Added lua-language-server annotations

This commit is contained in:
Alexey 2025-06-25 13:05:41 +03:00
commit c7d8fa4f8b
7 changed files with 151 additions and 87 deletions

4
.luarc.json Normal file
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@ -0,0 +1,4 @@
{
"$SCHEMA": "https://raw.githubusercontent.com/sumneko/vscode-lua/master/setting/schema.json",
"diagnostics.globals": [ "love" ]
}

View file

@ -1,21 +1,26 @@
-- Global config table
---@class Config
---@field pointRadius number Radius of each grid point
---@field linePointRadius number Radius of line start/end point
---@field cellSize number Size of each grid cell
---@field lineStyle string love2d line style setting
---@field lineWidth number love2d line width setting
---@field dragSensivity number drag sensivity, px
Config = {
-- Radius of each grid point
pointRadius = 7,
-- Radius of line start/end point
linePointRadius = 10,
-- Size of each grid cell
cellSize = 30,
-- love2d line drawing settings
lineStyle = "smooth",
lineWidth = 5,
-- drag sensivity, px
dragSensivity = 5
}
-- Colors table
---@enum Color
Color = {
white = { 1, 1, 1 },
red = { 1, 0, 0 },
@ -24,7 +29,11 @@ Color = {
}
-- Find key by value in table by predicate
function tableFind( table, value, pred )
---@param table table
---@param value any
---@param pred function
---@return any
function TableFind( table, value, pred )
for key, innervalue in pairs( table ) do
if pred( value, innervalue ) then
return key
@ -34,8 +43,12 @@ function tableFind( table, value, pred )
end
-- Find if value exists in table by predicate
function tableHas( table, value, pred )
for key, innervalue in pairs( table ) do
---@param table table
---@param value any
---@param pred function
---@return boolean
function TableHas( table, value, pred )
for _, innervalue in pairs( table ) do
if pred( value, innervalue ) then
return true
end

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@ -1,9 +1,17 @@
require "config"
-- Game grid table, acts as "global level" of some sort
Grid = {}
---@class Grid
---@field lines Line[]
---@field size Point
Grid = {
lines = {},
size = Point:new( Point:coords() )
}
-- Factory function
---@param size Point
---@returns Grid
function Grid:new( size )
local grid = {
lines = {},
@ -16,6 +24,7 @@ function Grid:new( size )
end
-- Add new line to grid
---@param line Line
function Grid:push( line )
table.insert( self.lines, line )
end
@ -42,8 +51,10 @@ end
-- Check all lines and return one, which contains point (if any)
-- TODO: rewrite this function to extract clear/reverse behavior
---@param point Point
---@param ignoreEnd boolean
function Grid:matchesLine( point, ignoreEnd )
local line = self.lines[tableFind( self.lines, point,
local line = self.lines[TableFind( self.lines, point,
function( value, innervalue )
return innervalue:has( value )
end
@ -63,7 +74,7 @@ function Grid:matchesLine( point, ignoreEnd )
-- Try to check endpoint
if line == nil and not ignoreEnd then
line = self.lines[tableFind( self.lines, point,
line = self.lines[TableFind( self.lines, point,
function( value, innervalue )
if innervalue.endpoint:equals( value ) then
innervalue:clear()
@ -77,13 +88,20 @@ function Grid:matchesLine( point, ignoreEnd )
return line
end
-- Checks if specified point does belong to any line endpoint but not specified line
---@param line Line
---@param point GridPoint
---@return boolean
function Grid:isOtherEndpoint( line, point )
return tableHas( self.lines, { line=line, point=point }, function( value, innervalue )
return TableHas( self.lines, { line=line, point=point }, function( value, innervalue )
return innervalue ~= value.line and innervalue.endpoint:equals( value.point )
end
)
end
-- Checks if point is in grid bounds
---@param point GridPoint
---@return boolean
function Grid:inBounds( point )
return point.x <= self.size.x and point.y <= self.size.y
end

View file

@ -2,9 +2,11 @@ require "point"
require "config"
-- Point table with grid-based coordinates
GridPoint = Point:new()
---@class GridPoint: Point
GridPoint = Point
-- Convert grid x, y to global x, y
---@return Point
function GridPoint:absolute()
return Point:new(
self.x * Config.cellSize,
@ -13,6 +15,7 @@ function GridPoint:absolute()
end
-- Same as coords, but converted to global coords
---@return number, number
function GridPoint:globalCoords()
return self.x * Config.cellSize - Config.cellSize / 2, self.y * Config.cellSize - Config.cellSize / 2
end

View file

@ -1,18 +1,32 @@
require "gridpoint"
-- Line table, interactive game object
-- NOTE: uses GridPoint
Line = {}
-- Interactive game object
---@class Line
---@field startpoint GridPoint
---@field endpoint GridPoint
---@field points GridPoint[]
---@field color Color
Line = {
startpoint = GridPoint:new( GridPoint:coords() ),
endpoint = GridPoint:new( GridPoint:coords() ),
points = { },
color = Color.red
}
-- Factory function
---@param startpoint GridPoint
---@param endpoint GridPoint
---@param color Color
---@return Line
function Line:new( startpoint, endpoint, color )
local line = {
startpoint = startpoint,
endpoint = endpoint,
startpoint = startpoint or self.startpoint,
endpoint = endpoint or self.endpoint,
points = {
startpoint
startpoint or self.startpoint
},
color = color
color = color or self.color
}
setmetatable( line, { __index = self } )
@ -21,11 +35,13 @@ function Line:new( startpoint, endpoint, color )
end
-- Push point to the end of points stack
---@param point GridPoint
function Line:push( point )
table.insert( self.points, point )
end
-- Pop point from points stack
---@return GridPoint
function Line:pop()
return table.remove( self.points )
end
@ -69,8 +85,10 @@ function Line:reverse()
end
-- Check if line has the exact point
---@param point GridPoint
---@return boolean
function Line:has( point )
return tableHas( self.points, point,
return TableHas( self.points, point,
function( value, innervalue )
return innervalue:equals( value )
end

109
main.lua
View file

@ -2,31 +2,42 @@ require "grid"
require "point"
require "line"
-- Returns local coords from global
local function snapCoords( point )
local x = math.ceil( point.x / Config.cellSize )
local y = math.ceil( point.y / Config.cellSize )
return GridPoint:new( x, y )
end
local function vectorLength( startpoint, endpoint )
return math.sqrt( ( startpoint.x - endpoint.x ) ^ 2 + ( startpoint.y - endpoint.y ) ^ 2 )
end
function love.load()
love.graphics.setLineStyle( Config.lineStyle )
love.graphics.setLineWidth( Config.lineWidth )
gameGrid = Grid:new( Point:new( 5, 5 ) )
GameGrid = Grid:new( Point:new( 5, 5 ) )
local line = Line:new(
GridPoint:new( 1, 1 ),
GridPoint:new( 3, 3 ),
Color.red
)
gameGrid:push( line )
GameGrid:push( line )
local line1 = Line:new(
GridPoint:new( 1, 5 ),
GridPoint:new( 5, 2 ),
Color.green
)
gameGrid:push( line1 )
GameGrid:push( line1 )
local line2 = Line:new(
GridPoint:new( 2, 5 ),
GridPoint:new( 5, 3 ),
Color.blue
)
gameGrid:push( line2 )
GameGrid:push( line2 )
mouse = {
Mouse = {
x = 0,
y = 0,
pressed = false,
@ -43,75 +54,65 @@ end
-- TODO: move input interactions into module
-- TODO: fix collision with other line's endpoint
function love.update( dt )
mouse.x, mouse.y = love.mouse.getPosition()
mouse.x = mouse.x + 1
mouse.y = mouse.y + 1
mouse.lastPoint = mouse.point
mouse.lastPressed = pressed
mouse.pressed = love.mouse.isDown( 1 )
mouse.point = snapCoords( Point:new( mouse.x, mouse.y ) )
if mouse.lastLine ~= nil then
local pointsLen = #mouse.lastLine.points
local lastLinePoint = mouse.lastLine.points[pointsLen]
if vectorLength( mouse.point, lastLinePoint ) == 1
and gameGrid:inBounds( mouse.point )
and gameGrid:matchesLine( mouse.point, true ) == nil
and not lastLinePoint:equals( mouse.lastLine.endpoint )
and not gameGrid:isOtherEndpoint( mouse.lastLine, mouse.point ) then
mouse.lastLine:push( mouse.point )
elseif mouse.lastLine:has( mouse.point )
and not mouse.point:equals( lastLinePoint ) then
while not mouse.lastLine.points[#mouse.lastLine.points]:equals( mouse.point ) do
mouse.lastLine:pop()
Mouse.x, Mouse.y = love.mouse.getPosition()
Mouse.x = Mouse.x + 1
Mouse.y = Mouse.y + 1
Mouse.lastPoint = Mouse.point
Mouse.lastPressed = Mouse.pressed
Mouse.pressed = love.mouse.isDown( 1 )
Mouse.point = snapCoords( Point:new( Mouse.x, Mouse.y ) )
if Mouse.lastLine ~= nil then
local pointsLen = #Mouse.lastLine.points
local lastLinePoint = Mouse.lastLine.points[pointsLen]
if vectorLength( Mouse.point, lastLinePoint ) == 1
and GameGrid:inBounds( Mouse.point )
and GameGrid:matchesLine( Mouse.point, true ) == nil
and not lastLinePoint:equals( Mouse.lastLine.endpoint )
and not GameGrid:isOtherEndpoint( Mouse.lastLine, Mouse.point ) then
Mouse.lastLine:push( Mouse.point )
elseif Mouse.lastLine:has( Mouse.point )
and not Mouse.point:equals( lastLinePoint ) then
while not Mouse.lastLine.points[#Mouse.lastLine.points]:equals( Mouse.point ) do
Mouse.lastLine:pop()
end
end
end
mouse.dragged = mouse.pressed
and mouse.startX > 0
Mouse.dragged = Mouse.pressed
and Mouse.startX > 0
and vectorLength(
Point:new( mouse.x, mouse.y ),
Point:new( mouse.startX, mouse.startY )
Point:new( Mouse.x, Mouse.y ),
Point:new( Mouse.startX, Mouse.startY )
) > Config.dragSensivity
if not mouse.pressed and mouse.startX > 0 then
mouse.startX = -1
mouse.startY = -1
mouse.lastLine = nil
if not Mouse.pressed and Mouse.startX > 0 then
Mouse.startX = -1
Mouse.startY = -1
Mouse.lastLine = nil
end
if not mouse.lastPressed
and mouse.pressed
and mouse.startX < 0 then
mouse.startX = mouse.x
mouse.startY = mouse.y
mouse.lastLine = gameGrid:matchesLine( mouse.point, false )
if not Mouse.lastPressed
and Mouse.pressed
and Mouse.startX < 0 then
Mouse.startX = Mouse.x
Mouse.startY = Mouse.y
Mouse.lastLine = GameGrid:matchesLine( Mouse.point, false )
end
end
function love.draw()
gameGrid:draw()
GameGrid:draw()
local text = string.format( "%d:%d global\n%d:%d local\n%d:%d from start", mouse.x, mouse.y, mouse.point.x, mouse.point.y, mouse.startX - mouse.x, mouse.startY - mouse.y )
local text = string.format( "%d:%d global\n%d:%d local\n%d:%d from start", Mouse.x, Mouse.y, Mouse.point.x, Mouse.point.y, Mouse.startX - Mouse.x, Mouse.startY - Mouse.y )
love.graphics.print( text, 64, 256 )
if mouse.dragged then
if Mouse.dragged then
love.graphics.print( "drag", 64, 300 )
end
if mouse.lastLine ~= nil then
love.graphics.print( tostring( mouse.lastLine ), 128, 300 )
if Mouse.lastLine ~= nil then
love.graphics.print( tostring( Mouse.lastLine ), 128, 300 )
end
end
-- Returns local coords from global
function snapCoords( point )
local x = math.ceil( point.x / Config.cellSize )
local y = math.ceil( point.y / Config.cellSize )
return GridPoint:new( x, y )
end
function vectorLength( startpoint, endpoint )
return math.sqrt( ( startpoint.x - endpoint.x ) ^ 2 + ( startpoint.y - endpoint.y ) ^ 2 )
end

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@ -1,11 +1,15 @@
-- Point table
Point = {}
-- Represents 2D point
---@class Point
Point = { x = 1, y = 1 }
-- Factory function
-- Point factory
---@param x number
---@param y number
---@return any
function Point:new( x, y )
local point = {
x = x or 1,
y = y or 1
x = x or x,
y = y or y
}
setmetatable( point, { __index = self } )
@ -14,11 +18,14 @@ function Point:new( x, y )
end
-- Comparing function
---@param point self
---@return boolean
function Point:equals( point )
return self.x == point.x and self.y == point.y
end
-- Get self coordinates
---@return number, number
function Point:coords()
return self.x, self.y
end