-
Notifications
You must be signed in to change notification settings - Fork 0
/
renderer.lua
284 lines (200 loc) · 9.27 KB
/
renderer.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
local menues = require("menue")
local renderer ={}
renderer.RenderOrder = class_base:extend()
renderer.RenderOrder.CORPSE = 1
renderer.RenderOrder.ITEM = 2
renderer.RenderOrder.ACTOR = 3
renderer.RenderOrder.DEFAULT = renderer.RenderOrder.CORPSE
local function draw_entity(entity)
entity:draw()
end
function recursive_print(table,level,par)
local offset = level or 0
for key,val in pairs(table) do
if type(val) == type({}) then
print(string.rep(" ",offset)..key..":")
if val == par then
--print(string.rep(" ",offset).."circlic dep... ignoring")
else
recursive_print(val,offset+1,table)
end
elseif type(val) == type(function()end) then
else
print(string.rep(" ",offset)..key..": "..(type( val) ==type(true) and( val==true and "true" or "false" )or val ))
--tile_info=tile_info.._.." ".. (type( val) ==type(true) and( val==true and "true" or "false" )or val ).."\n"
end
end
end
local function get_mob_under_mouse(x,y)
local entity_to_get = nil
for idx,entity in pairs(gvar.entities) do
if entity.x == x and entity.y == y then
entity_to_get = entity
end
end
debuger.on()
if entity_to_get ~= nil then
recursive_print(entity_to_get,4)
print("------")
end
debuger.off()
end
local function get_tile_under_mouse(x,y)
debuger.on()
local map_tile = gvar.map.tiles[y][x]
local fov_tile = gvar.fov_map[y][x]
local tile_info=""
for _,val in pairs (map_tile) do
tile_info=tile_info.._.." ".. (type( val) ==type(true) and( val==true and "true" or "false" )or val ).."\n"
end
debuger.off()
return tile_info
end
function renderer.get_name_under_mouse()
local names ={}
local mouse_x ,mouse_y = floor(gvar.mouse_coords[1]/gvar.constants.tile_size),floor(gvar.mouse_coords[2]/gvar.constants.tile_size)
for i,entity in ipairs(gvar.entities) do
--print(entity.x,entity.y,floor(mouse_coords[1]/tile_size),floor(mouse_coords[2]/tile_size))
if entity.x == mouse_x and entity.y == mouse_y then
table.insert(names,entity.name:upper())
end
end
--debug tile info
if mouse_x >0 and mouse_x<gvar.constants.map_width and mouse_y>0 and mouse_y < gvar.constants.map_height then
--table.insert(names, get_tile_under_mouse(mouse_x,mouse_y))
if gvar.clicked == true then
get_mob_under_mouse(mouse_x,mouse_y)
gvar.clicked = false
end
end
--print("------------------")
return table.concat(names,", ")
end
function renderer.render_bar(name,x,y,width,value,max,bar_col,back_col,string_col,show_num)
local bar_width = math.floor(value/max*width)
local bar_start = x+love.graphics.getFont():getWidth(name) +10
--love.graphics.setColor(string_col or colors.default)
--love.graphics.print(name,x,y)
glib.msg_renderer.MessageLog.print_colored(name,x,y,string_col)
love.graphics.setColor(back_col)
love.graphics.rectangle("fill",bar_start,y,width,gvar.constants.tile_size)
love.graphics.setColor(bar_col)
love.graphics.rectangle("fill",bar_start,y,bar_width,gvar.constants.tile_size)
love.graphics.setColor(gvar.constants.colors.default)
love.graphics.rectangle("line",bar_start,y,width,gvar.constants.tile_size)
end
function renderer.draw_entities()
--sort with a halfway stable sort
table.sort(gvar.entities,
function (a,b)
local r =false
if a.render_order < b.render_order then
r = true
elseif a.render_order == b.render_order then
if a.name<b.name then
r=true
else
r=false
end
end
return r
end)
for key,entity in pairs(gvar.entities) do
draw_entity(entity)
end
end
function renderer.draw_turn_infos(dungeon_level)
love.graphics.rectangle("line",0,0,(gvar.constants.map_width+1)*10,(gvar.constants.map_height+1)*10)
love.graphics.print(renderer.get_name_under_mouse(),0,0)
--render_bar("hp: ",tile_size*3,(map_height+3)*tile_size,10*tile_size,player.fighter.hp,player.fighter.max_hp,colors.red,colors.dark_red)
renderer.render_bar("HP: ",gvar.constants.tile_size*3,(gvar.constants.map_height+3)*gvar.constants.tile_size,
10*gvar.constants.tile_size,gvar.player.fighter.hp,gvar.player.fighter:get_hp(),
gvar.constants.colors.light_red,gvar.constants.colors.dark_red)
--exp bar (?)
renderer.render_bar("EXP: ",
gvar.constants.tile_size*3,
(gvar.constants.map_height+5)*gvar.constants.tile_size,
10*gvar.constants.tile_size,gvar.player.level.current_xp,gvar.player.level:expToNextLevel(),
gvar.constants.colors.light_blue,gvar.constants.colors.blue)
gvar.message_log:draw()
love.graphics.print("Depth: "..dungeon_level,gvar.constants.tile_size*3,(gvar.constants.map_height+7)*gvar.constants.tile_size)
--menue("This is a test header,it tests heading",{"blah","test","noch was","meh"},0,0,scr_width)
end
function renderer.draw_inventory()
menues.invi_menue("Press key next to item to use or ESC to exit",gvar.player.inventory,gvar.constants.tile_size*1,gvar.constants.tile_size*1,gvar.constants.tile_size*30,gvar.constants.scr_height -gvar.constants.tile_size*2)
menues.menue("Stats",{"Defense: "..gvar.player.fighter:get_def(),"Attack: "..gvar.player.fighter:get_power()},gvar.constants.tile_size*35,gvar.constants.tile_size*1,gvar.constants.tile_size*20,gvar.constants.tile_size*10)
--equippment information
local slot_main = "Main hand"
if gvar.player.equippment.main_hand ~= nil then
local off_info =gvar.player.equippment.main_hand.equippable
slot_main=slot_main.."\n Name: "..gvar.player.equippment.main_hand.name
slot_main=slot_main.."\n Power: "..off_info.power or 0
slot_main=slot_main.."\n Def: "..off_info.def or 0
slot_main=slot_main.."\n Hp: "..off_info.health or 0
end
local slot_off = "\nOff hand:"
if gvar.player.equippment.off_hand ~= nil then
local off_info =gvar.player.equippment.off_hand.equippable
slot_off=slot_off.."\n Name: "..gvar.player.equippment.off_hand.name
slot_off=slot_off.."\n Power: "..off_info.power or 0
slot_off=slot_off.."\n Def: "..off_info.def or 0
slot_off=slot_off.."\n Hp: "..off_info.health or 0
end
menues.menue("Equipment",{slot_main.."\n"..slot_off} ,gvar.constants.tile_size*35,gvar.constants.tile_size*12,gvar.constants.tile_size*20,gvar.constants.tile_size*39)
end
function renderer.dummy_draw() end
--special state draws lu
local draw_state_specials ={
}
function renderer.init()
draw_state_specials={[glib.GameStates.SHOW_INVENTORY] = renderer.draw_inventory,
mt={
__index=function(table,key)
return renderer.dummy_draw
end
}
}
setmetatable(draw_state_specials,draw_state_specials.mt)
end
function renderer.render_all(entities,game_map,screen_width,screen_height)--could be adjusted to work without params,but lets see
--console.clear()
if gvar.show_main_menue ==true then
menues.main_menue()
return
end
game_map:draw()
renderer.draw_entities()
--the bottom layer with hp,ep,level,log etc, also mouse under info
renderer.draw_turn_infos(game_map.dungeon_level)
draw_state_specials[gvar.game_state]()
if gvar.game_state == glib.GameStates.LEVEL_UP then
local x_off = gvar.constants.scr_width/2 -gvar.constants.tile_size*10
local y_off = gvar.constants.scr_height/2 -gvar.constants.tile_size*6.5
menues.level_up_menue("Select a state to increase:",x_off,y_off,gvar.constants.tile_size*20,gvar.constants.tile_size*13)
end
if gvar.game_state == glib.GameStates.TARGETING then
love.graphics.setColor(255,0,0)
--love.graphics.rectangle("line",targeting_tile.x*tile_size,targeting_tile.y*tile_size,tile_size,tile_size)
love.graphics.circle("line",gvar.targeting_tile.x*gvar.constants.tile_size +gvar.constants.tile_size/2,
gvar.targeting_tile.y*gvar.constants.tile_size +gvar.constants.tile_size/2,
(gvar.target_range or 1)*(gvar.constants.tile_size/2+1))
love.graphics.setColor(255,0,0,75)
love.graphics.circle("fill",gvar.targeting_tile.x*gvar.constants.tile_size +gvar.constants.tile_size/2,
gvar.targeting_tile.y*gvar.constants.tile_size +gvar.constants.tile_size/2,
(gvar.target_range or 1)*(gvar.constants.tile_size/2+1))
love.graphics.setColor(gvar.constants.colors.default)
end
-- Draw a health bar for this entity, if it was attacked before
if gvar.player.last_target ~= 0 then
renderer.render_bar("enemy's hp:",
(gvar.constants.scr_width)-20*gvar.constants.tile_size,
(gvar.constants.map_height+3)*gvar.constants.tile_size,
10*gvar.constants.tile_size,
gvar.player.last_target.fighter.hp,
gvar.player.last_target.fighter:get_hp(),
gvar.constants.colors.desaturated_green,
gvar.constants.colors.green
)
end
end
return renderer