69 lines
2.5 KiB
Lua

local utils = require "lib.utils.utils"
--- @alias State "idle"|"run"|"attack"|"hurt"
--- @class Logic
--- @field id Id
--- @field mapLogic MapLogic
--- @field state State
local logic = {}
logic.__index = logic
--- @param id Id
--- @param position? Vec3
--- @param size? Vec3
local function new(id, position, size)
return setmetatable({
id = id,
mapLogic = (require 'lib.character.map_logic').new(id, position, size),
state = "idle"
}, logic)
end
--- @param path Deque
function logic:followPath(path)
if path:is_empty() then return end
self.mapLogic.path = path;
---@type Vec3
local nextCell = path:peek_front()
self:runTo(nextCell)
path:pop_front()
end
--- @param target Vec3
function logic:runTo(target)
self.mapLogic.t0 = love.timer.getTime()
self.state = "run"
self.mapLogic.runTarget = target
local charPos = self.mapLogic.position
if target.x < charPos.x then
Tree.level.characters[self.id].graphics.animation.side = LEFT
elseif target.x > charPos.x then
Tree.level.characters[self.id].graphics.animation.side = RIGHT
end
end
function logic:update(dt)
if self.state == "run" and self.mapLogic.runTarget then
local delta = love.timer.getTime() - self.mapLogic.t0 or love.timer.getTime()
local fraction = delta /
(0.5 * self.mapLogic.runTarget:subtract(self.mapLogic.position):length()) -- бежим одну клетку за 500 мс, по диагонали больше
if fraction >= 1 then -- анимация перемещена завершена
self.mapLogic.position = self.mapLogic.runTarget
if not self.mapLogic.path:is_empty() then -- еще есть, куда бежать
self:runTo(self.mapLogic.path:peek_front())
self.mapLogic.path:pop_front()
else -- мы добежали до финальной цели
self.state = "idle"
self.mapLogic.runTarget = nil
end
else -- анимация перемещения не завершена
self.mapLogic.displayedPosition = utils.lerp(self.mapLogic.position, self.mapLogic.runTarget, fraction) -- линейный интерполятор
end
end
Tree.level.characterGrid:add(self.id)
end
return { new = new }