62 lines
2.4 KiB
Lua

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)
-- 2. Свет на спрайте
if #lights > 0 then
Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE_LIGHT, position.y, function()
love.graphics.setBlendMode("add")
for _, light in ipairs(lights) do
local lightPos = light:has(Tree.behaviors.positioned).position
local lightVec = lightPos - position
local lightColor = light:has(Tree.behaviors.light).color
if lightPos.y > position.y then
love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
1 - 0.3 * lightVec:length())
elseif position.y - lightPos.y < 3 then
love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
(1 - easing.easeInSine((position.y - lightPos.y))) - 0.3 * lightVec:length())
end
sprite.animationTable[sprite.state]:draw(sprite.sheets[sprite.state],
position.x,
position.y, nil, 1 / ppm * sprite.side, 1 / ppm, sprite.manifest.base.x, sprite.manifest.base.y)
end
love.graphics.setBlendMode("alpha")
love.graphics.setColor(1, 1, 1)
end)
end
end
return behavior