113 lines
4.1 KiB
Lua

local anim8 = require "lib.utils.anim8"
--- @class SpriteBehavior : Behavior
--- @field animationTable table<string, table>
--- @field animationGrid table
--- @field state "idle"|"run"|"hurt"|"attack"
--- @field side 1|-1
local sprite = {}
sprite.__index = sprite
sprite.id = "sprite"
sprite.LEFT = -1
sprite.RIGHT = 1
--- Скорость между кадрами в анимации
sprite.ANIMATION_SPEED = 0.1
function sprite.new(spriteDir)
local anim = setmetatable({}, sprite)
anim.animationTable = {}
anim.animationGrid = {}
-- n: name; i: image
for n, i in pairs(spriteDir) do
local aGrid = anim8.newGrid(96, 64, i:getWidth(), i:getHeight())
local tiles = '1-' .. math.ceil(i:getWidth() / 96)
anim.animationGrid[n] = aGrid(tiles, 1)
end
anim.state = "idle"
anim.side = sprite.RIGHT
anim:loop("idle")
return anim
end
function sprite:update(dt)
local anim = self.animationTable[self.state] or self.animationTable["idle"] or nil
if not anim then return end
anim:update(dt)
end
local function makeGradientMesh(w, h, topColor, bottomColor)
local vertices = {
{ 0, 0, 0, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- левый верх
{ w, 0, 1, 0, topColor[1], topColor[2], topColor[3], topColor[4] }, -- правый верх
{ w + w * 0.1, h, 1, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- правый низ
{ 0 - w * 0.1, h, 0, 1, bottomColor[1], bottomColor[2], bottomColor[3], bottomColor[4] }, -- левый низ
}
local mesh = love.graphics.newMesh(vertices, "fan", "static")
return mesh
end
function sprite:draw()
if not self.animationTable[self.state] or not Tree.assets.files.sprites.character[self.state] then return end
self.owner:try(Tree.behaviors.map,
function(map)
local ppm = Tree.level.camera.pixelsPerMeter
local position = map.displayedPosition + Vec3 { 0.5, 0.5 }
if Tree.level.selector.id == self.owner.id then
local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
Tree.assets.files.sprites.character[self.state]:getHeight()
local shader = Tree.assets.files.shaders.outline
shader:send("texSize", { texW, texH })
shader:send("time", love.timer:getTime())
love.graphics.setShader(shader)
end
love.graphics.setCanvas(Tree.level.render.shadowLayer)
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.ellipse("fill", position.x, position.y, 0.2, 0.2 * math.cos(math.pi / 4))
local mesh = makeGradientMesh(0.4, 1.5, { 0, 0, 0, 0.5 }, { 0, 0, 0, 0 })
love.graphics.push()
love.graphics.translate(position.x, position.y)
love.graphics.rotate(-3 * math.pi / 4)
love.graphics.translate(-0.2, 0)
love.graphics.draw(mesh)
love.graphics.pop()
love.graphics.setCanvas(Tree.level.render.spriteLayer)
love.graphics.setColor(1, 1, 1)
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
position.x,
position.y, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
love.graphics.setShader()
love.graphics.setCanvas()
end
)
end
--- @param node AnimationNode
function sprite:animate(state, node)
if not self.animationGrid[state] then
return print("[SpriteBehavior]: no animation for '" .. state .. "'")
end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED,
function()
self:loop("idle")
node:finish()
end)
self.state = state
end
function sprite:loop(state)
if not self.animationGrid[state] then
return print("[SpriteBehavior]: no animation for '" .. state .. "'")
end
self.animationTable[state] = anim8.newAnimation(self.animationGrid[state], self.ANIMATION_SPEED)
self.state = state
end
return sprite