100 lines
3.3 KiB
Lua
100 lines
3.3 KiB
Lua
-- CameraLoader = require 'lib/camera'
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require "character"
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local Vec3 = require "lib/vec3"
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function love.conf(t)
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t.console = true
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end
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Camera = {
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target = Vec3 {},
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position = Vec3 {},
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lerp_speed = 5.0,
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max_offset = 1, -- на сколько метров камера может отдалиться от целевой позиции
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max_offset_distance = 5 -- на сколько метров надо отвести мышь для максимального отдаления камеры
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}
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PIXELS_PER_METER = 100
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function Camera:update(dt)
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if not self.target then return end
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local mouse_offset = Vec3 { 0, 0, 0 }
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local offset_distance = 0
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local adjusted_target = self.target * (self.max_offset * offset_distance / self.max_offset_distance)
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local to_target = adjusted_target - self.position
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self.position = self.position + to_target * (dt * self.lerp_speed)
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end
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-- Преобразует вектор мировых координат (в метрах) в вектоор экранных координат (в пикселях)
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local function worldToScreen(worldPos)
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return (worldPos - Camera.position) * PIXELS_PER_METER
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end
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function love.load()
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Camera.target = Vec3({})
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-- PlayerFaction = Faction
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-- Hero1 = Character:create("Petya", 10)
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-- Hero2 = Character:create("Andrysha", 12)
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-- PlayerFaction.characters = { Hero1, Hero2 }
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love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
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end
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---@todo Вынести это в свое поле в дереве глобального состояния уровня
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-- local cameraPos = Vec3({})
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-- Camera:lockPosition(cameraPos.x, cameraPos.y, Camera.smooth.damped(10))
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function love.update(dt)
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if love.keyboard.isDown("w") then Camera.target = Camera.target + Vec3({ 0, -dt }) end
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if love.keyboard.isDown("a") then Camera.target = Camera.target + Vec3({ -dt }) end
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if love.keyboard.isDown("s") then Camera.target = Camera.target + Vec3({ 0, dt }) end
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if love.keyboard.isDown("d") then Camera.target = Camera.target + Vec3({ dt }) end
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Camera:update(dt)
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end
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function love.draw()
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-- Camera:attach()
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local uiSize = 0.2
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local windowWidth = love.graphics.getWidth()
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local windowHeight = love.graphics.getHeight() * (1 - uiSize)
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local width = 20
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local height = 12
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love.graphics.setColor(139 / 255, 195 / 255, 74 / 255, 1)
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love.graphics.rectangle('fill', worldToScreen(Vec3 {}).x, worldToScreen(Vec3 {}).y, width * PIXELS_PER_METER,
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height * PIXELS_PER_METER)
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love.graphics.setColor(244 / 255, 67 / 255, 54 / 255, 1)
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love.graphics.rectangle('fill', worldToScreen(Vec3 {}).x, worldToScreen(Vec3 {}).y, 1 * PIXELS_PER_METER,
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1 * PIXELS_PER_METER)
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-- if windowWidth / windowHeight > width / height then
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-- local fieldWidth = windowHeight * width / height
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-- love.graphics.rectangle('fill', 0.5 * (windowWidth - fieldWidth), 0,
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-- fieldWidth, windowHeight)
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-- else
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-- local fieldHeight = windowWidth * height / width
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-- love.graphics.rectangle('fill', 0, 0.5 * (windowHeight - fieldHeight),
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-- windowWidth, fieldHeight)
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-- end
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-- Camera:detach()
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end
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local Level = {}
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Level.kakaya_ta_hren = 10
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Level.map = {}
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local v = Vec3({ 0, 1, 2 })
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-- Faction -> Character
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-- calculate_order()
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-- calculate_order()
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