improvement: new character handling functions

This commit is contained in:
Kazhnuz 2019-12-28 11:33:25 +01:00
parent 0b7c594daa
commit 6f480cfef1
15 changed files with 339 additions and 7 deletions

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@ -0,0 +1 @@
return {"sonic"}

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@ -0,0 +1,57 @@
return {
name = "Default",
name_full = "Default the Character",
class = "Speedster",
startlevel = 1,
isUnlockedAtStart = true,
base_stats = {
hpmax = 200, --
ppmax = 50, --
attack = 50, --
power = 50, --
defense = 50, --
technic = 50, --
mind = 50, --
speed = 50, --
turns = 3, -- number of attacks by turn (unused)
move = 2, -- how far the character can get in one turn
},
color = {1, 1, 1},
skill_list = {
--{attack_name, level},
},
flags = {
canGoSuper = true,
},
assets = {
charset = {"", 1},
lifeicon = 1,
spriteset = "sonic",
},
inventory = {
haveShoes = true,
haveMechs = false,
haveGlove = true,
haveHammer= false,
accessories_number = 3,
chao_number = 1,
},
boost_stats = {
spd = 5,
jmp = 3,
jumpaction = "doublejump",
jumpaction_power = 2,
action = "spinattack",
action_power = 1,
canBreakCraft = false,
}
}

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return {
"sonic",
"tails",
"knuckles",
"amy",
"cream",
"shadow",
"rouge",
}

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local actions = {}
actions.aerial = {}
actions.special = {}
function actions.aerial.start(n, actor)
end
function actions.aerial.update(dt, actor)
end
function actions.aerial.onGround(actor)
end
function actions.special.start(n, actor)
end
function actions.special.update(dt, actor)
end
function actions.special.onGround(actor)
end
return actions

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return {
lifeicon = 1,
spriteset = "sonic",
}

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return {
name = "Sonic",
fullname = "Sonic the Hedgehog",
class = "speed",
alignement = "hero",
team = "heroes",
description = "Lorem Ipsum...",
}

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return {
--{skill_flag},
}

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return {
startlevel = 1,
hpmax = 50, -- Les points de vie du personnages
spd = 5,
jmp = 3,
atk = 5,
jumpaction_power = 2,
action_power = 1,
action_cost = 30,
canGoSuper = true,
canBreakCraft = false
}

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-- game/characters :: The character handler. This object handle all the character
-- and is able to get and set datas about them.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local CharacterManager = Object:extend()
function CharacterManager:new(controller)
self.controller = controller
self.namelist = require "datas.gamedata.characters"
self.list = {}
self.team = require "datas.gamedata.characters.baseteam"
self.active = 1
self:init()
end
function CharacterManager:init()
for k, v in pairs(self.namelist) do
local dir = "datas/gamedata/characters/" .. v .. "/init.lua"
local fileinfo = love.filesystem.getInfo(dir)
if fileinfo ~= nil then
self:initCharacter(v)
end
end
end
function CharacterManager:getCharacterData(charname)
-- va eprmettre de récupérer les données d'un personnage
local charfolder = "datas.gamedata.characters." .. charname
local character = require(charfolder)
character.stats = require(charfolder .. ".stats")
character.assets = require(charfolder .. ".assets")
character.skills = require(charfolder .. ".skills")
character.actions = require(charfolder .. ".actions")
return character
end
function CharacterManager:initCharacter(id)
local character = self:getCharacterData(id)
local startlevel = character.stats.startlevel
character.stats.level = startlevel
character.stats.exp = self:getExpValue(startlevel)
character.stats.exp_next = self:getExpValue(startlevel + 1)
character.stats.hp = character.stats.hpmax
character.stats.pp = 100
character.stats.status = 0
self.list[id] = character
end
function CharacterManager:getExpValue(level)
return math.floor( ( 4 * ( level ^ 3 ) ) / 5 )
end
function CharacterManager:setLevel(id, newlevel)
self.list[id].stats.level = newlevel
local stats = self.list[id].stats
local exp, exp_next, exp_current
exp = self:getExpValue(stats.level)
exp_next = self:getExpValue(stats.level + 1)
exp_current = self.list[id].stats.exp
self.list[id].stats.exp = math.max(math.min(exp_current, exp_next - 1), exp)
self.list[id].stats.exp_next = exp_next
end
function CharacterManager:levelUp(id)
self:setLevel(id, self.list[id].stats.level + 1)
end
function CharacterManager:getStatValue(level, base)
return math.floor( (((base * 2) * level)/100) ) + 5
end
function CharacterManager:getHPValue(level, base)
return math.floor( (((base * 2.7) * level)/100) ) + 15 + level
end
function CharacterManager:getData()
local data = {}
data.list = self.list
data.team = self.team
return data
end
function CharacterManager:setData(data)
local data = data
self.list = data.list
self.team = data.team
end
function CharacterManager:heal(id)
self.list[id].stats.hp = self.list[id].stats.hpmax
self.list[id].stats.pp = 100
self.list[id].stats.status = 0
end
function CharacterManager:addToTeam(id)
self:heal(id)
table.insert(self.team, id)
end
function CharacterManager:removeToTeam(teamid)
self.team[teamid] = ""
end
function CharacterManager:getActiveCharacter()
return self.team[self.active]
end
-- DEBUG FUNCTIONS
function CharacterManager:printCharacter(id)
local character = self.list[id]
local stats = character.stats
print(id .. ". " .. character.fullname)
print("Lvl " .. character.stats.level .. " (" .. stats.exp .. "/" .. stats.exp_next .. " exp)")
end
function CharacterManager:printTeam()
for i,v in ipairs(self.team) do
self:printCharacter(v)
print("-----")
end
end
return CharacterManager

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local EnnemyManager = Object:extend()
function EnnemyManager:new(controller)
self.controller = controller
end
function EnnemyManager:getEnnemyData(ennemy)
local data = require("datas.gamedata.ennemies." .. ennemy)
data.skills = require("datas.gamedata.ennemies." .. ennemy .. ".skills")
data.stats = require("datas.gamedata.ennemies." .. ennemy .. ".stats")
return data
end
return EnnemyManager

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@ -23,28 +23,33 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Game = Object:extend()
local Game = Object:extend()
local Characters = require "game.characters"
local Ennemies = require "game.ennemies"
local SonicBoost = require "game.subgame.sonic-boost"
local binser = require "core.modules.gamesystem.libs.binser"
local binser = require "libs.binser"
Game.utils = require "game.modules.utils"
Game.gui = require "game.modules.gui"
function Game:new()
self.slot = -1
self.gametime = 0
self.subgame = {}
self.subgame.sonicboost = SonicBoost(self)
self.characters = Characters(self)
self.ennemies = Ennemies(self)
end
function Game:setData(data)
local data = data
self.gametime = data.gametime
self.gametime = data.gametime
self.characters:setData(data.characters)
end
function Game:getData()
local data = {}
data.gametime = self.gametime
data.characters = self.characters:getData()
return data
end

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local gameutils = {}
function gameutils.getMapPath(maptype, mapname)
local dir = gameutils.getMapDirectory(maptype, mapname)
local path = ""
if maptype == "sti" then
path = dir .. "map.lua"
else
path = "datas.gamedata.maps." .. maptype .. "." .. mapname
end
core.debug:print("game/utils", "path is " .. path)
return path
end
function gameutils.getMapDirectory(maptype, mapname)
if not gameutils.validateMapType(maptype) then
error("Map type " .. maptype .. " doesn't exist.")
end
return "datas/gamedata/maps/" .. maptype .. "/" .. mapname .. "/"
end
function gameutils.validateMapType(maptype)
local types = {"battle", "sti", "test", "shoot"}
local validated = false
for i, type in ipairs(types) do
if (type == maptype) then
validated = true
end
end
return validated
end
return gameutils

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@ -82,7 +82,7 @@ function Character:new(charcontroller, rail, character, id)
end
function Character:characterInit(char)
self.data = game.subgame.sonicboost:getCharacterData(char)
self.data = game.characters:getCharacterData(char)
self.lifeicon = self.data.assets.lifeicon
end