sonic-radiance/sonic-radiance.love/scenes/battlesystem/controller/actors.lua

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local ActorManager = Object:extend()
local entities = require "scenes.battlesystem.entities"
local POSITIONS = {
{x = 3, y = 4},
{x = 2, y = 2},
{x = 2, y = 6},
}
function ActorManager:new(controller)
self.controller = controller
self.turns = {}
self.turns.current = 1
self.turns.number = 1
self.turns.isFinished = true
self.turns.changeActor = true
self.actorlist = {}
self.actionlist = {}
self.cursor = self.turns.current
self.controller.assets:addTileset("charicons", "assets/sprites/characters/charicons")
for i, v in ipairs(game.characters.team) do
self:addCharacter(POSITIONS[i].x, POSITIONS[i].y, v)
end
self:addEnnemy(10, 3, "motobug")
self:addEnnemy(10, 5, "motobug")
--print("entities")
self.cursorTexture = love.graphics.newImage("assets/gui/cursor-menulist.png")
end
function ActorManager:generateActionList()
self.actionlist = {}
for i,v in ipairs(self.actorlist) do
for i=1, v.actionPerTurn do
local action = {}
action.actor = v
action.number = i
table.insert(self.actionlist, action)
end
end
end
function ActorManager:sendSignalToCurrentEntity()
self.actionlist[self.turns.current].actor:validateAction()
end
function ActorManager:addCharacter(x, y, id)
local char = entities.Character(self.controller, x, y, id)
table.insert(self.actorlist, char)
end
function ActorManager:addEnnemy(x, y, id)
local enn = entities.Ennemy(self.controller, x, y, id)
table.insert(self.actorlist, enn)
end
function ActorManager:switchActiveActor()
if (self.turns.isFinished) or (self.turns.current >= #self.actionlist) then
self.turns.current = 1
self.turns.isFinished = false
self.turns.number = self.turns.number + 1
self:recalculateTurns()
else
self.turns.current = self.turns.current + 1
end
self.actionlist[self.turns.current].actor:setActive()
self.turns.changeActor = false
end
local function sortActors(a, b)
local astats = a.actor:getStats()
local bstats = b.actor:getStats()
local aspeed = astats.speed / 1.5 * a.number
local bspeed = bstats.speed / 1.5 * b.number
if (aspeed == bspeed) then
if (a.actor.isHero == b.actor.isHero) then
return (a.actor.id > b.actor.id)
else
return a.actor.isHero
end
else
return (aspeed > bspeed)
end
end
function ActorManager:recalculateTurns()
self:generateActionList()
table.sort(self.actionlist, sortActors)
end
function ActorManager:update(dt)
if (self.turns.changeActor) then
self:switchActiveActor( )
end
local cursorSpeed = 16
if (self.turns.current == 1) then
cursorSpeed = 16 * 4
end
if math.abs(self.cursor - self.turns.current) > (cursorSpeed * dt) then
self.cursor = self.cursor - utils.math.sign(self.cursor - self.turns.current) * cursorSpeed * dt
else
self.cursor = self.turns.current
end
end
function ActorManager:countEnnemy()
local count = 0
for i,v in ipairs(self.entities) do
if (v.isEnnemy) then
count = count + 1
end
end
return count
end
function ActorManager:draw()
for i,v in ipairs(self.actionlist) do
v.actor:drawIcon(4 + (i-1)*(20), 1)
end
love.graphics.draw(self.cursorTexture, self.cursor * 20 - 6, 18, math.rad(-90), 1, 1, 4, 8)
end
return ActorManager