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

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local Parent = require("scenes.battlesystem.actors.parent")
local Battler = Parent:extend()
function Battler:new(world, x, y, z, owner)
Battler.super.new(self, world, x, y, z)
self.start = {}
self.start.x = x
self.start.y = y
self.isBattler = true
self.speed = 3
self.isActive = false
self.debugActiveTimer = 0
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self.isSelected = false
self.owner = owner
end
function Battler:destroy()
Battler.super.destroy(self)
end
function Battler:setActive()
core.debug:print("cbs/actor","actor " .. self.id .. " is active")
self.isActive = true
self.debugActiveTimer = 0
end
function Battler:update(dt)
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Battler.super.update(self, dt)
if (self.isActive) then
self.debugActiveTimer = self.debugActiveTimer + dt
if self.debugActiveTimer >= 0.5 then
core.debug:print("cbs/battler", "counter ended, switching active battler")
self.isActive = false
self.world:switchActiveBattler()
end
end
end
function Battler:draw()
local x, y = self.world.map:gridToPixel(self.x, self.y, true)
love.graphics.setColor(1, 0, 0, 1)
love.graphics.rectangle("fill", x - 8, y - 32, 16, 32)
love.graphics.setColor(1, 1, 1, 1)
end
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function Battler:initSprite()
if (self.assets.sprites[self.owner.name] == nil) then
self.assets:addSprite(self.owner.name, self:getSpritePath())
end
self.assets.sprites[self.owner.name]:setCustomSpeed(16)
self:setSprite(self.owner.name, 32, 48, true)
self:cloneSprite()
self:changeAnimation("idle")
end
function Battler:validateAction()
end
return Battler