From 34eb8e5ba59a8820f1a962035273c99e52550be1 Mon Sep 17 00:00:00 2001 From: Kazhnuz Date: Fri, 1 May 2020 14:50:21 +0200 Subject: [PATCH] chore: separate turns from world --- .../scenes/battlesystem/controllers/init.lua | 102 ++++++++++++++++++ .../scenes/battlesystem/init.lua | 6 +- .../scenes/battlesystem/world.lua | 79 +------------- 3 files changed, 108 insertions(+), 79 deletions(-) create mode 100644 sonic-radiance.love/scenes/battlesystem/controllers/init.lua diff --git a/sonic-radiance.love/scenes/battlesystem/controllers/init.lua b/sonic-radiance.love/scenes/battlesystem/controllers/init.lua new file mode 100644 index 0000000..78f8a92 --- /dev/null +++ b/sonic-radiance.love/scenes/battlesystem/controllers/init.lua @@ -0,0 +1,102 @@ +local TurnController = Object:extend() + +local Player = require "scenes.battlesystem.controllers.player" +local Ennemy = require "scenes.battlesystem.controllers.player" + +local maputils = require "scenes.battlesystem.utils" + +function TurnController:new(scene) + self.scene = scene + self.world = scene.world + + --self.player = Player(self) + --self.ennemies = Ennemy(self) + + self.isActive = false + + self.currentlyPlaying = "" + + self.turns = {} + self.turns.current = 1 + self.turns.number = 0 + self.turns.isFinished = true + self.turns.changeBattler = true + self.actionList = {} +end + +function TurnController:startBattle() + self.isActive = true +end + +function TurnController:update(dt) + if (self.isActive) then + if (self.currentlyPlaying == "heroes") then + --self.player:update(dt) + elseif (self.currentlyPlaying == "ennemies") then + --self.ennemies:update(dt) + else + self:nextAction() + end + end +end + +function TurnController:nextAction() + if (self.turns.isFinished) or (self.turns.current >= #self.actionList) then + self:startNewTurn() + else + self.turns.current = self.turns.current + 1 + core.debug:print("cbs/world", "switching to next action") + end + self.scene.hud:moveBattleCursor(self.turns.current) + + self:startAction() +end + +function TurnController:startNewTurn() + core.debug:print("cbs/world", "New Turn Starting") + self.turns.current = 1 + self.turns.isFinished = false + self.turns.number = self.turns.number + 1 + self:calculateTurn() +end + +function TurnController:calculateTurn() + self.actionList = self.world:generateActionList() + table.sort(self.actionList, maputils.sortBattlers) +end + +function TurnController:startAction() +core.debug:print("cbs/world", "Starting action " .. self.turns.current) + local nextAction = self.actionList[self.turns.current] + print(nextAction) + local nextActor = nextAction.actor + if (nextActor.isDestroyed == true) then + -- On skipe le personnage s'il a été detruit + self:nextAction() + else + if (nextActor.side == "heroes") then + --self.player:setActive(nextActor) + self.currentlyPlaying = "heroes" + self.actionList[self.turns.current].actor:setActive() + elseif (nextActor.side == "ennemies") then + --self.ennemies:setActive(nextActor) + self.currentlyPlaying = "ennemies" + self.actionList[self.turns.current].actor:setActive() + end + end +end + +function TurnController:endAction() + self.currentlyPlaying = "" +end + +function TurnController:drawTurnList(x, y) + +end + +function TurnController:sendSignalToCurrentBattler(signal, subSignal) + self.actionList[self.turns.current].actor:receiveSignal(signal, subSignal) +end + + +return TurnController diff --git a/sonic-radiance.love/scenes/battlesystem/init.lua b/sonic-radiance.love/scenes/battlesystem/init.lua index 018ff2a..0e99bc9 100644 --- a/sonic-radiance.love/scenes/battlesystem/init.lua +++ b/sonic-radiance.love/scenes/battlesystem/init.lua @@ -4,6 +4,7 @@ local BattleSystem = Scene:extend() local World = require "scenes.battlesystem.world" local MenuSystem = require "scenes.battlesystem.menu" +local Turns = require "scenes.battlesystem.controllers" local HUD = require "scenes.battlesystem.gui.hud" @@ -30,11 +31,13 @@ function BattleSystem:initManagers() self.datas = {} self.world = World(self) self.menu = MenuSystem(self) + self.turns = Turns(self) + self.hud = HUD(self) end function BattleSystem:startBattle() - self.world:startBattle() + self.turns:startBattle() self.hud:movePlayerHUD(true) end @@ -54,6 +57,7 @@ end function BattleSystem:update(dt) self.world:update(dt) + self.turns:update(dt) self.hud:update(dt) if (self.screen ~= nil) then self.screen:update(dt) diff --git a/sonic-radiance.love/scenes/battlesystem/world.lua b/sonic-radiance.love/scenes/battlesystem/world.lua index 39fb591..c3d586d 100644 --- a/sonic-radiance.love/scenes/battlesystem/world.lua +++ b/sonic-radiance.love/scenes/battlesystem/world.lua @@ -26,13 +26,7 @@ function World:new(scene, battlefile) self.actors = {} self.globalID = 0 - self.turns = {} - self.turns.current = 1 - self.turns.number = 0 - self.turns.isFinished = true - self.turns.changeBattler = true self.battlers = {} - self.actionlist = {} self.heroNumber = 0 self.ennNumber = 0 @@ -176,79 +170,10 @@ function World:update(dt) actor:update(dt) end - if (self.isBattleActive) then - self:updateTurns(dt) - end - self.cursor:update(dt) self.map:update(dt) end -function World:moveBattleCursor(dt) - local cursorSpeed = 16 - - if (self.turns.current == 1) then - cursorSpeed = 16 * 4 - end - - if math.abs(self.BattlerCursor - self.turns.current) > (cursorSpeed * dt) then - self.BattlerCursor = self.BattlerCursor - utils.math.sign(self.BattlerCursor - self.turns.current) * cursorSpeed * dt - else - self.BattlerCursor = self.turns.current - end -end - --- TURNS FUNCTIONS --- Handle everything related to the turn system - -function World:startBattle() - self.isBattleActive = true -end - -function World:recalculateTurns() - self:generateActionList() - table.sort(self.actionlist, maputils.sortBattlers) -end - -function World:updateTurns(dt) - if (self.turns.changeBattler) then - self:switchActiveBattler( ) - end -end - -function World:switchActiveBattler() - if (self:countEnnemies()==0) then - self:finishBattle() - else - if (self.turns.isFinished) or (self.turns.current >= #self.actionlist) then - self:switchToNextTurn() - else - self.turns.current = self.turns.current + 1 - core.debug:print("cbs/world", "switching to action number " .. self.turns.current) - end - - self:selectNextAction() - self.turns.changeBattler = false - self.scene.hud:moveBattleCursor(self.turns.current) - end -end - -function World:switchToNextTurn() - core.debug:print("cbs/world", "turn finished") - self.turns.current = 1 - self.turns.isFinished = false - self.turns.number = self.turns.number + 1 - self:recalculateTurns() -end - -function World:selectNextAction() - if (self.actionlist[self.turns.current].actor.isDestroyed == true) then - self:switchActiveBattler() - else - self.actionlist[self.turns.current].actor:setActive() - end -end - function World:finishBattle() self.isBattleActive = false self.actionlist = {} @@ -256,7 +181,7 @@ function World:finishBattle() end function World:sendSignalToCurrentBattler(signal, subSignal) - self.actionlist[self.turns.current].actor:receiveSignal(signal, subSignal) + self.scene.turns:sendSignalToCurrentBattler(signal, subSignal) end -- ACTIVEGRID FUNCTIONS @@ -305,6 +230,4 @@ function World:drawShadows() end end - - return World