sonic-bluestreak/sonic-boost.love/scenes/subgame/sonic-boost/controller/characters.lua

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local CharManager = Object:extend()
local Dummy = Object:extend()
local Player = Dummy:extend()
local Rival = Dummy:extend()
local actor = require "scenes.subgame.sonic-boost.actors"
function CharManager:new(controller)
self.controller = controller
self.list = {}
end
function CharManager:newPlayer(character, rail)
local id = #self.list + 1
table.insert(self.list, Player(self, id, character, rail))
end
function CharManager:newDummy(character, rail)
local id = #self.list + 1
table.insert(self.list, Dummy(self, id, character, rail))
end
function CharManager:update(dt)
for i,v in ipairs(self.list) do
v:update(dt)
end
end
function CharManager:getType(id)
self.list[id]:getType()
end
-- DUMMY CHARACTER FUNCTION --
function Dummy:new(manager, playerid, character, rail)
self.manager = manager
self.controller = manager.controller
self.type = "dummy"
local character = character or "sonic"
local rail = rail
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local spritepath = "assets/sprites/characters/subgame/sonic-boost/" .. character
self.controller.assets:addSprite("character" .. playerid, spritepath)
self.actor = actor.Character(self, rail, character, playerid)
end
function Dummy:getKeys()
return game.input.fakekeys
end
function Dummy:update(dt)
-- le Dummy ne fait rien, donc inutile
end
function Dummy:newLap()
local currentTurn, maxTurn = self.actor.turn, self.controller.missiondata.turns
if (currentTurn < maxTurn) then
self:wrapActor()
else
self:finishLevel()
end
end
function Dummy:wrapActor()
self.actor.x = math.floor(self.actor.x - self.controller.world.width)
self.actor.turn = self.actor.turn + 1
end
function Dummy:getRealPosition()
local turn = self.actor.turn - 1 -- on calcule le tour à partir de 0 pour
-- obtenir le vrai x. Techniquement, ça ne change rien pour le joueur,
-- mais c'est plus correct comme ça
local turnStart = (turn * self.controller.world.width)
return turnStart + self.actor.x
end
function Dummy:finishLevel()
-- Pour le Dummy ça n'a aucun effet
end
function Dummy:die()
self.actor:destroy()
end
-- PLAYER CONTROL FUNCTION --
function Player:new(manager, playerid, character, rail)
Player.super.new(self, manager, playerid, character, rail)
self.type = "player"
self.controller.camera:setTarget(self.actor)
self.controller.hud:setTarget(self.actor)
end
function Player:getKeys()
return game.input.keys
end
function Player:wrapActor()
self.actor.x = math.floor(self.actor.x - self.controller.world.width)
self.actor.turn = self.actor.turn + 1
self.controller.camera.view.x = self.controller.camera.view.x - self.controller.world.width
end
function Player:finishLevel()
--love.event.quit()
end
function Player:die()
love.event.quit()
end
return CharManager