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 if not sprite 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 -- 1. Эллипс тени Tree.level.render:enqueue(Tree.level.render.LAYERS.SHADOW, position.y, function() love.graphics.push() love.graphics.setColor(0, 0, 0, 1) love.graphics.translate(position.x, position.y) love.graphics.ellipse("fill", 0, 0, sprite.manifest.size / 2, sprite.manifest.size / 2 * math.cos(math.pi / 4)) love.graphics.pop() end) end return behavior