notsanequarium/scenes/gameplay/draw/fish.lua

139 lines
4.7 KiB
Lua

return function(feesh, spritescale, fishsprite)
local sw, sh = love.graphics.getDimensions()
for i, n in ipairs(feesh) do
local x = n.render.x * sw
local y = n.render.y * sh
-- rest of feesh
local size = 'small'
local anim = 'swim'
local sample = fishsprite('medium', false, 'swim')
local sizex = 1
local turn = n.render.turn
if n.render.turndir == -1 then turn = 1 - turn; sizex = -1 end
local turnframe = math.floor(turn * (#sample.quads - 1)) + 1
if #sample.quads == turnframe then
sizex = -1 * sizex
turnframe = 1
end
local frame = math.floor(n.render.swim * (#sample.quads - 1)) + 1
if turnframe ~= 1 and turnframe ~= #sample.quads then
anim = 'turn'
frame = turnframe
end
if n.render.eattimer <= 1 then
anim = 'eat'
frame = math.floor(n.render.eattimer * (#sample.quads - 1)) + 1
end
if n.dead then
anim = 'die'
local a = math.min(math.abs(n.eattimer - FISH_FOOD_DEAD) * 1.4, 1) - n.render.deathanim * 0.4
frame = math.floor(a * (#sample.quads - 1)) + 1
end
local angle = n.render.angle
if angle > math.pi/2 then
angle = angle - math.pi
end
if angle < -math.pi/2 then
angle = angle + math.pi
end
angle = angle * math.max(math.min((-math.abs(angle) + math.pi * 0.5) / (math.pi * 0.5) * 2, 1), 0)
angle = angle * 0.5
if n.size == 0 then
size = 'small'
elseif n.size == 1 then
size = 'medium'
elseif n.size == 2 then
size = 'big'
elseif n.size == 3 then
size = 'king'
elseif n.size == 4 then
size = 'carnivore'
end
local sheet = fishsprite(size, false, anim)
local sadsheet = fishsprite(size, true, anim)
local alpha = n.render.hungry == 1 and 0 or 1
local allalpha = 1
if n.star then allalpha = 0.8 end
love.graphics.setColor(1, 1, 1, (alpha - n.render.deathanim) * allalpha)
love.graphics.draw(sheet.spriteSheet, sheet.quads[math.max(math.min(frame, #sample.quads), 1)], x, y, angle, sizex * spritescale, spritescale, sample.width/2, sample.height/2)
love.graphics.setColor(1, 1, 1, (n.render.hungry - n.render.deathanim) * allalpha)
love.graphics.draw(sadsheet.spriteSheet, sheet.quads[math.max(math.min(frame, #sample.quads), 1)], x, y, angle, sizex * spritescale, spritescale, sample.width/2, sample.height/2)
if n.star then
local mult = (math.sin(love.timer.getTime() / 4) / 2 + 0.5) * 0.1 + 0.9
love.graphics.setBlendMode('add')
love.graphics.setColor(1, 1, 1, (alpha - n.render.deathanim) * mult)
love.graphics.draw(sheet.spriteSheet, sheet.quads[math.max(math.min(frame, #sample.quads), 1)], x, y, angle, sizex * spritescale, spritescale, sample.width/2, sample.height/2)
love.graphics.setColor(1, 1, 1, (n.render.hungry - n.render.deathanim) * mult)
love.graphics.draw(sadsheet.spriteSheet, sheet.quads[math.max(math.min(frame, #sample.quads), 1)], x, y, angle, sizex * spritescale, spritescale, sample.width/2, sample.height/2)
love.graphics.setBlendMode('alpha')
end
love.graphics.setColor(1, 1, 1)
if debug then love.graphics.print(shrt(n.eattimer), x + 20, y + 20) end
if debug then
for _,e in ipairs(n.eases) do
love.graphics.setColor(1, 0, 0, 0.75)
love.graphics.line(e.fromx * sw, e.fromy * sh, e.x * sw, e.y * sh)
love.graphics.setColor(0, 0, 1, 0.75)
love.graphics.line(mix(e.fromx, e.x, FISH_EASE(e.a)) * sw, mix(e.fromy, e.y, FISH_EASE(e.a)) * sh, n.render.x * sw, n.render.y * sh)
end
local subdiv = DEBUG_FISH_PATH_SUBDIVISIONS
local adv = DEBUG_FISH_PREDICT_AMOUNT
local pos = {}
local valid = {}
for i = 1, subdiv do
local a = ((i - 1) / (subdiv - 1)) * (adv * 2) - adv
local sumx = 0
local sumy = 0
local mina = 0
local maxa = 1
for _, e in ipairs(n.eases) do
local a = e.a + a
mina = math.min(mina, a)
maxa = math.max(maxa, a)
sumx = sumx + mix(e.fromx, e.x, FISH_EASE(a))
sumy = sumy + mix(e.fromy, e.y, FISH_EASE(a))
end
table.insert(pos, sumx / #n.eases * sw)
table.insert(pos, sumy / #n.eases * sh)
table.insert(valid, not (maxa > 1 or mina < 0))
end
for i = 0, #pos/2 - 1 do
local x1 = pos[i * 2 + 1]
local y1 = pos[i * 2 + 1 + 1]
local x2 = pos[i * 2 + 2 + 1]
local y2 = pos[i * 2 + 3 + 1]
local valid = valid[i + 1]
if not x2 or not y2 then break end
love.graphics.setColor(0, 1, 0, 1)
if not valid then love.graphics.setColor(0, 0.5, 1, 0.7) end
love.graphics.line(x1, y1, x2, y2)
end
end
end
end