267 lines
No EOL
6.3 KiB
Lua
267 lines
No EOL
6.3 KiB
Lua
local ParentObject = require "scenes.battlesystem.actors.parent"
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local Movable = ParentObject:extend()
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local MOVEMENT_NONE = "none"
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local MOVEMENT_MOTION = "motion"
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local MOVEMENT_TARGET = "target"
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local ZGRAVITY = 12
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local MIDDLE_ARENA = 6
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function Movable:new(world, x, y, z)
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Movable.super.new(self, world, x, y, z)
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self.direction = utils.math.sign(MIDDLE_ARENA - x)
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self.start = {}
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self.start.x = x
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self.start.y = y
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self.start.z = z
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self.start.direction = self.direction
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self:resetMovement()
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end
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-- MOVE FUNCTIONS
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-- All functions handling the moving
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function Movable:resetMovement()
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self:resetMotion()
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self:resetJump()
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self:resetDirection()
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self:resetTarget()
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end
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function Movable:resetMovementType()
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self.movementType = MOVEMENT_NONE
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end
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function Movable:stopMoving()
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self:resetMotion()
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self:finishAction("goTo")
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end
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function Movable:update(dt)
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Movable.super.update(self, dt)
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self:updateMotion(dt)
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self:updateDirection()
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self:updatePreviousPosition()
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end
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function Movable:updatePreviousPosition()
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self.xprevious = self.x
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self.yprevious = self.y
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self.zprevious = self.z
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end
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-- GoTo movement functions
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function Movable:goTo(dx, dy, duration)
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self:resetMotion()
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self:setTarget(dx, dy)
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local speed = utils.math.pointDistance(self.x, self.y, dx, dy) / duration
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self:setMotionToPoint(speed, dx, dy)
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self.movementType = MOVEMENT_TARGET
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end
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function Movable:goTo3D(dx, dy, dz, duration)
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self:resetMotion()
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self:resetJump()
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self:setTarget(dx, dy, dz)
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local speed = utils.math.pointDistance3D(self.x, self.y, self.z, dx, dy, dz) / duration
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self:setMotionToPoint(speed, dx, dy, dz)
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self.movementType = MOVEMENT_TARGET
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end
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-- MOTION HANDLING
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function Movable:resetMotion()
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self.speed, self.angle = 0, 0
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self.xspeed, self.yspeed = 0,0
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self:updatePreviousPosition()
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self:resetMovementType()
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end
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function Movable:setMotion(speed, angle, vertAngle)
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self.speed = speed
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self.angle = angle
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self.motion3D = (vertAngle ~= nil)
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if (self.motion3D) then
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self.vertAngle = vertAngle
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end
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self.movementType = MOVEMENT_MOTION
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end
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function Movable:setMotionToPoint(speed, dx, dy, dz)
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local angle = utils.math.pointDirection(self.x, self.y, dx, dy)
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local vertAngle = nil
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if (dz ~= nil) then
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local distance2D = utils.math.pointDistance(self.x, self.y, dx, dy)
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vertAngle = utils.math.pointDirection(0, self.z, distance2D, dz)
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end
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self:setMotion(speed, angle, vertAngle)
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end
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function Movable:updateMotion(dt)
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self:checkTarget(dt)
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self.xspeed, self.yspeed, self.zspeed = self:getMotionCoord()
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self.x = self.x + (self.xspeed) * dt
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self.y = self.y + (self.yspeed) * dt
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self.z = self.z + (self.zspeed) * dt
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self:checkGround()
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end
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function Movable:getMotionCoord()
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local gspeed, xspeed, yspeed, zspeed
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if (self.motion3D) then
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gspeed, zspeed = utils.math.lengthdir(self.speed, self.vertAngle)
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xspeed, yspeed = utils.math.lengthdir(gspeed, self.angle)
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else
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xspeed, yspeed = utils.math.lengthdir(self.speed, self.angle)
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zspeed = self:getJumpMotion()
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end
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return xspeed, yspeed, zspeed
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end
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-- Target handling
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function Movable:setTarget(x, y, z)
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self.target = {}
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self.target.x = x
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self.target.y = y
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self.target.z = z
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end
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function Movable:isTargetActive()
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return (self.target ~= nil)
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end
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function Movable:resetTarget()
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self.target = nil
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end
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function Movable:isNearTarget(distance)
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if (not self:isTargetActive()) then
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return false
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end
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if (self.target.z == nil) then
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return (utils.math.pointDistance(self.x, self.y, self.target.x, self.target.y) <= distance)
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else
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return (utils.math.pointDistance3D(self.x, self.y, self.z, self.target.x, self.target.y, self.target.z) <= distance)
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end
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end
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function Movable:checkTarget(dt)
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if (self:isTargetActive()) then
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local isNearTarget = self:isNearTarget(self.speed * dt)
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if (isNearTarget) then
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self:finishTarget()
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end
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end
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end
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function Movable:finishTarget()
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-- TODO: add a one-time signal to target handling
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if (self.movementType == MOVEMENT_TARGET) then
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self.x = self.target.x
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self.y = self.target.y
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if (self.target.z ~= nil) then
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self.z = self.target.z
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end
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self:stopMoving()
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end
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self:resetTarget()
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end
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-- Direction handling
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function Movable:resetDirection()
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self.direction = self.start.direction
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self.directionPrevious = self.start.direction
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self.directionLocked = false
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end
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function Movable:updateDirection()
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-- Handle direction
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if math.abs(self.xspeed) >= 0.01 then
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if not (self.directionLocked or self.jump.lockDir) then
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self.direction = utils.math.sign(self.xspeed)
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end
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end
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end
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-- Jump system
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function Movable:resetJump()
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self.jump = {}
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self.jump.useDefaultAnimation = true
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self.jump.isJumping = false
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self.jump.bounceNumber = 0
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self.jump.stopWhenLanding = false
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self.jump.lockDir = false
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self.zspeed = 0
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self.motion3D = false
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self.vertAngle = 0
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end
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function Movable:stopJumping()
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self.z = 0
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self.tweens:newTimer(0.01, "jump")
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if (self.jump.stopWhenLanding) then
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self:resetMotion()
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end
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self:resetJump()
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self:land()
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end
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function Movable:land()
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-- Empty function
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end
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function Movable:setJump(power, bounceNumber, useDefaultAnimation)
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self.zspeed = (power * 60)
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self.jump.useDefaultAnimation = useDefaultAnimation
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self.jump.bounceNumber = bounceNumber
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self.jump.isJumping = true
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end
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function Movable:jumpTo(dx, dy, height, speed, useDefaultAnimation)
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height = height or 4
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self:setMotionToPoint(speed, dx, dy)
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self:setJump(height, 0, useDefaultAnimation)
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self.jump.stopWhenLanding = true
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end
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function Movable:jumpBack(height, speed)
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self:jumpTo(self.start.x, self.start.y, height, speed, true)
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self.jump.lockDir = true
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end
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function Movable:getJumpMotion()
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if (self.jump.isJumping) then
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return self.zspeed - ZGRAVITY
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else
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return 0
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end
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end
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function Movable:checkGround()
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if (self.z <= 0 and self.jump.isJumping) then
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if (self.jump.bounceNumber > 0) then
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self.zspeed = self.zspeed * -0.5
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self.jump.bounceNumber = self.jump.bounceNumber - 1
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else
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self:stopJumping()
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end
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end
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end
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return Movable |