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Lua
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local task = require "lib.utils.task"
local easing = require "lib.utils.easing"
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 animationTask Task
--- @field alpha number
--- @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 {}
t.alpha = 0 -- starts hidden/animating
return setmetatable(t, characterPanel)
end
function characterPanel:show()
self.state = "show"
self.animationTask = task.tween(self, { alpha = 1 }, 300, easing.easeOutCubic)
self.animationTask(function() self.state = "idle" end)
end
function characterPanel:hide()
self.state = "hide"
self.animationTask = task.tween(self, { alpha = 0 }, 300, easing.easeOutCubic)
end
--- @type love.Canvas
local characterPanelCanvas;
function characterPanel:update(dt)
-- Tasks update automatically via task.update(dt) in main.lua
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 revealShader = Tree.assets.files.shaders.reveal
revealShader:send("t", self.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