259 lines
7.8 KiB
Lua
259 lines
7.8 KiB
Lua
local easing = require "lib.utils.easing"
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local AnimationNode = require "lib.animation_node"
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local Element = require "lib.simple_ui.element"
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local Rect = require "lib.simple_ui.rect"
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local SkillRow = require "lib.simple_ui.level.skill_row"
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local Color = require "lib.simple_ui.color"
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--- @class BarElement : UIElement
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--- @field getter fun() : number
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--- @field value number
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--- @field maxValue number
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--- @field color Color
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--- @field useDividers boolean
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--- @field drawText boolean
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local barElement = setmetatable({}, Element)
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barElement.__index = barElement
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barElement.useDividers = false
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barElement.drawText = false
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function barElement:update(dt)
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local val = self.getter()
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self.value = val < 0 and 0 or val > self.maxValue and self.maxValue or val
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end
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function barElement:draw()
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local valueWidth = self.bounds.width * self.value / self.maxValue
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local emptyWidth = self.bounds.width - valueWidth
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--- шум
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love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
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love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
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love.graphics.setShader()
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--- закраска пустой части
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love.graphics.setColor(0.05, 0.05, 0.05)
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love.graphics.setBlendMode("multiply", "premultiplied")
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love.graphics.rectangle("fill", self.bounds.x + valueWidth, self.bounds.y, emptyWidth,
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self.bounds.height)
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love.graphics.setBlendMode("alpha")
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--- закраска значимой части её цветом
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love.graphics.setColor(self.color.r, self.color.g, self.color.b)
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love.graphics.setBlendMode("multiply", "premultiplied")
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love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, valueWidth,
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self.bounds.height)
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love.graphics.setBlendMode("alpha")
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--- мерки
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love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
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if self.useDividers then
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local count = self.maxValue - 1
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local measureWidth = self.bounds.width / self.maxValue
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for i = 1, count, 1 do
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love.graphics.line(self.bounds.x + i * measureWidth, self.bounds.y, self.bounds.x + i * measureWidth,
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self.bounds.y + self.bounds.height)
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end
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end
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love.graphics.setColor(1, 1, 1)
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--- текст поверх
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if self.drawText then
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love.graphics.printf(tostring(self.value) .. "/" .. tostring(self.maxValue), self.bounds.x,
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self.bounds.y, self.bounds.width, "center")
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end
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self:drawGradientOverlay()
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end
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--- @class BottomBars : UIElement
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--- @field hpBar BarElement
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--- @field manaBar BarElement
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local bottomBars = setmetatable({}, Element)
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bottomBars.__index = bottomBars;
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--- @param cid Id
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function bottomBars.new(cid)
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local t = setmetatable({}, bottomBars)
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t.hpBar =
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barElement:new {
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getter = function()
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local char = Tree.level.characters[cid]
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return char:try(Tree.behaviors.stats, function(stats)
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return stats.hp or 0
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end)
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end,
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color = Color { r = 130 / 255, g = 8 / 255, b = 8 / 255 },
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drawText = true,
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maxValue = 20
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}
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t.manaBar =
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barElement:new {
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getter = function()
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local char = Tree.level.characters[cid]
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return char:try(Tree.behaviors.stats, function(stats)
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return stats.mana or 0
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end)
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end,
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color = Color { r = 51 / 255, g = 105 / 255, b = 30 / 255 },
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useDividers = true,
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maxValue = 10
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}
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return t
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end
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function bottomBars:update(dt)
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local height = 14
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local margin = 2
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self.bounds.height = height
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self.bounds.y = self.bounds.y - height
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self.hpBar.bounds = Rect {
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width = -2 * margin + self.bounds.width / 2,
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height = height,
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x = self.bounds.x + margin,
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y = self.bounds.y
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}
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self.manaBar.bounds = Rect {
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width = -2 * margin + self.bounds.width / 2,
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height = height,
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x = self.bounds.x + margin + self.bounds.width / 2,
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y = self.bounds.y
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}
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self.hpBar:update(dt)
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self.manaBar:update(dt)
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end
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function bottomBars:draw()
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-- шум
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love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
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love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
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love.graphics.setShader()
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love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
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love.graphics.setBlendMode("multiply", "premultiplied")
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love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
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love.graphics.setBlendMode("alpha")
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self.hpBar:draw()
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self.manaBar:draw()
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end
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local c = love.graphics.newCanvas(1280, 720) --- @TODO: выставлять канвасу правильный размер в зависимости от окна
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--- @class CharacterPanel : UIElement
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--- @field animationNode AnimationNode
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--- @field state "show" | "idle" | "hide"
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--- @field skillRow SkillRow
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--- @field bars BottomBars
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local characterPanel = setmetatable({}, Element)
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characterPanel.__index = characterPanel
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function characterPanel.new(characterId)
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local t = {}
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t.state = "show"
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t.skillRow = SkillRow(characterId)
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t.bars = bottomBars.new(characterId)
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return setmetatable(t, characterPanel)
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end
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function characterPanel:show()
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AnimationNode {
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function(animationNode)
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if self.animationNode then self.animationNode:finish() end
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self.animationNode = animationNode
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self.state = "show"
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end,
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duration = 300,
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onEnd = function()
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self.state = "idle"
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end,
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easing = easing.easeOutCubic
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}:run()
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end
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function characterPanel:hide()
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AnimationNode {
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function(animationNode)
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if self.animationNode then self.animationNode:finish() end
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self.animationNode = animationNode
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self.state = "hide"
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end,
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duration = 300,
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easing = easing.easeOutCubic
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}:run()
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end
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function characterPanel:update(dt)
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if self.animationNode then self.animationNode:update(dt) end
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self.skillRow:update(dt)
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self.bars.bounds = Rect {
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width = self.skillRow.bounds.width,
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x = self.skillRow.bounds.x,
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y = self.skillRow.bounds.y
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}
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self.bars:update(dt)
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self.bounds = Rect {
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x = self.bars.bounds.x,
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y = self.bars.bounds.y,
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width = self.bars.bounds.width,
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height = self.bars.bounds.height + self.skillRow.bounds.height
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}
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--- анимация появления
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local alpha = 1
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if self.state == "show" then
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alpha = self.animationNode:getValue()
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elseif self.state == "hide" then
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alpha = 1 - self.animationNode:getValue()
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end
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local revealShader = Tree.assets.files.shaders.reveal
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revealShader:send("t", alpha)
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end
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function characterPanel:draw()
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love.graphics.setCanvas(c)
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love.graphics.clear()
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self.skillRow:draw()
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self.bars:draw()
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self:drawBorder("outer")
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--- рисуем текстуру шейдером появления
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love.graphics.setCanvas()
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love.graphics.setShader(Tree.assets.files.shaders.reveal)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(c)
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love.graphics.setColor(1, 1, 1)
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love.graphics.setShader()
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end
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-----------------------------------
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local layout = {}
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function layout:update(dt)
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local cid = Tree.level.selector:selected()
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if cid then
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self.characterPanel = characterPanel.new(cid)
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self.characterPanel:show()
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elseif Tree.level.selector:deselected() then
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self.characterPanel:hide()
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end
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if self.characterPanel then self.characterPanel:update(dt) end
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end
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function layout:draw()
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if self.characterPanel then self.characterPanel:draw() end
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end
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return layout
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