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