demo completed

This commit is contained in:
Alexey 2025-10-30 01:01:55 +03:00
commit d50e5c0c35
4 changed files with 193 additions and 31 deletions

98
input.lua Normal file
View file

@ -0,0 +1,98 @@
-- Input system
-- TODO: replace this with universal system
local Input = {
keyboardButtons = { '1', '2', '3', '4', 'r' },
keyboardPressed = {},
lastKeyboardPressed = {},
actions = {}
}
local function mapAction( input, action, keys )
input.actions[action] = {}
for _, key in pairs( keys ) do
table.insert( input.actions[action], key )
end
end
local function loadMap( input )
mapAction( input, 'first', { '1' } )
mapAction( input, 'second', { '2' } )
mapAction( input, 'third', { '3' } )
mapAction( input, 'none', { '4' } )
mapAction( input, 'rotate', { 'r' } )
end
local function predHolded( pressed, _ )
return pressed
end
local function predPressed( pressed, lastPressed )
return pressed and not lastPressed
end
local function predReleased( pressed, lastPressed )
return not pressed and lastPressed
end
local function testAction( input, action, predicate )
for _, key in ipairs( input.actions[action] ) do
local pressed, lastPressed
pressed = input.keyboardPressed
lastPressed = input.lastKeyboardPressed
if predicate( pressed[key], lastPressed[key] ) then
return true
end
end
return false
end
function Input.init()
for btn in ipairs( Input.keyboardButtons ) do
Input.keyboardPressed[Input.keyboardButtons[btn]] = false
Input.lastKeyboardPressed[Input.keyboardButtons[btn]] = false
end
loadMap( Input )
return Input
end
function Input:update()
for k, _ in pairs( self.keyboardPressed ) do
self.lastKeyboardPressed[k] = self.keyboardPressed[k]
end
for button in ipairs( self.keyboardButtons ) do
self.keyboardPressed[self.keyboardButtons[button]] = love.keyboard.isDown( self.keyboardButtons[button] )
end
end
function Input:actionHolded( action )
return testAction( self, action, predHolded )
end
function Input:actionReleased( action )
return testAction( self, action, predReleased )
end
function Input:actionPressed( action )
return testAction( self, action, predPressed )
end
function Input:actionDiff( negative, positive )
local negResult = testAction( self, negative, predHolded )
local posResult = testAction( self, positive, predHolded )
if negResult and not posResult then
return -1
elseif posResult and not negResult then
return 1
else
return 0
end
end
return Input.init()

View file

@ -4,44 +4,48 @@ require 'mouse'
require 'mechanism'
require 'port'
require 'tablefuncs'
Input = require 'input'
require 'selector'
function love.load()
Screenw, Screenh = love.window.getMode()
Gridw, Gridh = Screenw / Config.cellSize, Screenh / Config.cellSize
local port1 = Port:new( GridPoint:new(-1, 0), PortRotation.left, { 0.8, 0.8, 0, 1 } )
local port2 = Port:new( GridPoint:new(0, -1), PortRotation.up, { 0.8, 0, 0.8, 1 } )
local port3 = Port:new( GridPoint:new(3, 2), PortRotation.right, { 0.8, 0, 0, 1 } )
local port4 = Port:new( GridPoint:new(2, 3), PortRotation.down, { 0, 0, 0.8, 1 } )
local mecha1 = Mechanism:new( GridPoint:new(5, 5), GridPoint:new(3, 3), { port1, port2, port3, port4 }, {0.5, 0.5, 0.5, 1} )
Mechs = {}
local port5 = Port:new( GridPoint:new(-1, 0), PortRotation.left, { 0.8, 0.8, 0, 1 } )
local port6 = Port:new( GridPoint:new(0, -1), PortRotation.up, { 0.8, 0, 0.8, 1 } )
local port7 = Port:new( GridPoint:new(2, 1), PortRotation.right, { 0.8, 0, 0, 1 } )
local port8 = Port:new( GridPoint:new(1, 2), PortRotation.down, { 0, 0, 0.8, 1 } )
local mecha2 = Mechanism:new( GridPoint:new(10, 5), GridPoint:new(2, 2), { port5, port6, port7, port8 }, {0.5, 1, 0.5, 1} )
local port9 = Port:new( GridPoint:new(-1, 0), PortRotation.left, { 0.8, 0.8, 0, 1 } )
local port10 = Port:new( GridPoint:new(0, -1), PortRotation.up, { 0.8, 0, 0.8, 1 } )
local port11 = Port:new( GridPoint:new(2, 0), PortRotation.right, { 0.8, 0, 0, 1 } )
local port12 = Port:new( GridPoint:new(1, 1), PortRotation.down, { 0, 0, 0.8, 1 } )
local mecha3 = Mechanism:new( GridPoint:new(13, 5), GridPoint:new(2, 1), { port9, port10, port11, port12 }, {1, 0.5, 0.5, 1} )
local port13 = Port:new( GridPoint:new(-1, 0), PortRotation.left, { 0.8, 0.8, 0, 1 } )
local port14 = Port:new( GridPoint:new(0, -1), PortRotation.up, { 0.8, 0, 0.8, 1 } )
local port15 = Port:new( GridPoint:new(2, 0), PortRotation.right, { 0.8, 0, 0, 1 } )
local port16 = Port:new( GridPoint:new(1, 1), PortRotation.down, { 0, 0, 0.8, 1 } )
local mecha4 = Mechanism:new( GridPoint:new(16, 5), GridPoint:new(2, 1), { port13, port14, port15, port16 }, {0.5, 0.5, 1, 1} )
Mechs = {mecha1, mecha2, mecha3, mecha4}
Selected = nil
end
function love.update( dt )
dt = dt
Mouse:update()
Mouse:update()
Input:update()
selectorUpdate()
Selected = getSelected()
if Selected ~= nil then
Selected.position = Mouse.point
if Mouse.lastPressed and not Mouse.pressed then
local intersects = TableHas( Mechs, Selected, function(this, other)
return this:intersectsOther( other )
end
)
if not intersects then
local mech = Selected:clone()
mech.position = GridPoint:new( Mouse.point.x, Mouse.point.y )
mech.xcorner = GridPoint:new( Selected.xcorner.x, Selected.xcorner.y )
table.insert( Mechs, mech )
end
end
end
if Input:actionReleased( 'rotate' ) then
if Selected ~= nil then
Selected:rotateClockwise()
else
local index = TableFind(Mechs, Mouse.point, function(mp, mech)
return mp.x >= mech.position.x and mp.x < mech.position.x + mech.size.x and
mp.y >= mech.position.y and mp.y < mech.position.y + mech.size.y
return mech:intersectsPoint( mp )
end
)
if index ~= nil then
@ -49,6 +53,7 @@ function love.update( dt )
end
end
end
end
function love.draw()
love.graphics.setColor(1, 1, 1, 1)
@ -67,4 +72,8 @@ function love.draw()
for _, mech in ipairs(Mechs) do
mech:draw()
end
if Selected ~= nil then
Selected:draw()
end
end

View file

@ -55,6 +55,7 @@ function Mechanism:new( position, size, ports, color )
return mechanism
end
---@return Mechanism
function Mechanism:clone()
local ports = {}
for _, port in ipairs(self.ports) do
@ -67,6 +68,25 @@ function Mechanism:clone()
ports = ports,
color = self.color
}
setmetatable( mechanism, { __index = self } )
return mechanism
end
function Mechanism:intersectsPoint( point )
return point.x >= self.position.x and
point.x < self.position.x + self.size.x and
point.y >= self.position.y and
point.y < self.position.y + self.size.y
end
function Mechanism:intersectsOther( mechanism )
return mechanism.position.x + mechanism.size.x > self.position.x and
mechanism.position.x <
self.position.x + self.size.x and
mechanism.position.y + mechanism.size.y > self.position.y and
mechanism.position.y < self.position.y + self.size.y
end
function Mechanism:rotateClockwise()

35
selector.lua Normal file
View file

@ -0,0 +1,35 @@
local port1 = Port:new( GridPoint:new(-1, 0), PortRotation.left, { 0.8, 0.8, 0, 1 } )
local port2 = Port:new( GridPoint:new(0, -1), PortRotation.up, { 0.8, 0, 0.8, 1 } )
local port3 = Port:new( GridPoint:new(3, 2), PortRotation.right, { 0.8, 0, 0, 1 } )
local port4 = Port:new( GridPoint:new(2, 3), PortRotation.down, { 0, 0, 0.8, 1 } )
local port5 = Port:new( GridPoint:new(2, 0), PortRotation.right, {0.8, 0.8, 0, 1} )
local port6 = Port:new( GridPoint:new(0, 2), PortRotation.down, { 0.8, 0.4, 0.4, 1 } )
local mecha1 = Mechanism:new( GridPoint:new(5, 5), GridPoint:new(3, 3), { port1:clone(), port2:clone(), port3:clone(), port4:clone() }, {0.5, 0.5, 0.5, 1} )
local mecha2 = Mechanism:new( GridPoint:new(10, 5), GridPoint:new(2, 2), { port1:clone(), port2:clone(), port5:clone(), port6:clone() }, {0.5, 1, 0.5, 1} )
local mecha3 = Mechanism:new( GridPoint:new(13, 5), GridPoint:new(2, 1), { port1:clone(), port2:clone(), port5:clone() }, {1, 0.5, 0.5, 1} )
local mechs = { mecha1, mecha2, mecha3 }
local actions = { 'none', 'first', 'second', 'third' }
local selected = 0
function selectorUpdate()
for index, action in ipairs(actions) do
if Input:actionReleased(action) then
selected = index - 1
break
end
end
end
---@return Mechanism|nil
function getSelected()
if selected > 0 then
return mechs[selected]
else
return nil
end
end