feature/audioengine #26
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assets/audio/music/level1/bass/bass.ogg
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assets/audio/music/level1/bass/bass.ogg
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assets/audio/music/level1/battle.ogg
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assets/audio/music/level1/battle.ogg
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assets/audio/music/level1/choral.ogg
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assets/audio/music/level1/choral.ogg
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assets/audio/music/level1/drums.ogg
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assets/audio/music/level1/drums.ogg
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assets/audio/music/level1/flute.ogg
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assets/audio/music/level1/flute.ogg
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assets/audio/music/level1/guitar.ogg
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assets/audio/music/level1/guitar.ogg
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assets/audio/music/level1/violin.ogg
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assets/audio/music/level1/violin.ogg
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assets/audio/sounds/hurt.ogg
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assets/audio/sounds/hurt.ogg
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91
lib/audio.lua
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91
lib/audio.lua
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@ -0,0 +1,91 @@
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local ease = require "lib.utils.easing"
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local AnimationNode = require "lib.animation_node"
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--- @alias SourceFilter { type: "bandpass"|"highpass"|"lowpass", volume: number, highgain: number, lowgain: number }
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--- @class Audio
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--- @field musicVolume number
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--- @field soundVolume number
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--- @field looped boolean
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--- @field animationNode AnimationNode?
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--- @field from love.Source?
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--- @field to love.Source?
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audio = {}
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audio.__index = audio
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--- здесь мы должны выгружать значения из файлика с сохранением настроек
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local function new(musicVolume, soundVolume)
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return setmetatable({
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musicVolume = musicVolume,
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soundVolume = soundVolume,
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looped = true
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}, audio)
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end
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function audio:update(dt)
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if self.animationNode and self.animationNode.state == "running" then
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self.animationNode:update(dt)
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self.from:setVolume(self.musicVolume - self.animationNode:getValue() * self.musicVolume)
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self.to:setVolume(self.animationNode:getValue() * self.musicVolume)
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-- print(self.animationNode.t)
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elseif self.animationNode and self.animationNode.state == "finished" then
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self.from:stop()
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self.animationNode:finish()
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self.animationNode = nil
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end
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end
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--- if from is nil, than we have fade in to;
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--- if to is nil, than we have fade out from
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---
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--- also we should guarantee, that from and to have the same volume
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--- @param from love.Source
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--- @param to love.Source
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--- @param ms number? in milliseconds
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function audio:crossfade(from, to, ms)
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print("[Audio]: Triggered crossfade")
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self:play(to)
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to:setVolume(0)
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self.from = from
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self.to = to
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self.animationNode = AnimationNode {
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function(node) end,
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onEnd = function()
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self.from:setVolume(0)
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self.to:setVolume(self.musicVolume)
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print("[Audio]: Crossfade done")
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end,
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duration = ms or 1000,
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easing = ease.easeOutCubic,
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}
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self.animationNode:run()
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end
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--- @param source love.Source
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--- @param settings SourceFilter?
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--- @param effectName string?
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function audio:play(source, settings, effectName)
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if settings then
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source:setFilter(settings)
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end
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if effectName then
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source:setEffect(effectName, true)
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end
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if source:getType() == "stream" then
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source:setLooping(self.looped)
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source:setVolume(self.musicVolume)
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return source:play()
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end
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source:setVolume(self.soundVolume)
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return source:play()
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end
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function audio:setMusicVolume(volume)
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self.musicVolume = volume
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end
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function audio:setSoundVolume(volume)
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self.soundVolume = volume
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end
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return { new = new }
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@ -18,6 +18,9 @@ local path = nil
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local function new(type, template)
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local size = Vec3 { 30, 30 } -- magic numbers for testing purposes only
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print(type, template, size)
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Tree.audio:play(Tree.assets.files.audio.music.level1.battle)
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return setmetatable({
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size = size,
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characters = {},
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52
lib/music.lua
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52
lib/music.lua
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@ -0,0 +1,52 @@
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-- --- @class Music
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-- --- @field source table<string, love.Source> audio streams, that supports multitrack (kind of)
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-- --- @field offset number
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-- music = {}
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-- music.__index = music
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-- --- @param path string accepts path to dir with some music files (example: "main_ambient"; "player/theme1" and etc etc)
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-- local function new(path)
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-- local dir = Tree.assets.files.audio.music[path]
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-- --- @type table<string, love.Source>
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-- local source = {}
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-- print(dir)
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-- for _, v in pairs(dir) do
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-- print(v.filename)
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-- source[v.filename] = v.source
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-- print(v.filename)
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-- end
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-- print('[music]: new source: ', table.concat(source, ' '))
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-- return setmetatable({ source = source, offset = 0 }, music)
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-- end
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-- function music:update()
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-- for _, v in ipairs(self.source) do
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-- v:seek()
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-- end
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-- end
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-- --- pause stemfile or music at all
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-- --- @param filename? string
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-- function music:pause(filename)
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-- if filename then
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-- self.source[filename]:pause()
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-- else
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-- for _, v in pairs(self.source) do
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-- v:pause()
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-- end
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-- end
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-- end
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-- --- play music stemfile by his name
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-- --- @param filename string
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-- --- @return boolean
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-- function music:play(filename)
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-- print('[music]: ', table.concat(self.source, ' '))
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-- self.source[filename]:seek(self.offset, "seconds")
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-- return self.source[filename]:play()
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-- end
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-- return { new = new }
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9
lib/sound.lua
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9
lib/sound.lua
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@ -0,0 +1,9 @@
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-- --- @class Sound
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-- --- @field source love.Source just a sound
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-- sound = {}
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-- local function new()
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-- return setmetatable({}, sound)
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-- end
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-- return { new }
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@ -51,7 +51,9 @@ function walk:cast(caster, target)
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local sprite = caster:has(Tree.behaviors.sprite)
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if not sprite then return true end
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AnimationNode {
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function(node) caster:has(Tree.behaviors.map):followPath(path, node) end,
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function(node)
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caster:has(Tree.behaviors.map):followPath(path, node)
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end,
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onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
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}:run()
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@ -88,7 +90,10 @@ function regenerateMana:cast(caster, target)
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if not sprite then return true end
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AnimationNode {
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function(node)
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local audioPath = Tree.assets.files.audio
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sprite:animate("hurt", node)
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Tree.audio:crossfade(audioPath.music.level1.battle,
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audioPath.music.level1.choral, 5000)
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end,
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onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end
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}:run()
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@ -141,7 +146,16 @@ function attack:cast(caster, target)
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children = {
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AnimationNode {
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function(node)
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local audioPath = Tree.assets.files.audio
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targetSprite:animate("hurt", node)
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--- @type SourceFilter
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local settings = {
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type = "bandpass",
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volume = 1,
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highgain = 0.1,
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lowgain = 0.1
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}
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Tree.audio:play(audioPath.sounds.hurt, settings)
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end
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}
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}
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@ -9,9 +9,11 @@ Tree = {
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Tree.fonts = (require "lib.utils.font_manager"):load("WDXL_Lubrifont_TC"):loadTheme("Roboto_Mono") -- дефолтный шрифт
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Tree.panning = require "lib/panning"
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Tree.controls = require "lib.controls"
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Tree.audio = (require "lib.audio").new(1, 1)
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Tree.level = (require "lib.level.level").new("procedural", "flower_plains") -- для теста у нас только один уровень, который сразу же загружен
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Tree.behaviors = (require "lib.utils.behavior_loader")("lib/character/behaviors") --- @todo написать нормальную загрузку поведений
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-- Tree.audio = (require "lib.audio").new(1, 1)
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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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@ -50,6 +50,10 @@ function AssetBundle.loadFile(path)
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return love.graphics.newShader(path);
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elseif (ext == "lua") then
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return require(string.gsub(path, ".lua", ""))
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elseif (ext == "ogg") and string.find(path, "sounds") then
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return love.audio.newSource(path, 'static')
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elseif (ext == "ogg") and string.find(path, "music") then
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return love.audio.newSource(path, 'stream')
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end
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return filedata
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end
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6
main.lua
6
main.lua
@ -18,7 +18,10 @@ function love.load()
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end
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Tree.level.turnOrder:endRound()
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print("Now playing:", Tree.level.turnOrder.current)
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love.window.setMode(1280, 720, { resizable = true, msaa = 4, vsync = true })
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love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
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-- Level1_music = (require "lib.music").new("level1/bass")
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-- Level1_music:play("bass")
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end
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local lt = "0"
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@ -29,6 +32,7 @@ function love.update(dt)
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testLayout:update(dt) -- потом UI, потому что нужно перехватить жесты и не пустить их дальше
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Tree.panning:update(dt)
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Tree.level:update(dt)
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Tree.audio:update(dt)
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Tree.controls:cache()
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