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

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local Parent = require("scenes.battlesystem.actors.movable")
local GFX = Parent:extend()
local GFX_DIRECTORY = "assets/sprites/gfx/"
function GFX:new(world, x, y, z, spritename, creator, blockProcess, tag)
GFX.super.new(self, world, x, y, z)
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if (creator.choregraphy ~= nil) then
self.char = self:getCharacter(creator.choregraphy.fighter)
end
self:setAnimation(spritename)
self.creator = creator
self.blockProcess = blockProcess or false
self.tag = tag or ""
if (not utils.string.isEmpty(self.tag)) then
self:setIndexName(self.tag)
end
self.direction = 1
end
function GFX:getCharacter(fighter)
if (fighter.isHero) then
return fighter.abstract.simplename
end
return nil
end
function GFX:setAnimation(spritename)
local defaultPath = GFX_DIRECTORY .. spritename
if (utils.string.isEmpty(self.char)) then
self:loadAnimation(spritename, defaultPath)
else
local charGFXPath = "datas/gamedata/characters/" .. self.char .. "/gfx/" .. spritename
if (utils.filesystem.exists(charGFXPath .. ".lua")) then
self:loadAnimation(self.char .. spritename, charGFXPath)
else
self:loadAnimation(spritename, defaultPath)
end
end
end
function GFX:loadAnimation(spritename, path)
if self.world.assets.sprites[spritename] == nil then
self.world.assets:addSprite(spritename, path)
end
local width, height = self.world.assets.sprites[spritename]:getDimensions()
self:setSprite(spritename, width/2, height, true)
self:cloneSprite()
end
function GFX:animationEnded(animation)
core.debug:print("gfx", 'Current animation "' .. animation .. '" have ended, destroying gfx')
if (self.blockProcess) and (self.creator ~= nil) and (self.creator.getSignal ~= nil) then
self.creator:getSignal("gfxEnded")
end
if ((self.creator ~= nil) and (self.creator.choregraphy ~= nil) and (not utils.string.isEmpty(self.tag))) then
self.creator.choregraphy:finishTagAction(self.tag)
end
self:destroy()
end
function GFX:draw()
self:drawSprite(0, -self.z)
end
function GFX:drawShadow()
end
return GFX