feature/task #29
@ -1,6 +1,5 @@
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local easing = require "lib.utils.easing"
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--- @alias voidCallback fun(): nil
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--- @alias animationRunner fun(node: AnimationNode)
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--- Узел дерева анимаций.
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@ -9,3 +9,5 @@ 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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Tree.behaviors.ai = require "lib.character.behaviors.ai"
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--- @alias voidCallback fun(): nil
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@ -1,21 +1,37 @@
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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 private t0 number?
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--- @field private sleepTime number?
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--- @field private callback voidCallback?
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--- @field private state 'running' | 'finished'
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local behavior = {}
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behavior.__index = behavior
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behavior.id = "residentsleeper"
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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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self.animationNode:update(dt)
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function behavior:update(_)
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if self.state ~= 'running' then return end
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local t = love.timer.getTime()
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if t >= self.t0 + self.sleepTime then
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self.state = 'finished'
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self.callback()
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end
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end
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--- @param node AnimationNode
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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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--- @return Task<nil>
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function behavior:sleep(ms)
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self.sleepTime = ms / 1000
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return function(callback)
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if self.state == 'running' then
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self.callback()
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end
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self.t0 = love.timer.getTime()
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self.callback = callback
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self.state = 'running'
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end
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end
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return behavior
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@ -69,17 +69,20 @@ function sprite:draw()
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)
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end
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--- @param node AnimationNode
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--- @return Task<nil>
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function sprite:animate(state, node)
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if not self.animationGrid[state] then
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return print("[SpriteBehavior]: no animation for '" .. state .. "'")
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return function(callback)
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if not self.animationGrid[state] then
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print("[SpriteBehavior]: no animation for '" .. state .. "'")
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callback()
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end
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self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
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function()
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self:loop("idle")
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callback()
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end)
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self.state = state
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end
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self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
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function()
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self:loop("idle")
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node:finish()
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end)
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self.state = state
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end
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function sprite:loop(state)
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@ -7,17 +7,16 @@
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--- --TODO: каждый каст должен возвращать объект, который позволит отследить момент завершения анимации спелла
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--- Да, это Future/Promise/await/async
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local AnimationNode = require "lib.animation_node"
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local easing = require "lib.utils.easing"
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local Counter = require 'lib.utils.counter'
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--- @class Spell Здесь будет много бойлерплейта, поэтому тоже понадобится спеллмейкерский фреймворк, который просто вернет готовый Spell
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--- @field tag string
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--- @field update fun(self: Spell, caster: Character, dt: number): nil Изменяет состояние спелла
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--- @field draw fun(self: Spell): nil Рисует превью каста, ничего не должна изменять в идеальном мире
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--- @field cast fun(self: Spell, caster: Character, target: Vec3): Task<nil> | nil Вызывается в момент каста, изменяет мир.
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local spell = {}
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spell.__index = spell
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spell.tag = "base"
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local spell = {}
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spell.__index = spell
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spell.tag = "base"
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function spell:update(caster, dt) end
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@ -59,9 +58,6 @@ function walk:cast(caster, target)
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local testChar = Tree.level.characters[1];
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return function(callback) -- <- вызовется после всех анимаций
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local counter = require 'lib.utils.counter' (callback)
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counter.push()
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@ -147,7 +143,7 @@ function attack:cast(caster, target)
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print("dist:", dist)
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return dist > 2
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end) then
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return false
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return
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end
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caster:try(Tree.behaviors.stats, function(stats)
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@ -156,7 +152,7 @@ function attack:cast(caster, target)
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--- @type Character
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local targetCharacterId = Tree.level.characterGrid:get(target)
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if not targetCharacterId or targetCharacterId == caster.id then return false end
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if not targetCharacterId or targetCharacterId == caster.id then return end
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local targetCharacter = Tree.level.characters[targetCharacterId]
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targetCharacter:try(Tree.behaviors.stats, function(stats)
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stats.hp = stats.hp - 4
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@ -164,43 +160,24 @@ function attack:cast(caster, target)
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local sprite = caster:has(Tree.behaviors.sprite)
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local targetSprite = targetCharacter:has(Tree.behaviors.sprite)
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if not sprite or not targetSprite then return true end
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if not sprite or not targetSprite then return end
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caster:try(Tree.behaviors.positioned, function(b) b:lookAt(target) end)
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AnimationNode {
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onEnd = function() caster:has(Tree.behaviors.spellcaster):endCast() end,
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children = {
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AnimationNode {
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function(node)
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sprite:animate("attack", node)
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end
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},
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AnimationNode {
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function(node)
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targetCharacter:has(Tree.behaviors.residentsleeper):sleep(node)
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end,
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duration = 200,
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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 = "highpass",
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volume = 1,
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lowgain = 0.1
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}
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Tree.audio:play(audioPath.sounds.hurt)
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end
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}
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}
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}
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}
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}:run()
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return function(callback)
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local c = Counter(callback)
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return true
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c.push()
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sprite:animate("attack")(c.pop)
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c.push()
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targetCharacter:has(Tree.behaviors.residentsleeper):sleep(200)(
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function()
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targetSprite:animate("hurt")(c.pop)
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Tree.audio:play(Tree.assets.files.audio.sounds.hurt)
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end
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)
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end
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end
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----------------------------------------
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Loading…
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Reference in New Issue
Block a user