2019-08-14 16:26:23 +02:00
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local Parent = Object:extend() -- On créer la classe des entitées, c'est la classe de base
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local maputils = require "scenes.battlesystem.utils"
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2019-08-14 20:11:35 +02:00
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-- INIT FUNCTION
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-- Initilize the actor
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2019-08-14 16:26:23 +02:00
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function Parent:new(world, x, y, z)
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self.depth = 0
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self.x = x
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self.y = y
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self.z = z or 0
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self.direction = 1
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--self.id = self.world.creationID
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self.world = world
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self.assets = self.world.assets
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self.scene = self.world.scene
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self.map = self.world.map
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self.maputils = maputils
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self.isHero = false
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self.isActor = false
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self.isEnnemy = false
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2019-08-15 15:06:13 +02:00
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self.isDestroyed = false
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2019-08-14 16:26:23 +02:00
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self:register()
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end
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function Parent:register()
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self.world:registerActor(self)
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end
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2019-08-15 15:06:13 +02:00
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function Parent:destroy()
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self.world:destroyActor(self)
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2019-08-15 19:00:01 +02:00
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self.isDestroyed = true
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2019-08-15 15:06:13 +02:00
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end
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2019-08-14 20:11:35 +02:00
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function Parent:update(dt)
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2019-08-14 20:24:32 +02:00
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self:updateSprite(dt)
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2019-08-14 20:11:35 +02:00
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end
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-- SPRITE FUNCTIONS
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-- Handle the character sprite
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2019-08-14 20:24:32 +02:00
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function Parent:setSprite(spritename, ox, oy, active)
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2019-08-14 16:26:23 +02:00
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self.sprite = {}
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2019-08-14 20:24:32 +02:00
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self.sprite.name = spritename or nil
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2019-08-14 16:26:23 +02:00
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self.sprite.ox = ox or 0
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self.sprite.oy = oy or 0
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2019-08-14 20:24:32 +02:00
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self.sprite.sx = 1
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self.sprite.sy = 1
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self.sprite.exist = (spritename ~= nil)
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self.sprite.clone = nil
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2019-08-14 16:26:23 +02:00
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self.sprite.active = active or false
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end
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2019-08-14 20:24:32 +02:00
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function Parent:cloneSprite()
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if self.sprite.name ~= nil then
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self.sprite.clone = self.assets.sprites[self.sprite.name]:clone()
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self.sprite.clone:setCallback(self)
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end
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end
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function Parent:changeAnimation(animation, restart)
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if (self.sprite.clone == nil) then
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self.assets.sprites[self.sprite.name]:changeAnimation(animation, restart)
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else
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self.sprite.clone:changeAnimation(animation, restart)
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end
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end
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function Parent:animationEnded(animation)
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-- Empty placeholder function
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end
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function Parent:setCustomSpeed(customSpeed)
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if (self.sprite.clone == nil) then
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self.assets.sprites[self.sprite.name]:setCustomSpeed(customSpeed)
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else
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self.sprite.clone:setCustomSpeed(customSpeed)
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end
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end
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function Parent:updateSprite(dt)
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if (self.sprite.clone ~= nil) then
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self.sprite.clone:update(dt)
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end
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end
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function Parent:setSpriteScallingX(sx)
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local sx = sx or 1
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self.sprite.sx = sx
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end
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function Parent:setSpriteScallingY(sy)
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local sy = sy or 1
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self.sprite.sy = sy
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end
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function Parent:getCurrentAnimation()
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if (self.sprite.clone == nil) then
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return self.assets.sprites[self.sprite.name]:getCurrentAnimation()
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else
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return self.sprite.clone:getCurrentAnimation()
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end
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end
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function Parent:getSpriteScalling()
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return self.sprite.sx, self.sprite.sy
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end
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function Parent:getFrame()
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if (self.sprite.name ~= nil) then
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if (self.sprite.clone ~= nil) then
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return self.sprite.clone:getFrame()
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else
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return self.assets.sprites[self.sprite.name]:getFrame()
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end
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end
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end
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function Parent:getRelativeFrame()
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if (self.sprite.name ~= nil) then
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if (self.sprite.clone ~= nil) then
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return self.sprite.clone:getRelativeFrame()
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else
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return self.assets.sprites[self.sprite.name]:getRelativeFrame()
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end
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end
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end
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function Parent:getAnimationDuration()
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if (self.sprite.name ~= nil) then
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if (self.sprite.clone ~= nil) then
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return self.sprite.clone:getAnimationDuration()
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else
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return self.assets.sprites[self.sprite.name]:getAnimationDuration()
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end
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end
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end
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2019-08-14 16:26:23 +02:00
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function Parent:drawSprite(tx, ty)
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utils.graphics.resetColor()
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local x, y = self.maputils.gridToPixel(self.x, self.y, true)
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local tx = tx or 0
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local ty = ty or 0
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if (self.sprite.active) then
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2019-08-14 20:24:32 +02:00
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if (self.sprite.clone ~= nil) then
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self.sprite.clone:draw(x + tx, y + ty, 0, self.direction, 1, self.sprite.ox, self.sprite.oy)
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else
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self.assets.sprites[self.sprite.name]:drawAnimation(x + tx, y + ty, 0, self.direction, 1, self.sprite.ox, self.sprite.oy)
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end
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2019-08-14 16:26:23 +02:00
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end
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end
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2019-08-14 20:11:35 +02:00
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-- DRAW FUNCTIONS
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-- Handle draw functions
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2019-08-14 16:26:23 +02:00
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function Parent:draw()
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end
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function Parent:drawShadow()
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local x, y = self.maputils.gridToPixel(self.x, self.y, true)
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self.assets.images["actorsShadow"]:draw(x, y, 0, 1, 1, 12, 5)
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end
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function Parent:drawHUD()
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end
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return Parent
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