chore: separate statusbar handling from heroes
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84cab7c92a
commit
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2 changed files with 86 additions and 38 deletions
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@ -2,6 +2,7 @@ local Battler = require("scenes.battlesystem.actors.battler")
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local Hero = Battler:extend()
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local gui = require "game.modules.gui"
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local StatusBar = require "scenes.battlesystem.gui.statusbar"
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-- INIT FUNCTIONS
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-- Initialize the hero
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@ -18,6 +19,10 @@ function Hero:new(world, x, y, charid, charnumber)
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self:initChoregraphySystem()
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self:initVoices()
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self.statusbar = StatusBar(self)
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self.side = "heroes"
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end
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-- CHARACTER FUNCTIONS
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@ -48,7 +53,7 @@ function Hero:setHP(value, relative)
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end
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game.characters.list[self.charid].stats.hp = value
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self.tweens:newTween(0, 0.3, {hp = game.characters.list[self.charid].stats.hp}, 'linear')
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self.statusbar:updateHP()
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end
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function Hero:setPP(value, relative)
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@ -57,7 +62,7 @@ function Hero:setPP(value, relative)
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end
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game.characters.list[self.charid].stats.pp = value
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self.tweens:newTween(0, 0.3, {pp = game.characters.list[self.charid].stats.pp}, 'linear')
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self.statusbar:updatePP()
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end
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@ -104,6 +109,8 @@ function Hero:update(dt)
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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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self.statusbar:update(dt)
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end
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-- MOVE FUNCTIONS
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@ -277,7 +284,7 @@ end
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function Hero:timerResponse(timer)
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if timer == "switchActiveBattler" then
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self.world:switchActiveBattler()
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self.scene.turns:nextAction()
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elseif timer == "wait" then
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self.choregraphy.changeAction = true
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elseif timer == "cursorMove" then
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@ -547,41 +554,7 @@ function Hero:drawIcon(x, y)
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end
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function Hero:drawHUD()
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local HUDBASE = 8
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local HUDSEP = 152
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local x = HUDBASE + (self.charnumber-1)*HUDSEP
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local y = self.world:getPlayerHUDPosition()
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self.assets.images["e_speedster"]:draw(x, y)
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core.screen:setScissor(x, y-16, 32, 40)
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self.assets.sprites[self.charid]:drawAnimation(x+14, y+14)
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core.screen:resetScissor( )
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self.assets.images["m_speedster"]:draw(x, y)
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self.assets.images["statusbar"]:draw(x+12, y-6)
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local hpmax = game.characters.list[self.charid].stats.hpmax
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local ppmax = game.characters.list[self.charid].stats.ppmax
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local bar1 = math.floor((self.hp/hpmax)*107)
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local bar2 = math.floor((self.pp/ppmax)*108)
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love.graphics.setColor(248/255, 160/255, 0, 1)
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gui.drawBar(x+29, y+5, bar1, 7)
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love.graphics.setColor(0, 248/255, 248/255, 1)
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gui.drawBar(x+17, y+17, bar2, 7)
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utils.graphics.resetColor()
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self.assets.fonts["hudnbrs_small"]:set()
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love.graphics.print(math.floor(self.hp) .. "/" .. hpmax, x+34, y+5)
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love.graphics.print(math.floor(self.pp) .. "/" .. ppmax, x+28, y+17)
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local lvl = game.characters.list[self.charid].stats.level
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if lvl < 100 then
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lvl = "0" .. lvl
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end
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love.graphics.print(lvl, x+122, y-5)
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self.statusbar:draw()
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end
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return Hero
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75
sonic-radiance.love/scenes/battlesystem/gui/statusbar.lua
Normal file
75
sonic-radiance.love/scenes/battlesystem/gui/statusbar.lua
Normal file
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@ -0,0 +1,75 @@
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local StatusBar = Object:extend()
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local TweenManager = require "game.modules.tweenmanager"
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local gui = require "game.modules.gui"
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local HUDBASE = 8
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local HUDSEP = 152
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function StatusBar:new(actor)
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self.actor = actor
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self.hud = self.actor.scene.hud
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self.assets = self.actor.assets
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self.charid = self.actor.charid
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self.stats = game.characters.list[self.charid].stats
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self.hp = self.stats.hp
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self.pp = self.stats.pp
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self.tweens = TweenManager(self)
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end
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function StatusBar:update(dt)
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self.tweens:update(dt)
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end
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function StatusBar:updateHP()
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self.tweens:newTween(0, 0.3, {hp = game.characters.list[self.charid].stats.hp}, 'linear')
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end
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function StatusBar:updatePP()
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self.tweens:newTween(0, 0.3, {pp = game.characters.list[self.charid].stats.pp}, 'linear')
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end
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function StatusBar:drawEmblem(x, y)
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self.assets.images["e_speedster"]:draw(x, y)
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core.screen:setScissor(x, y-16, 32, 40)
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self.assets.sprites[self.charid]:drawAnimation(x+14, y+14)
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core.screen:resetScissor( )
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self.assets.images["m_speedster"]:draw(x, y)
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end
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function StatusBar:draw()
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local x = HUDBASE + (self.actor.charnumber-1)*HUDSEP
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local y = self.actor.scene.hud:getPlayerHUDPosition()
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self:drawEmblem(x, y)
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self.assets.images["statusbar"]:draw(x+12, y-6)
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local hpmax = self.stats.hpmax
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local ppmax = self.stats.ppmax
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local bar1 = math.floor((self.hp/self.stats.hpmax)*107)
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local bar2 = math.floor((self.pp/self.stats.ppmax)*108)
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love.graphics.setColor(248/255, 160/255, 0, 1)
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gui.drawBar(x+29, y+5, bar1, 7)
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love.graphics.setColor(0, 248/255, 248/255, 1)
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gui.drawBar(x+17, y+17, bar2, 7)
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utils.graphics.resetColor()
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self.assets.fonts["hudnbrs_small"]:set()
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love.graphics.print(math.floor(self.hp) .. "/" .. hpmax, x+34, y+5)
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love.graphics.print(math.floor(self.pp) .. "/" .. ppmax, x+28, y+17)
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local lvl = game.characters.list[self.charid].stats.level
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if lvl < 100 then
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lvl = "0" .. lvl
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end
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love.graphics.print(lvl, x+122, y-5)
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end
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return StatusBar
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