improvement: new character handling functions
This commit is contained in:
parent
0b7c594daa
commit
6f480cfef1
15 changed files with 339 additions and 7 deletions
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return {"sonic"}
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57
sonic-bluestreak.love/datas/gamedata/characters/default.lua
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57
sonic-bluestreak.love/datas/gamedata/characters/default.lua
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return {
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name = "Default",
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name_full = "Default the Character",
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class = "Speedster",
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startlevel = 1,
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isUnlockedAtStart = true,
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base_stats = {
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hpmax = 200, --
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ppmax = 50, --
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attack = 50, --
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power = 50, --
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defense = 50, --
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technic = 50, --
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mind = 50, --
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speed = 50, --
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turns = 3, -- number of attacks by turn (unused)
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move = 2, -- how far the character can get in one turn
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},
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color = {1, 1, 1},
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skill_list = {
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--{attack_name, level},
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},
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flags = {
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canGoSuper = true,
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},
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assets = {
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charset = {"", 1},
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lifeicon = 1,
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spriteset = "sonic",
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},
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inventory = {
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haveShoes = true,
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haveMechs = false,
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haveGlove = true,
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haveHammer= false,
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accessories_number = 3,
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chao_number = 1,
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},
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boost_stats = {
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spd = 5,
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jmp = 3,
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jumpaction = "doublejump",
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jumpaction_power = 2,
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action = "spinattack",
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action_power = 1,
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canBreakCraft = false,
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}
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}
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9
sonic-bluestreak.love/datas/gamedata/characters/init.lua
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9
sonic-bluestreak.love/datas/gamedata/characters/init.lua
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return {
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"sonic",
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"tails",
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"knuckles",
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"amy",
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"cream",
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"shadow",
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"rouge",
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}
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local actions = {}
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actions.aerial = {}
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actions.special = {}
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function actions.aerial.start(n, actor)
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end
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function actions.aerial.update(dt, actor)
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end
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function actions.aerial.onGround(actor)
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end
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function actions.special.start(n, actor)
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end
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function actions.special.update(dt, actor)
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end
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function actions.special.onGround(actor)
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end
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return actions
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return {
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lifeicon = 1,
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spriteset = "sonic",
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}
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return {
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name = "Sonic",
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fullname = "Sonic the Hedgehog",
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class = "speed",
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alignement = "hero",
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team = "heroes",
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description = "Lorem Ipsum...",
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}
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return {
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--{skill_flag},
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}
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return {
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startlevel = 1,
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hpmax = 50, -- Les points de vie du personnages
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spd = 5,
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jmp = 3,
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atk = 5,
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jumpaction_power = 2,
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action_power = 1,
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action_cost = 30,
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canGoSuper = true,
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canBreakCraft = false
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}
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149
sonic-bluestreak.love/game/characters.lua
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149
sonic-bluestreak.love/game/characters.lua
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-- game/characters :: The character handler. This object handle all the character
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-- and is able to get and set datas about them.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local CharacterManager = Object:extend()
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function CharacterManager:new(controller)
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self.controller = controller
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self.namelist = require "datas.gamedata.characters"
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self.list = {}
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self.team = require "datas.gamedata.characters.baseteam"
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self.active = 1
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self:init()
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end
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function CharacterManager:init()
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for k, v in pairs(self.namelist) do
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local dir = "datas/gamedata/characters/" .. v .. "/init.lua"
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local fileinfo = love.filesystem.getInfo(dir)
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if fileinfo ~= nil then
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self:initCharacter(v)
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end
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end
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end
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function CharacterManager:getCharacterData(charname)
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-- va eprmettre de récupérer les données d'un personnage
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local charfolder = "datas.gamedata.characters." .. charname
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local character = require(charfolder)
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character.stats = require(charfolder .. ".stats")
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character.assets = require(charfolder .. ".assets")
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character.skills = require(charfolder .. ".skills")
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character.actions = require(charfolder .. ".actions")
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return character
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end
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function CharacterManager:initCharacter(id)
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local character = self:getCharacterData(id)
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local startlevel = character.stats.startlevel
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character.stats.level = startlevel
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character.stats.exp = self:getExpValue(startlevel)
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character.stats.exp_next = self:getExpValue(startlevel + 1)
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character.stats.hp = character.stats.hpmax
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character.stats.pp = 100
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character.stats.status = 0
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self.list[id] = character
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end
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function CharacterManager:getExpValue(level)
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return math.floor( ( 4 * ( level ^ 3 ) ) / 5 )
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end
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function CharacterManager:setLevel(id, newlevel)
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self.list[id].stats.level = newlevel
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local stats = self.list[id].stats
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local exp, exp_next, exp_current
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exp = self:getExpValue(stats.level)
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exp_next = self:getExpValue(stats.level + 1)
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exp_current = self.list[id].stats.exp
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self.list[id].stats.exp = math.max(math.min(exp_current, exp_next - 1), exp)
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self.list[id].stats.exp_next = exp_next
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end
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function CharacterManager:levelUp(id)
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self:setLevel(id, self.list[id].stats.level + 1)
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end
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function CharacterManager:getStatValue(level, base)
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return math.floor( (((base * 2) * level)/100) ) + 5
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end
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function CharacterManager:getHPValue(level, base)
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return math.floor( (((base * 2.7) * level)/100) ) + 15 + level
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end
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function CharacterManager:getData()
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local data = {}
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data.list = self.list
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data.team = self.team
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return data
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end
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function CharacterManager:setData(data)
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local data = data
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self.list = data.list
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self.team = data.team
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end
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function CharacterManager:heal(id)
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self.list[id].stats.hp = self.list[id].stats.hpmax
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self.list[id].stats.pp = 100
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self.list[id].stats.status = 0
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end
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function CharacterManager:addToTeam(id)
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self:heal(id)
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table.insert(self.team, id)
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end
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function CharacterManager:removeToTeam(teamid)
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self.team[teamid] = ""
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end
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function CharacterManager:getActiveCharacter()
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return self.team[self.active]
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end
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-- DEBUG FUNCTIONS
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function CharacterManager:printCharacter(id)
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local character = self.list[id]
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local stats = character.stats
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print(id .. ". " .. character.fullname)
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print("Lvl " .. character.stats.level .. " (" .. stats.exp .. "/" .. stats.exp_next .. " exp)")
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end
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function CharacterManager:printTeam()
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for i,v in ipairs(self.team) do
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self:printCharacter(v)
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print("-----")
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end
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end
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return CharacterManager
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15
sonic-bluestreak.love/game/ennemies.lua
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15
sonic-bluestreak.love/game/ennemies.lua
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local EnnemyManager = Object:extend()
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function EnnemyManager:new(controller)
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self.controller = controller
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end
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function EnnemyManager:getEnnemyData(ennemy)
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local data = require("datas.gamedata.ennemies." .. ennemy)
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data.skills = require("datas.gamedata.ennemies." .. ennemy .. ".skills")
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data.stats = require("datas.gamedata.ennemies." .. ennemy .. ".stats")
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return data
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end
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return EnnemyManager
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]]
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]]
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local Game = Object:extend()
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local Game = Object:extend()
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local Characters = require "game.characters"
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local Ennemies = require "game.ennemies"
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local SonicBoost = require "game.subgame.sonic-boost"
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local binser = require "core.modules.gamesystem.libs.binser"
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local binser = require "libs.binser"
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Game.utils = require "game.modules.utils"
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Game.gui = require "game.modules.gui"
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function Game:new()
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function Game:new()
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self.slot = -1
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self.slot = -1
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self.gametime = 0
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self.gametime = 0
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self.subgame = {}
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self.characters = Characters(self)
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self.subgame.sonicboost = SonicBoost(self)
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self.ennemies = Ennemies(self)
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end
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end
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function Game:setData(data)
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function Game:setData(data)
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local data = data
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local data = data
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self.gametime = data.gametime
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self.gametime = data.gametime
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self.characters:setData(data.characters)
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end
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end
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function Game:getData()
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function Game:getData()
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local data = {}
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local data = {}
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data.gametime = self.gametime
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data.gametime = self.gametime
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data.characters = self.characters:getData()
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return data
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return data
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end
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end
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36
sonic-bluestreak.love/game/modules/utils/init.lua
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36
sonic-bluestreak.love/game/modules/utils/init.lua
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local gameutils = {}
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function gameutils.getMapPath(maptype, mapname)
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local dir = gameutils.getMapDirectory(maptype, mapname)
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local path = ""
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if maptype == "sti" then
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path = dir .. "map.lua"
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else
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path = "datas.gamedata.maps." .. maptype .. "." .. mapname
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end
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core.debug:print("game/utils", "path is " .. path)
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return path
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end
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function gameutils.getMapDirectory(maptype, mapname)
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if not gameutils.validateMapType(maptype) then
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error("Map type " .. maptype .. " doesn't exist.")
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end
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return "datas/gamedata/maps/" .. maptype .. "/" .. mapname .. "/"
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end
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function gameutils.validateMapType(maptype)
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local types = {"battle", "sti", "test", "shoot"}
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local validated = false
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for i, type in ipairs(types) do
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if (type == maptype) then
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validated = true
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end
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end
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return validated
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end
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return gameutils
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end
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end
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function Character:characterInit(char)
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function Character:characterInit(char)
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self.data = game.subgame.sonicboost:getCharacterData(char)
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self.data = game.characters:getCharacterData(char)
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self.lifeicon = self.data.assets.lifeicon
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self.lifeicon = self.data.assets.lifeicon
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end
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end
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