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require "not.Object"
--- `Ray`
-- That awesome effect that blinks when player dies!
Ray = Object:extends()
Ray.naut =--[[not.Hero]]nil
Ray.world =--[[not.World]]nil
Ray.canvas =--[[love.graphics.newCanvas]]nil
Ray.delay = 0.3
function Ray:new (naut, world)
self.naut = naut
self.world = world
-- Cavas, this is temporary, I believe.
local scale = getScale()
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
self.canvas = love.graphics.newCanvas(w/scale, h/scale)
end
function Ray:update (dt)
self.delay = self.delay - dt
if self.delay < 0 then
return true -- delete
end
return false
end
-- TODO: Whole Ray is dated but `draw` require a lot attention due to layering in World. See `World@new`.
function Ray:draw (offset_x, offset_y, scale)
local canvas = love.graphics.getCanvas()
love.graphics.setCanvas(self.canvas)
love.graphics.clear()
love.graphics.setColor(255, 247, 228, 247)
love.graphics.setLineStyle("rough")
love.graphics.setLineWidth(self.delay*160)
local x, y = self.naut:getPosition()
local m = self.world.map
local dy = m.height
if y > m.center.y then
dy = -dy
end
love.graphics.line(-x+offset_x,-y+offset_y-dy*0.7,x+offset_x,y+dy*0.7+offset_y)
-- reset
love.graphics.setCanvas(canvas)
love.graphics.setLineWidth(1)
love.graphics.setColor(255,255,255,255)
-- draw on screen
love.graphics.draw(self.canvas, 0, 0, 0, scale, scale)
end
return Ray
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