||
|
||||
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("Baris")
|
||||
:addBehavior {
|
||||
Tree.behaviors.residentsleeper.new(),
|
||||
Tree.behaviors.stats.new(nil, nil, 1),
|
||||
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()
|
||||
},
|
||||
}
|
||||
|
||||
for id, _ in pairs(chars) do
|
||||
Tree.level.turnOrder:add(id)
|
||||
end
|
||||
|
||||
|
||||
Tree.level.turnOrder:endRound()
|
||||
print("Now playing:", Tree.level.turnOrder.current)
|
||||
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
|
||||
end
|
||||
|
||||
local lt = "0"
|
||||
@ -56,11 +79,8 @@ 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)
|
||||
|
||||
@ -73,3 +93,10 @@ function love.draw()
|
||||
local t2 = love.timer.getTime()
|
||||
dt = string.format("%.3f", (t2 - t1) * 1000)
|
||||
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
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user