101 lines
2 KiB
Lua
101 lines
2 KiB
Lua
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local World = Object:extend()
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local Map = require "game.modules.drawing.parallaxBackground"
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local HEIGHT = 5
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local BORDER_BOTTOM = 2
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-- INIT FUNCTIONS
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-- Initialize the battle world
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function World:new(scene, battlefile)
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self.scene = scene
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self.assets = scene.assets
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self.obj = require "scenes.battlesystem.actors"
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self.actors = {}
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self.globalID = 0
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self.map = Map(scene, HEIGHT, BORDER_BOTTOM, "city")
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self.index = {}
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self.isBattleActive = false
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end
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function World:registerActor(actor)
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self.globalID = self.globalID + 1
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table.insert(self.actors, actor)
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actor.id = self.globalID
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end
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function World:destroyActor(actorToDestroy)
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for i, actor in ipairs(self.actors) do
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if actor == actorToDestroy then
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table.remove(self.actors, i)
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end
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end
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end
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-- INFO FUNCTIONS
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-- Get info from the world
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function World:caseIsEmpty(x, y, notThisActor)
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local actor = self:getActorInCase(x, y, notThisActor)
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return (actor == nil)
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end
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function World:getActorInCase(x, y, notThisActor)
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for i, actor in ipairs(self.actors) do
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if (actor.x == x) and (actor.y == y) and (actor ~= notThisActor) then
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core.debug:print("cbs/world", "one actor found in case <" .. x .. ";" .. y .. ">")
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return actor
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end
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end
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return nil
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end
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function World:getActorByName(name)
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return self.index[name]
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end
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-- UPDATE FUNCTION
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-- Update all actors
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function World:update(dt)
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for i, actor in ipairs(self.actors) do
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actor:update(dt)
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end
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end
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function World:sendSignalToCurrentBattler(signal, subSignal)
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self.scene.turns:sendSignalToCurrentBattler(signal, subSignal)
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end
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-- DRAW FUNCTION
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-- Draw the world
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function World:draw()
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self.map:draw()
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self:drawShadows()
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self:drawActors()
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end
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function World:drawActors()
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table.sort(self.actors, function(a, b) return (a.y < b.y) end)
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for i, actor in ipairs(self.actors) do
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actor:draw()
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end
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end
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function World:drawShadows()
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for i, actor in ipairs(self.actors) do
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actor:drawShadow()
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end
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end
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return World
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