local easing = require "lib.utils.easing" local AnimationNode = require "lib.animation_node" local Element = require "lib.simple_ui.element" local Rect = require "lib.simple_ui.rect" local SkillRow = require "lib.simple_ui.level.skill_row" local Bars = require "lib.simple_ui.level.bottom_bars" local EndTurnButton = require "lib.simple_ui.level.end_turn" --- @class CharacterPanel : UIElement --- @field animationNode AnimationNode --- @field state "show" | "idle" | "hide" --- @field skillRow SkillRow --- @field bars BottomBars --- @field endTurnButton EndTurnButton local characterPanel = setmetatable({}, Element) characterPanel.__index = characterPanel function characterPanel.new(characterId) local t = {} t.state = "show" t.skillRow = SkillRow(characterId) t.bars = Bars(characterId) t.endTurnButton = EndTurnButton {} return setmetatable(t, characterPanel) end function characterPanel:show() AnimationNode { function(animationNode) if self.animationNode then self.animationNode:finish() end self.animationNode = animationNode self.state = "show" end, duration = 300, onEnd = function() self.state = "idle" end, easing = easing.easeOutCubic }:run() end function characterPanel:hide() AnimationNode { function(animationNode) if self.animationNode then self.animationNode:finish() end self.animationNode = animationNode self.state = "hide" end, duration = 300, easing = easing.easeOutCubic }:run() end --- @type love.Canvas local characterPanelCanvas; function characterPanel:update(dt) if self.animationNode then self.animationNode:update(dt) end self.skillRow:update(dt) self.bars.bounds = Rect { width = self.skillRow.bounds.width, x = self.skillRow.bounds.x, y = self.skillRow.bounds.y } self.bars:update(dt) self.bounds = Rect { x = self.bars.bounds.x, y = self.bars.bounds.y, width = self.bars.bounds.width, height = self.bars.bounds.height + self.skillRow.bounds.height } self.endTurnButton:layout() self.endTurnButton.bounds.x = self.bounds.x + self.bounds.width + 32 self.endTurnButton.bounds.y = self.bounds.y + self.bounds.height / 2 - self.endTurnButton.bounds.height / 2 self.endTurnButton:update(dt) if not characterPanelCanvas then characterPanelCanvas = love.graphics.newCanvas(self.bounds.width, self.bounds.height) end --- анимация появления local alpha = 1 if self.state == "show" then alpha = self.animationNode:getValue() elseif self.state == "hide" then alpha = 1 - self.animationNode:getValue() end local revealShader = Tree.assets.files.shaders.reveal revealShader:send("t", alpha) end function characterPanel:draw() self.skillRow:draw() --- @TODO: переписать этот ужас с жонглированием координатами, а то слишком хардкод (skillRow рисуется относительно нуля и не закрывает канвас) love.graphics.push() local canvas = love.graphics.getCanvas() love.graphics.translate(0, self.bars.bounds.height) love.graphics.setCanvas(characterPanelCanvas) love.graphics.clear() love.graphics.draw(canvas) love.graphics.pop() love.graphics.push() love.graphics.translate(-self.bounds.x, -self.bounds.y) self.bars:draw() self:drawBorder("outer") love.graphics.pop() --- рисуем текстуру шейдером появления love.graphics.setCanvas() love.graphics.setShader(Tree.assets.files.shaders.reveal) love.graphics.setColor(1, 1, 1, 1) self.endTurnButton:draw() love.graphics.push() love.graphics.translate(self.bounds.x, self.bounds.y) love.graphics.draw(characterPanelCanvas) love.graphics.setColor(1, 1, 1) love.graphics.pop() love.graphics.setShader() end return characterPanel.new