99 lines
3.0 KiB
Lua
99 lines
3.0 KiB
Lua
--- @class ShadowcasterBehavior : Behavior
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local behavior = {}
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behavior.id = "shadowcaster"
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behavior.__index = behavior
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function behavior.new() return setmetatable({}, behavior) end
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local function makeGradientMesh(w, h, topColor, bottomColor)
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local vertices = {
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{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
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{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
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{ w + w * 0.1, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
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{ 0 - w * 0.1, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
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}
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local mesh = love.graphics.newMesh(vertices, "fan", "static")
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return mesh
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end
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local function getFakeShadow(r)
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local pi = math.pi
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if r <= pi / 4 then
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-- 1
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return false, 1
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end
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if r <= pi / 2 then
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-- 2
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return true, 1 - (r - pi / 4) / (pi / 4)
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end
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if r <= 3 * pi / 4 then
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-- 3
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return true, (r - pi / 2) / (pi / 4)
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end
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if r <= 5 * pi / 4 then
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-- 4
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return false, 1
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end
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if r <= 3 * pi / 2 then
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-- 5
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return true, 1 - (r - 5 * pi / 4) / (pi / 4)
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end
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if r <= 7 * pi / 4 then
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-- 6
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return true, (r - 3 * pi / 2) / (pi / 4)
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end
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-- 1
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return false, 1
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end
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function behavior:draw()
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local sprite = self.owner:has(Tree.behaviors.sprite)
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local map = self.owner:has(Tree.behaviors.map)
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if not map then return end
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
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love.graphics.setCanvas(Tree.level.render.shadowLayer)
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love.graphics.push()
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love.graphics.scale(ppm)
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love.graphics.setColor(0, 0, 0, 0.5)
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love.graphics.translate(position.x, position.y)
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love.graphics.ellipse("fill", 0, 0, 0.2, 0.2 * math.cos(math.pi / 4))
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if not sprite then
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love.graphics.pop()
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return
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end
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local r = love.timer.getTime() % (2 * math.pi)
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local drawFakeShadow, opacity = getFakeShadow(r)
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local nangle = (math.pi + r) % (2 * math.pi)
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love.graphics.rotate(nangle)
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love.graphics.setColor(0, 0, 0, math.min(opacity * opacity, 0.5))
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sprite.animationTable[sprite.state]:draw(Tree.assets.files.sprites.character[sprite.state],
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0,
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0, nil, ((nangle >= math.pi / 2 and nangle < (3 * math.pi / 2)) and -1 or 1) / ppm * sprite.side,
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1.2 / ppm,
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38, 47)
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if drawFakeShadow then
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love.graphics.setColor(0, 0, 0, 1)
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local mesh = makeGradientMesh(0.4, 1, { 0, 0, 0, 0.15 },
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{ 0, 0, 0, 0.0 })
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love.graphics.push()
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love.graphics.rotate(math.pi)
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love.graphics.translate(-0.2, 0)
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love.graphics.draw(mesh)
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love.graphics.pop()
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end
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love.graphics.pop()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setCanvas()
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end
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return behavior
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