62 lines
2.4 KiB
Lua
62 lines
2.4 KiB
Lua
local easing = require "lib.utils.easing"
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--- @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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function behavior:draw()
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local sprite = self.owner:has(Tree.behaviors.sprite)
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local positioned = self.owner:has(Tree.behaviors.positioned)
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if not positioned then return end
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if not sprite then return end
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local ppm = Tree.level.camera.pixelsPerMeter
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local position = positioned.position + Vec3 { 0.5, 0.5 }
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local lightIds = Tree.level.lightGrid:query(position, 5)
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--- @type Character[]
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local lights = {}
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for _, id in ipairs(lightIds) do
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table.insert(lights, Tree.level.characters[id])
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end
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-- 1. Эллипс тени
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Tree.level.render:enqueue(Tree.level.render.LAYERS.SHADOW, position.y, function()
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love.graphics.push()
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.translate(position.x, position.y)
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love.graphics.ellipse("fill", 0, 0, sprite.manifest.size / 2, sprite.manifest.size / 2 * math.cos(math.pi / 4))
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love.graphics.pop()
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end)
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-- 2. Свет на спрайте
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if #lights > 0 then
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Tree.level.render:enqueue(Tree.level.render.LAYERS.SPRITE_LIGHT, position.y, function()
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love.graphics.setBlendMode("add")
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for _, light in ipairs(lights) do
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local lightPos = light:has(Tree.behaviors.positioned).position
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local lightVec = lightPos - position
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local lightColor = light:has(Tree.behaviors.light).color
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if lightPos.y > position.y then
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love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
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1 - 0.3 * lightVec:length())
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elseif position.y - lightPos.y < 3 then
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love.graphics.setColor(lightColor.x, lightColor.y, lightColor.z,
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(1 - easing.easeInSine((position.y - lightPos.y))) - 0.3 * lightVec:length())
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end
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sprite.animationTable[sprite.state]:draw(sprite.sheets[sprite.state],
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position.x,
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position.y, nil, 1 / ppm * sprite.side, 1 / ppm, sprite.manifest.base.x, sprite.manifest.base.y)
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end
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(1, 1, 1)
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end)
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end
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end
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return behavior
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