feature/shadows #25

Merged
PeaAshMeter merged 14 commits from feature/shadows into main 2026-01-18 01:11:05 +03:00
26 changed files with 639 additions and 155 deletions

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assets/masks/circle128.png Normal file

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18
assets/shaders/blur.glsl Normal file
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@ -0,0 +1,18 @@
extern vec2 direction; // (1.0, 0.0) для X, (0.0, 1.0) для Y
extern number radius; // радиус размытия
vec4 effect(vec4 vcolor, Image tex, vec2 texture_coords, vec2 screen_coords)
{
vec4 sum = vec4(0.0);
float weightTotal = 0.0;
for (int i = -10; i <= 10; i++) {
float offset = float(i);
float weight = exp(-offset * offset / (2.0 * radius * radius));
vec2 shift = direction * offset / love_ScreenSize.xy;
sum += Texel(tex, texture_coords + shift) * weight;
weightTotal += weight;
}
return sum / weightTotal;
}

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

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

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@ -89,6 +89,7 @@ local function new(data)
t.t = 0 t.t = 0
t.state = "running" t.state = "running"
t.finish = function() t.finish = function()
if t.state ~= "running" then return end
t.state = "waiting" t.state = "waiting"
t:bubbleUp() t:bubbleUp()
for _, anim in ipairs(t.children) do for _, anim in ipairs(t.children) do

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@ -1,6 +1,10 @@
--- @meta _ --- @meta _
Tree.behaviors.map = require "lib.character.behaviors.map"
Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster" Tree.behaviors.spellcaster = require "lib.character.behaviors.spellcaster"
Tree.behaviors.sprite = require "lib.character.behaviors.sprite" Tree.behaviors.sprite = require "lib.character.behaviors.sprite"
Tree.behaviors.stats = require "lib.character.behaviors.stats" Tree.behaviors.stats = require "lib.character.behaviors.stats"
Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper" Tree.behaviors.residentsleeper = require "lib.character.behaviors.residentsleeper"
Tree.behaviors.shadowcaster = require "lib.character.behaviors.shadowcaster"
Tree.behaviors.light = require "character.behaviors.light"
Tree.behaviors.positioned = require "character.behaviors.positioned"
Tree.behaviors.tiled = require "character.behaviors.tiled"
Tree.behaviors.cursor = require "character.behaviors.cursor"

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

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

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@ -0,0 +1,57 @@
--- @class LightBehavior : Behavior
--- @field intensity number
--- @field color Vec3
--- @field seed integer
--- @field colorAnimationNode? AnimationNode
--- @field targetColor? Vec3
--- @field sourceColor? Vec3
local behavior = {}
behavior.__index = behavior
behavior.id = "light"
---@param values {intensity: number?, color: Vec3?, seed: integer?}
---@return LightBehavior
function behavior.new(values)
return setmetatable({
intensity = values.intensity or 1,
color = values.color or Vec3 { 1, 1, 1 },
seed = values.seed or math.random(math.pow(2, 16))
}, behavior)
end
function behavior:update(dt)
if not self.colorAnimationNode then return end
local delta = self.targetColor - self.sourceColor
self.color = self.sourceColor + delta * self.colorAnimationNode:getValue()
self.colorAnimationNode:update(dt)
end
function behavior:animateColor(targetColor, animationNode)
if self.colorAnimationNode then self.colorAnimationNode:finish() end
self.colorAnimationNode = animationNode
self.sourceColor = self.color
self.targetColor = targetColor
end
function behavior:draw()
local positioned = self.owner:has(Tree.behaviors.positioned)
if not positioned then return end
Tree.level.camera:attach()
love.graphics.setCanvas(Tree.level.render.textures.lightLayer)
local shader = Tree.assets.files.shaders.light
shader:send("color", { self.color.x, self.color.y, self.color.z })
shader:send("time", love.timer.getTime() + self.seed)
love.graphics.setShader(shader)
love.graphics.draw(Tree.assets.files.masks.circle128, positioned.position.x - self.intensity / 2,
positioned.position.y - self.intensity / 2, 0, self.intensity / 128,
self.intensity / 128)
love.graphics.setBlendMode("alpha")
love.graphics.setShader()
love.graphics.setCanvas()
Tree.level.camera:detach()
end
return behavior

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@ -1,91 +0,0 @@
local utils = require "lib.utils.utils"
--- Отвечает за размещение и перемещение по локации
--- @class MapBehavior : Behavior
--- @field position Vec3
--- @field runTarget Vec3 точка, в которую в данный момент бежит персонаж
--- @field displayedPosition Vec3 точка, в которой персонаж отображается
--- @field t0 number время начала движения для анимациии
--- @field path Deque путь, по которому сейчас бежит персонаж
--- @field animationNode? AnimationNode AnimationNode, с которым связана анимация перемещения
--- @field size Vec3
local mapBehavior = {}
mapBehavior.__index = mapBehavior
mapBehavior.id = "map"
--- @param position? Vec3
--- @param size? Vec3
function mapBehavior.new(position, size)
return setmetatable({
position = position or Vec3({}),
displayedPosition = position or Vec3({}),
size = size or Vec3({ 1, 1 }),
}, mapBehavior)
end
--- @param position Vec3
function mapBehavior:lookAt(position)
self.owner:try(Tree.behaviors.sprite,
function(sprite)
if position.x > self.displayedPosition.x then sprite.side = sprite.RIGHT end
-- (sic!)
if position.x < self.displayedPosition.x then sprite.side = sprite.LEFT end
end
)
end
--- @param path Deque
--- @param animationNode AnimationNode
function mapBehavior:followPath(path, animationNode)
if path:is_empty() then return animationNode:finish() end
self.animationNode = animationNode
self.position = self.displayedPosition
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("run")
end)
self.path = path;
---@type Vec3
local nextCell = path:peek_front()
self:runTo(nextCell)
path:pop_front()
end
--- @param target Vec3
function mapBehavior:runTo(target)
self.t0 = love.timer.getTime()
self.runTarget = target
self.owner:try(Tree.behaviors.sprite,
function(sprite)
if target.x < self.position.x then
sprite.side = Tree.behaviors.sprite.LEFT
elseif target.x > self.position.x then
sprite.side = Tree.behaviors.sprite.RIGHT
end
end
)
end
function mapBehavior:update(dt)
if self.runTarget then
local delta = love.timer.getTime() - self.t0 or love.timer.getTime()
local fraction = delta /
(0.5 * self.runTarget:subtract(self.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
if fraction >= 1 then -- анимация перемещена завершена
self.position = self.runTarget
if not self.path:is_empty() then -- еще есть, куда бежать
self:runTo(self.path:pop_front())
else -- мы добежали до финальной цели
self.owner:try(Tree.behaviors.sprite, function(sprite)
sprite:loop("idle")
end)
self.runTarget = nil
if self.animationNode then self.animationNode:finish() end
end
else -- анимация перемещения не завершена
self.displayedPosition = utils.lerp(self.position, self.runTarget, fraction) -- линейный интерполятор
end
end
end
return mapBehavior

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

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@ -1,7 +1,6 @@
--- Умеет асинхронно ждать какое-то время (для анимаций) --- Умеет асинхронно ждать какое-то время (для анимаций)
--- @class ResidentSleeperBehavior : Behavior --- @class ResidentSleeperBehavior : Behavior
--- @field animationNode? AnimationNode --- @field animationNode? AnimationNode
--- @field endsAt? number
local behavior = {} local behavior = {}
behavior.__index = behavior behavior.__index = behavior
behavior.id = "residentsleeper" behavior.id = "residentsleeper"
@ -10,19 +9,13 @@ function behavior.new() return setmetatable({}, behavior) end
function behavior:update(dt) function behavior:update(dt)
if not self.animationNode then return end if not self.animationNode then return end
if love.timer.getTime() >= self.endsAt then self.animationNode:update(dt)
self.animationNode:finish()
self.animationNode = nil
self.endsAt = nil
end
end end
--- @param ms number time to wait in milliseconds
--- @param node AnimationNode --- @param node AnimationNode
function behavior:sleep(ms, node) function behavior:sleep(node)
if self.animationNode then node:finish() end if self.animationNode then self.animationNode:finish() end
self.animationNode = node self.animationNode = node
self.endsAt = love.timer.getTime() + ms / 1000
end end
return behavior return behavior

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

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@ -41,10 +41,15 @@ end
function sprite:draw() function sprite:draw()
if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
self.owner:try(Tree.behaviors.map, self.owner:try(Tree.behaviors.positioned,
function(map) function(pos)
local ppm = Tree.level.camera.pixelsPerMeter local ppm = Tree.level.camera.pixelsPerMeter
local position = map.displayedPosition local position = pos.position + Vec3 { 0.5, 0.5 }
love.graphics.setCanvas(Tree.level.render.textures.spriteLayer)
Tree.level.camera:attach()
love.graphics.setColor(1, 1, 1)
if Tree.level.selector.id == self.owner.id then if Tree.level.selector.id == self.owner.id then
local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(), local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
Tree.assets.files.sprites.character[self.state]:getHeight() Tree.assets.files.sprites.character[self.state]:getHeight()
@ -53,12 +58,13 @@ function sprite:draw()
shader:send("time", love.timer:getTime()) shader:send("time", love.timer:getTime())
love.graphics.setShader(shader) love.graphics.setShader(shader)
end end
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state], self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
position.x + 0.5, position.x,
position.y + 0.5, nil, 1 / ppm * self.side, 1 / ppm, 38, 47) position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
love.graphics.setColor(1, 1, 1)
love.graphics.setShader() love.graphics.setShader()
Tree.level.camera:detach()
love.graphics.setCanvas()
end end
) )
end end

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@ -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

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

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

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@ -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/Расстояниеебышёва)
--- @param position Vec3
--- @param distance integer
function grid:query(position, distance)
--- @type Id[]
local res = {}
local topLeft = position:subtract(Vec3 { distance / 2, distance / 2 }):floor()
for i = 0, distance, 1 do
for j = 0, distance, 1 do
--- @type Id[]?
local lights = self:get(topLeft:add(Vec3 { i, j }))
if lights then
for _, lightChar in ipairs(lights) do
table.insert(res, lightChar)
end
end
end
end
return res
end
--- Generates an empty grid
--- @return LightGrid
local function new()
return setmetatable({
__grid = {}
}, grid)
end
return { new = new }

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

View File

@ -3,16 +3,17 @@ local utils = require "lib.utils.utils"
--- @class Level --- @class Level
--- @field size Vec3 --- @field size Vec3
--- @field characters Character[] --- @field characters Character[]
--- @field deadIds Id[]
--- @field characterGrid CharacterGrid --- @field characterGrid CharacterGrid
--- @field lightGrid LightGrid
--- @field selector Selector --- @field selector Selector
--- @field camera Camera --- @field camera Camera
--- @field tileGrid TileGrid --- @field tileGrid TileGrid
--- @field turnOrder TurnOrder --- @field turnOrder TurnOrder
--- @field render Render
local level = {} local level = {}
level.__index = level level.__index = level
local path = nil
--- @param type "procedural"|"handmaded" --- @param type "procedural"|"handmaded"
--- @param template Procedural|Handmaded --- @param template Procedural|Handmaded
local function new(type, template) local function new(type, template)
@ -21,16 +22,26 @@ local function new(type, template)
return setmetatable({ return setmetatable({
size = size, size = size,
characters = {}, characters = {},
deadIds = {},
characterGrid = (require "lib.level.grid.character_grid").new(), characterGrid = (require "lib.level.grid.character_grid").new(),
lightGrid = (require "lib.level.grid.light_grid").new(),
tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size), tileGrid = (require "lib.level.grid.tile_grid").new(type, template, size),
selector = (require "lib.level.selector").new(), selector = (require "lib.level.selector").new(),
camera = (require "lib.level.camera").new(), camera = (require "lib.level.camera").new(),
turnOrder = (require "lib.level.turn_order").new(), turnOrder = (require "lib.level.turn_order").new(),
render = (require "lib.level.render").new {},
weather = (require "lib.level.weather").new { ambientLight = Vec3 { 0.36, 0.42, 0.6 }, skyLight = Vec3 {} }
}, level) }, level)
end end
function level:update(dt) function level:update(dt)
utils.each(self.deadIds, function(id)
self.characters[id] = nil
end)
self.deadIds = {}
self.characterGrid:reload() self.characterGrid:reload()
self.lightGrid:reload()
utils.each(self.characters, function(el) utils.each(self.characters, function(el)
el:update(dt) el:update(dt)
end) end)
@ -39,10 +50,13 @@ function level:update(dt)
end end
function level:draw() function level:draw()
self.render:clear()
self.tileGrid:draw() self.tileGrid:draw()
while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n while not self.characterGrid.yOrderQueue:is_empty() do -- по сути это сортировка кучей за n log n
self.characterGrid.yOrderQueue:pop():draw() self.characterGrid.yOrderQueue:pop():draw()
end end
self.render:draw()
end end
return { return {

106
lib/level/render.lua Normal file
View 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
View 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 }

View File

@ -49,11 +49,11 @@ function endTurnButton:onClick()
Tree.level.selector:select(nil) Tree.level.selector:select(nil)
local cid = Tree.level.turnOrder.current local cid = Tree.level.turnOrder.current
local playing = Tree.level.characters[cid] 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 { AnimationNode {
function(node) 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, end,
duration = 1500, duration = 1500,
easing = easing.easeInOutCubic, easing = easing.easeInOutCubic,

View File

@ -8,6 +8,7 @@
--- Да, это Future/Promise/await/async --- Да, это Future/Promise/await/async
local AnimationNode = require "lib.animation_node" 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 --- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
--- @field tag string --- @field tag string
@ -51,7 +52,7 @@ function walk:cast(caster, target)
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return true end if not sprite then return true end
AnimationNode { 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, onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
}:run() }:run()
@ -59,7 +60,7 @@ function walk:cast(caster, target)
end end
function walk:update(caster, dt) 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 --- @type Vec3
local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor() local mpos = Tree.level.camera:toWorldPosition(Vec3 { love.mouse.getX(), love.mouse.getY() }):floor()
self.path = require "lib.pathfinder" (charPos, mpos) self.path = require "lib.pathfinder" (charPos, mpos)
@ -68,10 +69,14 @@ end
function walk:draw() function walk:draw()
if not self.path then return end if not self.path then return end
--- Это отрисовка пути персонажа к мышке --- 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) love.graphics.setColor(0.6, 0.75, 0.5)
for p in self.path:values() do for p in self.path:values() do
love.graphics.circle("fill", p.x + 0.45, p.y + 0.45, 0.1) love.graphics.circle("fill", p.x + 0.45, p.y + 0.45, 0.1)
end end
love.graphics.setCanvas()
Tree.level.camera:detach()
love.graphics.setColor(1, 1, 1) love.graphics.setColor(1, 1, 1)
end end
@ -86,6 +91,13 @@ function regenerateMana:cast(caster, target)
print(caster.id, "has regenerated mana and gained initiative") print(caster.id, "has regenerated mana and gained initiative")
local sprite = caster:has(Tree.behaviors.sprite) local sprite = caster:has(Tree.behaviors.sprite)
if not sprite then return true end 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 { AnimationNode {
function(node) function(node)
sprite:animate("hurt", node) sprite:animate("hurt", node)
@ -93,6 +105,15 @@ function regenerateMana:cast(caster, target)
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
}:run() }: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 return true
end end
@ -100,8 +121,8 @@ local attack = setmetatable({}, spell)
attack.tag = "dev_attack" attack.tag = "dev_attack"
function attack:cast(caster, target) function attack:cast(caster, target)
if caster:try(Tree.behaviors.map, function(map) if caster:try(Tree.behaviors.positioned, function(p)
local dist = math.max(math.abs(map.position.x - target.x), math.abs(map.position.y - target.y)) local dist = math.max(math.abs(p.position.x - target.x), math.abs(p.position.y - target.y))
print("dist:", dist) print("dist:", dist)
return dist > 2 return dist > 2
end) then end) then
@ -124,7 +145,7 @@ function attack:cast(caster, target)
local targetSprite = targetCharacter:has(Tree.behaviors.sprite) local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
if not sprite or not targetSprite then return true end 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 { AnimationNode {
onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end, onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
@ -136,8 +157,9 @@ function attack:cast(caster, target)
}, },
AnimationNode { AnimationNode {
function(node) function(node)
targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200, node) targetCharacter:has(Tree.behaviors.residentsleeper):sleep(node)
end, end,
duration = 200,
children = { children = {
AnimationNode { AnimationNode {
function(node) function(node)

View File

@ -1,24 +1,47 @@
-- CameraLoader = require 'lib/camera' -- CameraLoader = require 'lib/camera'
local character = require "lib/character/character" local character = require "lib/character/character"
require "lib/tree" local testLayout
local testLayout = require "lib.simple_ui.level.layout"
function love.conf(t) function love.conf(t)
t.console = true t.console = true
end end
function love.load() function love.load()
character.spawn("Foodor", Tree.assets.files.sprites.character, nil, nil, 1) love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 }, nil, 2) require "lib/tree" -- важно это сделать после настройки окна
character.spawn("Foodor Jr", Tree.assets.files.sprites.character, Vec3 { 0, 3 }, nil, 3) testLayout = require "lib.simple_ui.level.layout"
character.spawn("Baris Jr", Tree.assets.files.sprites.character, Vec3 { 0, 6 }, nil, 4)
for id, _ in pairs(Tree.level.characters) do 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) Tree.level.turnOrder:add(id)
end end
Tree.level.turnOrder:endRound() Tree.level.turnOrder:endRound()
print("Now playing:", Tree.level.turnOrder.current) print("Now playing:", Tree.level.turnOrder.current)
love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
end end
local lt = "0" local lt = "0"
@ -56,11 +79,8 @@ function love.draw()
love.graphics.draw(Tree.assets.files.cats, 0, 0) love.graphics.draw(Tree.assets.files.cats, 0, 0)
love.graphics.pop() love.graphics.pop()
Tree.level.camera:attach()
Tree.level:draw() Tree.level:draw()
Tree.level.camera:detach()
testLayout:draw() testLayout:draw()
love.graphics.setColor(1, 1, 1) love.graphics.setColor(1, 1, 1)
@ -73,3 +93,10 @@ function love.draw()
local t2 = love.timer.getTime() local t2 = love.timer.getTime()
dt = string.format("%.3f", (t2 - t1) * 1000) dt = string.format("%.3f", (t2 - t1) * 1000)
end end
function love.resize(w, h)
local render = Tree.level.render
if not render then return end
render:free()
Tree.level.render = (require "lib.level.render").new { w, h }
end