chore(cbs): refactor entirely the code to be more gamecore-like
This commit is contained in:
parent
becd4aace5
commit
3a51758483
18 changed files with 778 additions and 673 deletions
33
sonic-radiance.love/scenes/battlesystem/actors/battler.lua
Normal file
33
sonic-radiance.love/scenes/battlesystem/actors/battler.lua
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@ -0,0 +1,33 @@
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local Parent = require("scenes.battlesystem.actors.parent")
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local Battler = Parent:extend()
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function Battler:new(world, x, y, z)
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Battler.super.new(self, world, x, y, z)
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self.isBattler = true
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self.speed = 3
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self.isActive = false
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self.debugActiveTimer = 0
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end
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function Battler:setActive()
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core.debug:print("cbs/actor","actor " .. self.id .. " is active")
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self.isActive = true
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self.debugActiveTimer = 0
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end
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function Battler:update(dt)
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if (self.isActive) then
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self.debugActiveTimer = self.debugActiveTimer + dt
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if self.debugActiveTimer >= 0.5 then
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self.world:switchActiveBattler()
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self.isActive = false
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end
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end
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end
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function Battler:validateAction()
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end
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return Battler
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@ -1,15 +1,15 @@
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local Actor = require("scenes.battlesystem.entities.actor")
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local Ennemy = Actor:extend()
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local Battler = require("scenes.battlesystem.actors.battler")
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local Ennemy = Battler:extend()
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function Ennemy:new(controller, x, y)
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Ennemy.super.new(self, controller, x, y, 0)
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function Ennemy:new(world, x, y)
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Ennemy.super.new(self, world, x, y, 0)
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self.isEnnemy = true
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self.actionPerTurn = 2
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end
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function Ennemy:draw()
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x, y = self.controller.battlearena:gridToPixel(self.x, self.y, true)
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x, y = self.maputils.gridToPixel(self.x, self.y, true)
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love.graphics.setColor(1, 0, 0, 1)
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love.graphics.rectangle("fill", x - 8, y - 32, 16, 32)
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love.graphics.setColor(1, 1, 1, 1)
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@ -1,8 +1,8 @@
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local Actor = require("scenes.battlesystem.entities.actor")
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local Character = Actor:extend()
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local Battler = require("scenes.battlesystem.actors.battler")
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local Hero = Battler:extend()
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function Character:new(controller, x, y, charid, charnumber)
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Character.super.new(self, controller, x, y, 0)
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function Hero:new(world, x, y, charid, charnumber)
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Hero.super.new(self, world, x, y, 0)
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self.isHero = true
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self.turnAction = nil
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self.startx, self.starty = self.x, self.y
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@ -23,40 +23,40 @@ function Character:new(controller, x, y, charid, charnumber)
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self.charnumber = charnumber or 1
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end
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function Character:setAnimation(animation)
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function Hero:setAnimation(animation)
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if (self.animation ~= animation) then
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self.animation = animation
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self.assets.sprites[self.charid]:changeAnimation(animation, true)
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end
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end
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function Character:draw()
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x, y = self.controller.battlearena:gridToPixel(self.x, self.y, true)
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function Hero:draw()
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x, y = self.maputils.gridToPixel(self.x, self.y, true)
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--love.graphics.rectangle("fill", x - 8, y - 32, 16, 32)
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self:drawSprite()
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end
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function Character:drawIcon(x, y)
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function Hero:drawIcon(x, y)
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local iconID = 1
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self.assets.tileset["charicons"]:drawTile(iconID, x, y)
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end
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function Character:setActive()
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function Hero:setActive()
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local gridsize = game.characters.list[self.charid].base_stats.move
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if (gridsize == nil) then
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gridsize = 3
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core.debug:warning("cbs/character", "move value is nil")
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end
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self.controller.cursor:setGrid("square", self.x, self.y, gridsize, self)
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self.world.cursor:setGrid(self.x, self.y, "square", gridsize, 1, self)
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self.startx, self.starty = self.x, self.y
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self.controller.cursor:set(self.startx, self.starty)
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self.world.cursor:set(self.startx, self.starty)
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self.currentAction = "selectDirection"
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self.directionPrevious = self.direction
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end
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function Character:update(dt)
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self.keys = self.controller.sources[1].keys
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function Hero:update(dt)
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self.keys = self.scene:getKeys(1)
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if (self.currentAction == "moving") then
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self.xprevious = self.x
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self.yprevious = self.y
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@ -77,13 +77,13 @@ function Character:update(dt)
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self.y = self.dy
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self:setAnimation("idle")
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self.currentAction = "selectAttack"
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self.controller.menu:set( self )
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self.scene.menu:set( self )
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end
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elseif (self.currentAction == "selectAttack") then
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if (self.keys["B"].isPressed) then
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--self.currentAction = "selectDirection"
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--self.controller.cursor:set(self.x, self.y)
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--self.world.cursor:set(self.x, self.y)
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end
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elseif (self.currentAction == "selectDirection") then
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self.xprevious = self.x
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@ -111,47 +111,47 @@ function Character:update(dt)
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end
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end
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function Character:validateAction()
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function Hero:validateAction()
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if (self.currentAction == "selectDirection") then
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self:setAnimation("walk")
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self.currentAction = "moving"
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self.dx, self.dy = self.controller.cursor.x, self.controller.cursor.y
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self.dx, self.dy = self.world.cursor.x, self.world.cursor.y
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self.controller.cursor:unset( )
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self.world.cursor:unset( )
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end
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end
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function Character:getStats()
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function Hero:getStats()
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return game.characters.list[self.charid].stats
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end
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function Character:getSignal(action_type, id)
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function Hero:getSignal(action_type, id)
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--print(action_type .. " " .. id)
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if (action_type == "back") then
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self.currentAction = "selectDirection"
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self.controller.cursor:set(self.x, self.y)
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self.world.cursor:set(self.x, self.y)
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self:setAnimation("walk")
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elseif (action_type == "defend") then
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self.turnAction = "defend"
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self.controller.actormanager:switchActiveActor( )
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self.world:switchActiveBattler( )
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else
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self.controller.actormanager:switchActiveActor( )
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self.world:switchActiveBattler( )
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end
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end
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function Character:getBackSignal()
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function Hero:getBackSignal()
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self.currentAction = "selectDirection"
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self.controller.cursor:set(self.x, self.y)
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self.world.cursor:set(self.x, self.y)
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self:setAnimation("walk")
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end
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function Character:drawHUD()
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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 = 32
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self.controller.assets.images["statusbar"]:draw(x, y)
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self.assets.images["statusbar"]:draw(x, y)
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end
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return Character
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return Hero
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8
sonic-radiance.love/scenes/battlesystem/actors/init.lua
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8
sonic-radiance.love/scenes/battlesystem/actors/init.lua
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local entities = {}
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local baseURI = "scenes.battlesystem.actors."
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entities.Hero = require(baseURI .. "hero")
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entities.Ennemy = require(baseURI .. "ennemy")
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return entities
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70
sonic-radiance.love/scenes/battlesystem/actors/parent.lua
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70
sonic-radiance.love/scenes/battlesystem/actors/parent.lua
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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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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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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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function Parent:setSprite(name, ox, oy, active)
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self.sprite = {}
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self.sprite.name = name
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self.sprite.ox = ox or 0
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self.sprite.oy = oy or 0
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self.sprite.active = active or false
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end
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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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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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end
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function Parent:update(dt)
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-- lol
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end
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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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@ -1,140 +0,0 @@
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local ActorManager = Object:extend()
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local entities = require "scenes.battlesystem.entities"
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local POSITIONS = {
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{x = 3, y = 4},
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{x = 2, y = 2},
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{x = 2, y = 6},
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}
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function ActorManager:new(controller)
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self.controller = controller
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self.turns = {}
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self.turns.current = 1
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self.turns.number = 1
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self.turns.isFinished = true
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self.turns.changeActor = true
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self.actorlist = {}
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self.actionlist = {}
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self.cursor = self.turns.current
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for i, v in ipairs(game.characters.team) do
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self:addCharacter(POSITIONS[i].x, POSITIONS[i].y, v, i)
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end
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self:addEnnemy(10, 3, "motobug")
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self:addEnnemy(10, 5, "motobug")
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end
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function ActorManager:generateActionList()
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self.actionlist = {}
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for i,v in ipairs(self.actorlist) do
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for i=1, v.actionPerTurn do
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local action = {}
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action.actor = v
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action.number = i
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table.insert(self.actionlist, action)
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end
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end
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end
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function ActorManager:sendSignalToCurrentEntity()
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self.actionlist[self.turns.current].actor:validateAction()
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end
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function ActorManager:addCharacter(x, y, id)
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local char = entities.Character(self.controller, x, y, id)
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table.insert(self.actorlist, char)
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end
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function ActorManager:addEnnemy(x, y, id)
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local enn = entities.Ennemy(self.controller, x, y, id)
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table.insert(self.actorlist, enn)
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end
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function ActorManager:switchActiveActor()
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if (self.turns.isFinished) or (self.turns.current >= #self.actionlist) then
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self.turns.current = 1
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self.turns.isFinished = false
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self.turns.number = self.turns.number + 1
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self:recalculateTurns()
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else
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self.turns.current = self.turns.current + 1
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end
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self.actionlist[self.turns.current].actor:setActive()
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self.turns.changeActor = false
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end
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local function sortActors(a, b)
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local astats = a.actor:getStats()
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local bstats = b.actor:getStats()
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local aspeed = astats.speed / 1.5 * a.number
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local bspeed = bstats.speed / 1.5 * b.number
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if (aspeed == bspeed) then
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if (a.actor.isHero == b.actor.isHero) then
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return (a.actor.id > b.actor.id)
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else
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return a.actor.isHero
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end
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else
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return (aspeed > bspeed)
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end
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end
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function ActorManager:recalculateTurns()
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self:generateActionList()
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table.sort(self.actionlist, sortActors)
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end
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function ActorManager:update(dt)
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if (self.turns.changeActor) then
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self:switchActiveActor( )
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end
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local cursorSpeed = 16
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if (self.turns.current == 1) then
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cursorSpeed = 16 * 4
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end
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if math.abs(self.cursor - self.turns.current) > (cursorSpeed * dt) then
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self.cursor = self.cursor - utils.math.sign(self.cursor - self.turns.current) * cursorSpeed * dt
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else
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self.cursor = self.turns.current
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end
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end
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function ActorManager:countEnnemy()
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local count = 0
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for i,v in ipairs(self.entities) do
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if (v.isEnnemy) then
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count = count + 1
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end
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end
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return count
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end
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function ActorManager:draw()
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for i,v in ipairs(self.actionlist) do
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v.actor:drawIcon(4 + (i-1)*(20), 6)
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end
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self.controller.assets.images["menucursor"]:draw(self.cursor * 20 - 6, 26, math.rad(-90), 1, 1, 4, 8)
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for i,v in ipairs(self.actorlist) do
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v:drawHUD()
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end
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end
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return ActorManager
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@ -1,232 +0,0 @@
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local BattleArena = Object:extend()
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local EmptyArena = {
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{00,00,00,00,00,00,03,03,03,00,00,00},
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{00,00,00,00,00,00,03,03,03,00,00,00},
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{00,00,00,00,00,03,03,03,00,00,00,00},
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{00,00,00,00,00,03,03,03,00,00,00,00},
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{00,00,00,00,00,03,03,03,00,00,00,00},
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{00,00,00,00,00,00,03,03,03,00,00,00},
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{00,00,00,00,00,00,03,03,03,00,00,00}
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}
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local _GROUND_X, _GROUND_Y
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_GROUND_X = -8
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_GROUND_Y = 90
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function BattleArena:new(controller)
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self.controller = controller
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self.assets = self.controller.assets
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self:initArena()
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self.entities = {}
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self.globalID = 0
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end
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function BattleArena:registerEntity(entity)
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table.insert(self.entities, entity)
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self.globalID = self.globalID + 1
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end
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function BattleArena:initArena(battlefile)
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self.datas = {}
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self.datas.background = "city"
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self.datas.tiles = 1
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self.datas.borders = 1
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self.datas.terrains = EmptyArena
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local backpath = "assets/backgrounds/parallax/" .. self.datas.background
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self.assets:addImage("back1", backpath .. "-back.png")
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self.assets:addImage("back2", backpath .. "-fore.png")
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self.assets:addImage("cliff", backpath .. "-cliff.png")
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end
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function BattleArena:gridToPixel(x, y, center)
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local pixelx, pixely
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local center = center or false
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local x, y = x, y
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if (center) then
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x = x + .5
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y = y + .5
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end
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pixelx = _GROUND_X + ((x-1) * 31) + ((y-1) * 10)
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pixely = _GROUND_Y + ((y-1) * 20)
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return math.floor(pixelx), math.floor(pixely)
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end
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function BattleArena:getTerrain(x, y)
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if self.datas.terrains[y] ~= nil then
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return self.datas.terrains[y][x]
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else
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return nil
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end
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end
|
||||
|
||||
function BattleArena:isInGrid(x, y)
|
||||
--return ((y >= 1) and (y <= 7) and (x >= 1) and (x <= 12))
|
||||
return ( self:getTerrain(x, y) ~= nil )
|
||||
end
|
||||
|
||||
function BattleArena:caseIsEmpty(x, y)
|
||||
local isEmpty = true
|
||||
|
||||
for i,v in ipairs(self.entities) do
|
||||
if (v.x == x) and (v.y == y) then
|
||||
isEmpty = false
|
||||
else
|
||||
isEmpty = true
|
||||
end
|
||||
end
|
||||
|
||||
return isEmpty
|
||||
end
|
||||
|
||||
function BattleArena:getObjectInCase(x, y)
|
||||
for i,v in ipairs(self.entities) do
|
||||
if (v.x == x) and (v.y == y) then
|
||||
core.debug:print("cbs/battlearena", "one entity found in case <" .. x .. ";" .. y .. ">")
|
||||
return v
|
||||
end
|
||||
end
|
||||
|
||||
--core.debug:print("cbs/battlearena", "no entity found in case " .. x .. ";" .. y)
|
||||
return nil
|
||||
end
|
||||
|
||||
function BattleArena:update(dt)
|
||||
for i,v in ipairs(self.entities) do
|
||||
v:update(dt)
|
||||
end
|
||||
end
|
||||
|
||||
function BattleArena:draw()
|
||||
self:drawBackgrounds()
|
||||
self:drawBorder()
|
||||
self:drawTerrains()
|
||||
self:drawShadows()
|
||||
|
||||
end
|
||||
|
||||
function BattleArena:drawEntities()
|
||||
for i,v in ipairs(self.entities) do
|
||||
v:draw()
|
||||
end
|
||||
end
|
||||
|
||||
function BattleArena:drawShadows()
|
||||
for i,v in ipairs(self.entities) do
|
||||
v:drawShadow()
|
||||
end
|
||||
end
|
||||
|
||||
function BattleArena:drawBackgrounds()
|
||||
local w, _ = core.screen:getDimensions()
|
||||
|
||||
local w2, h2 = self.assets.images["back1"]:getDimensions()
|
||||
local imax = math.ceil(w / w2) + 1
|
||||
for i=1, imax do
|
||||
self.assets.images["back1"]:draw((i-1)*w2, 0, 0, 1, 1)
|
||||
end
|
||||
|
||||
local w2, h2 = self.assets.images["back2"]:getDimensions()
|
||||
local imax = math.ceil(w / w2) + 1
|
||||
for i=1, imax do
|
||||
self.assets.images["back2"]:draw((i-1)*w2, _GROUND_Y-h2, 0, 1, 1)
|
||||
end
|
||||
end
|
||||
|
||||
function BattleArena:drawBorder()
|
||||
local border = self.datas.borders + 1
|
||||
for i=1, 7 do
|
||||
self.assets.tileset["borders"]:drawTile(border, (i-1)*80, _GROUND_Y-10 , 0, 1, 1)
|
||||
self.assets.tileset["borders"]:drawTile(border, (i-1)*80, _GROUND_Y+20*7, 0, 1, 1)
|
||||
end
|
||||
end
|
||||
|
||||
function BattleArena:drawTerrains()
|
||||
local vl, vhd, vd
|
||||
vl = 1
|
||||
vhd = .7
|
||||
vd = .5
|
||||
for i=1, 7 do
|
||||
for j= -2, 17 do
|
||||
local k = 1 + ((i + j) % 2)
|
||||
|
||||
local terrain = self:getTerrain(j, i)
|
||||
local x, y = self:gridToPixel(j, i, false)
|
||||
|
||||
if (terrain ~= nil) then
|
||||
local isActive = self.controller.cursor.isActive
|
||||
if ((isActive == false) or (self.controller.cursor:gridIsActive(j, i))) then
|
||||
love.graphics.setColor(vl, vl, vl, 1)
|
||||
else
|
||||
love.graphics.setColor(vhd, vhd, vhd, 1)
|
||||
end
|
||||
self:drawTile(x, y, terrain, k)
|
||||
else
|
||||
love.graphics.setColor(vd, vd, vd, 1)
|
||||
self:drawTile(x, y, 0, k)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
function BattleArena:drawTile(x, y, type, variant)
|
||||
if type == 0 then
|
||||
local tiles = self.datas.tiles*2 + variant
|
||||
self.assets.tileset["normaltiles"]:drawTile(tiles, x, y)
|
||||
else
|
||||
self.assets.tileset["sptiles"]:drawTile(type, x, y)
|
||||
end
|
||||
end
|
||||
|
||||
function BattleArena:showMask(ox, oy, shape, size, direction)
|
||||
for i=1,12 do
|
||||
for j=1,7 do
|
||||
if self:isInMask(i, j, ox, oy, shape, size, direction) then
|
||||
local x, y = self:gridToPixel(i, j)
|
||||
self.assets.images["emptytile"]:draw(x, y)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function BattleArena:isInMask(x, y, ox, oy, shape, size, direction)
|
||||
local direction = direction or 1
|
||||
local shape = shape or "point"
|
||||
if shape == "point" then
|
||||
return ((x == ox) and (y == oy))
|
||||
elseif shape == "square" then
|
||||
local x1 = ox - math.floor(size/2)
|
||||
local x2 = ox + math.ceil(size/2)
|
||||
|
||||
local y1 = oy - math.floor(size/2)
|
||||
local y2 = oy + math.ceil(size/2)
|
||||
return ((x >= x1) and (x <= x2) and (y >= y1) and (y <= y2))
|
||||
elseif shape == "circle" then
|
||||
local lenght = utils.math.pointDistance(x, y, ox, oy)
|
||||
return (lenght <= size)
|
||||
elseif shape == "fullheight" then
|
||||
local x2 = ox + (size*direction)
|
||||
return ((x >= ox) and (x <= x2))
|
||||
elseif shape == "fullwidth" then
|
||||
local y2 = oy + (size*direction)
|
||||
return ((y >= oy) and (y <= y2))
|
||||
elseif shape == "line" then
|
||||
local x2 = ox + (size*direction)
|
||||
return ((y == oy) and (x >= ox) and (x <= x2))
|
||||
elseif shape == "column" then
|
||||
local y2 = oy + (size*direction)
|
||||
return ((x == ox) and (y >= oy) and (y <= y2))
|
||||
elseif shape == "everything" then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return BattleArena
|
|
@ -1,144 +0,0 @@
|
|||
local Cursor = Object:extend()
|
||||
|
||||
local EmptyGrid = {
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00}
|
||||
}
|
||||
|
||||
function Cursor:new(controller)
|
||||
self.controller = controller
|
||||
|
||||
self.x = 1
|
||||
self.y = 1
|
||||
self.isActive = false
|
||||
self.tx = 1
|
||||
self.ty = 1
|
||||
|
||||
self.grid = EmptyGrid
|
||||
end
|
||||
|
||||
function Cursor:set(x, y)
|
||||
self.x = math.max(math.min(x, 12), 1)
|
||||
self.y = math.max(math.min(y, 07), 1)
|
||||
self.tx = self.x
|
||||
self.ty = self.y
|
||||
|
||||
self.isActive = true
|
||||
end
|
||||
|
||||
function Cursor:setGrid(type, x, y, value, whitelistedEntity)
|
||||
self.grid = {
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00}
|
||||
}
|
||||
if type == "square" then
|
||||
local x = x - value
|
||||
local y = y - value
|
||||
local value = (value * 2) + 1
|
||||
|
||||
for i=1, value do
|
||||
for j=1, value do
|
||||
local dx, dy
|
||||
dx = x + i - 1
|
||||
dy = y + j - 1
|
||||
if (dy >= 1) and (dy <= 7) and (dx >= 1) and (dx <= 12) then
|
||||
if ((self.controller.battlearena:getObjectInCase(dx, dy) == nil) or
|
||||
(self.controller.battlearena:getObjectInCase(dx, dy) == whitelistedEntity) and (whitelistedEntity ~= nil)) and
|
||||
(self.controller.battlearena:getTerrain(dx, dy) ~= 3) then
|
||||
self.grid[dy][dx] = 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Cursor:gridIsActive(x, y)
|
||||
if self.grid[y] ~= nil then
|
||||
return (self.grid[y][x] == 1)
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function Cursor:resetGrid()
|
||||
self.grid = EmptyGrid
|
||||
end
|
||||
|
||||
function Cursor:unset()
|
||||
self.isActive = false
|
||||
end
|
||||
|
||||
function Cursor:update(dt)
|
||||
if (self.isActive) then
|
||||
local keys = self.controller.sources[1].keys
|
||||
|
||||
if (keys["up"].isPressed) then
|
||||
dy = math.max(self.y - 1, 1)
|
||||
if (self.grid[dy][self.x] == 1) then
|
||||
self.y = dy
|
||||
end
|
||||
end
|
||||
if (keys["down"].isPressed) then
|
||||
dy = math.min(self.y + 1, 7)
|
||||
if (self.grid[dy][self.x] == 1) then
|
||||
self.y = dy
|
||||
end
|
||||
end
|
||||
if (keys["left"].isPressed) then
|
||||
dx = math.max(self.x - 1, 1)
|
||||
if (self.grid[self.y][dx] == 1) then
|
||||
self.x = dx
|
||||
end
|
||||
end
|
||||
if (keys["right"].isPressed) then
|
||||
dx = math.min(self.x + 1, 12)
|
||||
if (self.grid[self.y][dx] == 1) then
|
||||
self.x = dx
|
||||
end
|
||||
end
|
||||
|
||||
if (keys["A"].isPressed) then
|
||||
self.controller.actormanager:sendSignalToCurrentEntity()
|
||||
end
|
||||
|
||||
self.tx = (self.tx) + ((self.x) - (self.tx)) * dt*30
|
||||
self.ty = (self.ty) + ((self.y) - (self.ty)) * dt*30
|
||||
-- test
|
||||
--game
|
||||
end
|
||||
end
|
||||
|
||||
function Cursor:drawBottom()
|
||||
|
||||
if (self.isActive) then
|
||||
local x, y, frame
|
||||
x, y = self.controller.battlearena:gridToPixel(self.tx, self.ty, true)
|
||||
|
||||
self.controller.assets.sprites["cursorground"]:drawAnimation(x, y, 0, 1, 1, 14, 6)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function Cursor:drawTop()
|
||||
|
||||
if (self.isActive) then
|
||||
local x, y
|
||||
x, y = self.controller.battlearena:gridToPixel(self.tx, self.ty, true)
|
||||
|
||||
self.controller.assets.images["cursorpeak"]:draw(x, y - 24, 0, 1, 1, 7, 26)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return Cursor
|
142
sonic-radiance.love/scenes/battlesystem/cursor.lua
Normal file
142
sonic-radiance.love/scenes/battlesystem/cursor.lua
Normal file
|
@ -0,0 +1,142 @@
|
|||
local Cursor = Object:extend()
|
||||
|
||||
local maputils = require "scenes.battlesystem.utils"
|
||||
|
||||
function Cursor:new(world)
|
||||
self.world = world
|
||||
self.scene = world.scene
|
||||
self.assets = world.assets
|
||||
|
||||
self.x = 1
|
||||
self.y = 1
|
||||
self.isActive = false
|
||||
self.tx = 1
|
||||
self.ty = 1
|
||||
|
||||
self.grid = maputils.newEmptyMap()
|
||||
end
|
||||
|
||||
function Cursor:set(x, y)
|
||||
self.x = math.max(math.min(x, 12), 1)
|
||||
self.y = math.max(math.min(y, 07), 1)
|
||||
self.tx = self.x
|
||||
self.ty = self.y
|
||||
|
||||
self.isActive = true
|
||||
end
|
||||
|
||||
function Cursor:setGrid(ox, oy, shape, size, direction, whitelistedEntity)
|
||||
self.grid = maputils.newEmptyMap()
|
||||
|
||||
for y, line in ipairs(self.grid) do
|
||||
for x, case in ipairs(line) do
|
||||
if not maputils.isInMask(x, y, ox, oy, shape, size, direction) then
|
||||
self.grid[y][x] = 0
|
||||
else
|
||||
if (self:testPoint(x, y, whitelistedEntity)) then
|
||||
self.grid[y][x] = 1
|
||||
else
|
||||
self.grid[y][x] = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Cursor:testPoint(x, y, whitelistedActor)
|
||||
if ((self.world:getActorInCase(x, y) == nil) or
|
||||
(self.world:getActorInCase(x, y) == whitelistedActor) and (whitelistedActor ~= nil)) and
|
||||
(self.world.map:getTerrain(x, y) ~= 3) then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function Cursor:gridIsActive(x, y)
|
||||
if self.grid[y] ~= nil then
|
||||
return (self.grid[y][x] == 1)
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function Cursor:getGrid()
|
||||
if (self.isActive) then
|
||||
return self.grid
|
||||
else
|
||||
return maputils.newFullMap()
|
||||
end
|
||||
end
|
||||
|
||||
function Cursor:resetGrid()
|
||||
self.grid = EmptyGrid
|
||||
end
|
||||
|
||||
function Cursor:unset()
|
||||
self.isActive = false
|
||||
end
|
||||
|
||||
function Cursor:update(dt)
|
||||
if (self.isActive) then
|
||||
local keys = self.scene:getKeys(1)
|
||||
|
||||
if (keys["up"].isPressed) then
|
||||
dy = math.max(self.y - 1, 1)
|
||||
if (self.grid[dy][self.x] == 1) then
|
||||
self.y = dy
|
||||
end
|
||||
end
|
||||
if (keys["down"].isPressed) then
|
||||
dy = math.min(self.y + 1, 7)
|
||||
if (self.grid[dy][self.x] == 1) then
|
||||
self.y = dy
|
||||
end
|
||||
end
|
||||
if (keys["left"].isPressed) then
|
||||
dx = math.max(self.x - 1, 1)
|
||||
if (self.grid[self.y][dx] == 1) then
|
||||
self.x = dx
|
||||
end
|
||||
end
|
||||
if (keys["right"].isPressed) then
|
||||
dx = math.min(self.x + 1, 12)
|
||||
if (self.grid[self.y][dx] == 1) then
|
||||
self.x = dx
|
||||
end
|
||||
end
|
||||
|
||||
if (keys["A"].isPressed) then
|
||||
self.world:sendSignalToCurrentBattler()
|
||||
end
|
||||
|
||||
self.tx = (self.tx) + ((self.x) - (self.tx)) * dt*30
|
||||
self.ty = (self.ty) + ((self.y) - (self.ty)) * dt*30
|
||||
-- test
|
||||
--game
|
||||
end
|
||||
end
|
||||
|
||||
function Cursor:drawBottom()
|
||||
|
||||
if (self.isActive) then
|
||||
local x, y, frame
|
||||
x, y = maputils.gridToPixel(self.tx, self.ty, true)
|
||||
|
||||
self.assets.sprites["cursorground"]:drawAnimation(x, y, 0, 1, 1, 14, 6)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function Cursor:drawTop()
|
||||
|
||||
if (self.isActive) then
|
||||
local x, y
|
||||
x, y = maputils.gridToPixel(self.tx, self.ty, true)
|
||||
|
||||
self.assets.images["cursorpeak"]:draw(x, y - 24, 0, 1, 1, 7, 26)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return Cursor
|
|
@ -1,34 +0,0 @@
|
|||
local Entity = require("scenes.battlesystem.entities.base")
|
||||
local Actor = Entity:extend()
|
||||
|
||||
function Actor:new(controller, x, y, z)
|
||||
Actor.super.new(self, controller, x, y, z)
|
||||
|
||||
self.isActor = true
|
||||
self.speed = 3
|
||||
self.isActive = false
|
||||
self.debugActiveTimer = 0
|
||||
end
|
||||
|
||||
function Actor:setActive()
|
||||
core.debug:print("cbs/actor","actor " .. self.id .. " is active")
|
||||
self.isActive = true
|
||||
self.debugActiveTimer = 0
|
||||
end
|
||||
|
||||
function Actor:update(dt)
|
||||
if (self.isActive) then
|
||||
self.debugActiveTimer = self.debugActiveTimer + dt
|
||||
if self.debugActiveTimer >= 0.5 then
|
||||
self.controller.actormanager:switchActiveActor()
|
||||
--self.controller.actormanager.turns.changeActor = false
|
||||
self.isActive = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Actor:validateAction()
|
||||
|
||||
end
|
||||
|
||||
return Actor
|
|
@ -1,65 +0,0 @@
|
|||
local BaseEntity = Object:extend() -- On créer la classe des entitées, c'est la classe de base
|
||||
|
||||
function BaseEntity:new(controller, x, y, z)
|
||||
self.depth = 0
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.z = z or 0
|
||||
self.direction = 1
|
||||
--self.id = self.world.creationID
|
||||
|
||||
self.controller = controller
|
||||
self.assets = self.controller.assets
|
||||
|
||||
self.isHero = false
|
||||
self.isActor = false
|
||||
self.isEnnemy = false
|
||||
|
||||
self:register()
|
||||
end
|
||||
|
||||
function BaseEntity:register()
|
||||
self.controller.battlearena:registerEntity(self)
|
||||
self.id = self.controller.battlearena.globalID
|
||||
end
|
||||
|
||||
function BaseEntity:setSprite(name, ox, oy, active)
|
||||
self.sprite = {}
|
||||
|
||||
self.sprite.name = name
|
||||
self.sprite.ox = ox or 0
|
||||
self.sprite.oy = oy or 0
|
||||
self.sprite.active = active or false
|
||||
end
|
||||
|
||||
function BaseEntity:drawSprite(tx, ty)
|
||||
utils.graphics.resetColor()
|
||||
|
||||
local x, y = self.controller.battlearena:gridToPixel(self.x, self.y, true)
|
||||
|
||||
local tx = tx or 0
|
||||
local ty = ty or 0
|
||||
|
||||
if (self.sprite.active) then
|
||||
self.assets.sprites[self.sprite.name]:drawAnimation(x + tx, y + ty, 0, self.direction, 1, self.sprite.ox, self.sprite.oy)
|
||||
end
|
||||
end
|
||||
|
||||
function BaseEntity:update(dt)
|
||||
-- lol
|
||||
end
|
||||
|
||||
function BaseEntity:draw()
|
||||
|
||||
end
|
||||
|
||||
function BaseEntity:drawShadow()
|
||||
local x, y = self.controller.battlearena:gridToPixel(self.x, self.y, true)
|
||||
self.controller.assets.images["actorsShadow"]:draw(x, y, 0, 1, 1, 12, 5)
|
||||
end
|
||||
|
||||
function BaseEntity:drawHUD()
|
||||
|
||||
end
|
||||
|
||||
return BaseEntity
|
|
@ -1,8 +0,0 @@
|
|||
local entities = {}
|
||||
|
||||
local baseURI = "scenes.battlesystem.entities."
|
||||
|
||||
entities.Character = require(baseURI .. "character")
|
||||
entities.Ennemy = require(baseURI .. "ennemy")
|
||||
|
||||
return entities
|
|
@ -2,11 +2,8 @@ local Scene = require "core.modules.scenes"
|
|||
|
||||
local BattleSystem = Scene:extend()
|
||||
|
||||
local BattleArena = require "scenes.battlesystem.controller.battlearena"
|
||||
local ActorManager = require "scenes.battlesystem.controller.actors"
|
||||
local HUD = require "scenes.battlesystem.controller.hud"
|
||||
local Cursor = require "scenes.battlesystem.controller.cursor"
|
||||
local MenuSystem = require "scenes.battlesystem.controller.menu"
|
||||
local World = require "scenes.battlesystem.world"
|
||||
local MenuSystem = require "scenes.battlesystem.menu"
|
||||
|
||||
local gui = require "game.modules.gui"
|
||||
|
||||
|
@ -24,27 +21,18 @@ end
|
|||
|
||||
function BattleSystem:initManagers()
|
||||
self.datas = {}
|
||||
self.battlearena = BattleArena(self)
|
||||
self.actormanager = ActorManager(self)
|
||||
self.cursor = Cursor(self)
|
||||
self.world = World(self)
|
||||
self.menu = MenuSystem(self)
|
||||
end
|
||||
|
||||
function BattleSystem:update(dt)
|
||||
self.battlearena:update(dt)
|
||||
self.cursor:update(dt)
|
||||
|
||||
self.actormanager:update(dt)
|
||||
self.world:update(dt)
|
||||
end
|
||||
|
||||
function BattleSystem:draw()
|
||||
self.battlearena:draw()
|
||||
self.cursor:drawBottom()
|
||||
self.battlearena:drawEntities()
|
||||
self.cursor:drawTop()
|
||||
self.world:draw()
|
||||
|
||||
love.graphics.draw(self.frame, 424, 20, 0, -1, -1)
|
||||
self.actormanager:draw()
|
||||
end
|
||||
|
||||
function BattleSystem:exit()
|
||||
|
|
134
sonic-radiance.love/scenes/battlesystem/map.lua
Normal file
134
sonic-radiance.love/scenes/battlesystem/map.lua
Normal file
|
@ -0,0 +1,134 @@
|
|||
local Map = Object:extend()
|
||||
|
||||
local maputils = require "scenes.battlesystem.utils"
|
||||
|
||||
function Map:new(world, type, terrain)
|
||||
self.world = world
|
||||
self.assets = self.world.assets
|
||||
self.scene = self.world.scene
|
||||
|
||||
self.datas = {}
|
||||
self.datas.type = type or "city"
|
||||
self.datas.terrains = terrain or maputils.newEmptyMap()
|
||||
|
||||
local zones = require "datas.gamedata.maps.shoot.zones"
|
||||
local datas = zones[self.datas.type]
|
||||
self.datas.background = datas.background
|
||||
self.datas.tiles = datas.tiles
|
||||
self.datas.borders = datas.borders
|
||||
|
||||
local backpath = "assets/backgrounds/parallax/" .. self.datas.background
|
||||
self.assets:addImage("back1", backpath .. "-back.png")
|
||||
self.assets:addImage("back2", backpath .. "-fore.png")
|
||||
self.assets:addImage("cliff", backpath .. "-cliff.png")
|
||||
end
|
||||
|
||||
-- GET FUNCTIONS
|
||||
-- Get information from the map
|
||||
|
||||
function Map:getTerrain(x, y)
|
||||
if self.datas.terrains[y] ~= nil then
|
||||
return self.datas.terrains[y][x]
|
||||
else
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
function Map:isInGrid(x, y)
|
||||
return ( self:getTerrain(x, y) ~= nil )
|
||||
end
|
||||
|
||||
-- DRAW FUNCTIONS
|
||||
-- Draw the battle map
|
||||
|
||||
function Map:draw(activeGrid, effectGrid)
|
||||
self:drawBackgrounds()
|
||||
self:drawBorders()
|
||||
self:drawTerrains(activeGrid)
|
||||
if (effectGrid ~= nil) then
|
||||
self:drawEffectGrid(effectGrid)
|
||||
end
|
||||
end
|
||||
|
||||
function Map:drawBackgrounds()
|
||||
|
||||
local w, _ = core.screen:getDimensions()
|
||||
|
||||
local w2, h2 = self.assets.images["back1"]:getDimensions()
|
||||
local imax = math.ceil(w / w2) + 1
|
||||
for i=1, imax do
|
||||
self.assets.images["back1"]:draw((i-1)*w2, 0, 0, 1, 1)
|
||||
end
|
||||
|
||||
local w2, h2 = self.assets.images["back2"]:getDimensions()
|
||||
local imax = math.ceil(w / w2) + 1
|
||||
for i=1, imax do
|
||||
self.assets.images["back2"]:draw((i-1)*w2, maputils.CONST.STARTY-h2, 0, 1, 1)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function Map:drawBorders()
|
||||
local border = self.datas.borders + 1
|
||||
for i=1, 7 do
|
||||
self.assets.tileset["borders"]:drawTile(border, (i-1)*80, maputils.CONST.STARTY-10 , 0, 1, 1)
|
||||
self.assets.tileset["borders"]:drawTile(border, (i-1)*80, maputils.CONST.STARTY+20*7, 0, 1, 1)
|
||||
end
|
||||
end
|
||||
|
||||
function Map:drawTerrains(activeGrid)
|
||||
local vl, vhd, vd = 1, .7, .5
|
||||
local isActive = (activeGrid ~= nil)
|
||||
|
||||
|
||||
for i=1, 7 do
|
||||
for j= -2, 17 do
|
||||
local k = 1 + ((i + j) % 2)
|
||||
|
||||
local terrain = self:getTerrain(j, i)
|
||||
local x, y = maputils.gridToPixel(j, i, false)
|
||||
|
||||
if (terrain ~= nil) then
|
||||
if (isActive) then
|
||||
if (activeGrid[i][j] == 1) then
|
||||
love.graphics.setColor(vl, vl, vl, 1)
|
||||
else
|
||||
love.graphics.setColor(vhd, vhd, vhd, 1)
|
||||
end
|
||||
else
|
||||
love.graphics.setColor(vl, vl, vl, 1)
|
||||
end
|
||||
|
||||
self:drawTile(x, y, terrain, k)
|
||||
else
|
||||
love.graphics.setColor(vd, vd, vd, 1)
|
||||
self:drawTile(x, y, 0, k)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
function Map:drawTile(x, y, type, variant)
|
||||
if type == 0 then
|
||||
local tiles = self.datas.tiles*2 + variant
|
||||
self.assets.tileset["normaltiles"]:drawTile(tiles, x, y)
|
||||
else
|
||||
self.assets.tileset["sptiles"]:drawTile(type, x, y)
|
||||
end
|
||||
end
|
||||
|
||||
function Map:drawEffectGrid(effectGrid)
|
||||
for i=1,12 do
|
||||
for j=1,7 do
|
||||
if (effectGrid[i][j] == true) then
|
||||
local x, y = maputils.gridToPixel(i, j)
|
||||
self.assets.images["emptytile"]:draw(x, y)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return Map
|
|
@ -149,6 +149,7 @@ end
|
|||
|
||||
function CharMenuWidget:action()
|
||||
self.character:getSignal(self.menuname, self.label)
|
||||
self.scene:flushKeys()
|
||||
self.scene.menusystem:reset()
|
||||
end
|
||||
|
104
sonic-radiance.love/scenes/battlesystem/utils.lua
Normal file
104
sonic-radiance.love/scenes/battlesystem/utils.lua
Normal file
|
@ -0,0 +1,104 @@
|
|||
local maputils = {}
|
||||
|
||||
maputils.CONST = {}
|
||||
|
||||
maputils.CONST.STARTX = -8
|
||||
maputils.CONST.STARTY = 90
|
||||
|
||||
|
||||
function maputils.newEmptyMap()
|
||||
return {
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
{00,00,00,00,00,00,00,00,00,00,00,00},
|
||||
}
|
||||
end
|
||||
|
||||
function maputils.newFullMap()
|
||||
return {
|
||||
{01,01,01,01,01,01,01,01,01,01,01,01},
|
||||
{01,01,01,01,01,01,01,01,01,01,01,01},
|
||||
{01,01,01,01,01,01,01,01,01,01,01,01},
|
||||
{01,01,01,01,01,01,01,01,01,01,01,01},
|
||||
{01,01,01,01,01,01,01,01,01,01,01,01},
|
||||
{01,01,01,01,01,01,01,01,01,01,01,01},
|
||||
{01,01,01,01,01,01,01,01,01,01,01,01},
|
||||
}
|
||||
end
|
||||
|
||||
function maputils.isInMask(x, y, ox, oy, shape, size, direction)
|
||||
local direction = direction or 1
|
||||
local shape = shape or "point"
|
||||
if shape == "point" then
|
||||
return ((x == ox) and (y == oy))
|
||||
elseif shape == "square" then
|
||||
local x1 = ox - math.floor(size/2)
|
||||
local x2 = ox + math.ceil(size/2)
|
||||
|
||||
local y1 = oy - math.floor(size/2)
|
||||
local y2 = oy + math.ceil(size/2)
|
||||
return ((x >= x1) and (x <= x2) and (y >= y1) and (y <= y2))
|
||||
elseif shape == "circle" then
|
||||
local lenght = utils.math.pointDistance(x, y, ox, oy)
|
||||
return (lenght <= size)
|
||||
elseif shape == "fullheight" then
|
||||
local x2 = ox + (size*direction)
|
||||
return ((x >= ox) and (x <= x2))
|
||||
elseif shape == "fullwidth" then
|
||||
local y2 = oy + (size*direction)
|
||||
return ((y >= oy) and (y <= y2))
|
||||
elseif shape == "line" then
|
||||
local x2 = ox + (size*direction)
|
||||
return ((y == oy) and (x >= ox) and (x <= x2))
|
||||
elseif shape == "column" then
|
||||
local y2 = oy + (size*direction)
|
||||
return ((x == ox) and (y >= oy) and (y <= y2))
|
||||
elseif shape == "everything" then
|
||||
return true
|
||||
else
|
||||
if shape == nil then
|
||||
shape = "nil"
|
||||
end
|
||||
core.debug:warning("maputils", "shape " .. shape .. " doesn't exist")
|
||||
end
|
||||
end
|
||||
|
||||
function maputils.gridToPixel(x, y, center)
|
||||
local pixelx, pixely
|
||||
local center = center or false
|
||||
local x, y = x, y
|
||||
|
||||
if (center) then
|
||||
x = x + .5
|
||||
y = y + .5
|
||||
end
|
||||
|
||||
pixelx = maputils.CONST.STARTX + ((x-1) * 31) + ((y-1) * 10)
|
||||
pixely = maputils.CONST.STARTY + ((y-1) * 20)
|
||||
|
||||
return math.floor(pixelx), math.floor(pixely)
|
||||
end
|
||||
|
||||
function maputils.sortBattlers(a, b)
|
||||
local astats = a.actor:getStats()
|
||||
local bstats = b.actor:getStats()
|
||||
local aspeed = astats.speed / 1.5 * a.number
|
||||
local bspeed = bstats.speed / 1.5 * b.number
|
||||
|
||||
|
||||
if (aspeed == bspeed) then
|
||||
if (a.actor.isHero == b.actor.isHero) then
|
||||
return (a.actor.id > b.actor.id)
|
||||
else
|
||||
return a.actor.isHero
|
||||
end
|
||||
else
|
||||
return (aspeed > bspeed)
|
||||
end
|
||||
end
|
||||
|
||||
return maputils
|
248
sonic-radiance.love/scenes/battlesystem/world.lua
Normal file
248
sonic-radiance.love/scenes/battlesystem/world.lua
Normal file
|
@ -0,0 +1,248 @@
|
|||
local World = Object:extend()
|
||||
|
||||
local maputils = require "scenes.battlesystem.utils"
|
||||
local Map = require "scenes.battlesystem.map"
|
||||
local Cursor = require "scenes.battlesystem.cursor"
|
||||
|
||||
local POSITIONS = {
|
||||
{x = 3, y = 4},
|
||||
{x = 2, y = 2},
|
||||
{x = 2, y = 6},
|
||||
}
|
||||
|
||||
-- INIT FUNCTIONS
|
||||
-- Initialize the battle world
|
||||
|
||||
function World:new(scene, battlefile)
|
||||
self.scene = scene
|
||||
self.assets = scene.assets
|
||||
|
||||
self.obj = require "scenes.battlesystem.actors"
|
||||
|
||||
self.actors = {}
|
||||
self.globalID = 0
|
||||
|
||||
self.turns = {}
|
||||
self.turns.current = 1
|
||||
self.turns.number = 1
|
||||
self.turns.isFinished = true
|
||||
self.turns.changeBattler = true
|
||||
self.battlers = {}
|
||||
self.actionlist = {}
|
||||
|
||||
self.BattlerCursor = self.turns.current
|
||||
|
||||
self.heroNumber = 0
|
||||
self.ennNumber = 0
|
||||
|
||||
self.map = Map(self, "city")
|
||||
self.cursor = Cursor(self)
|
||||
|
||||
self:initHeroes()
|
||||
self:initEnnemies()
|
||||
end
|
||||
|
||||
function World:initHeroes(battlefile)
|
||||
for i, hero in ipairs(game.characters.team) do
|
||||
self:addHero(POSITIONS[i].x, POSITIONS[i].y, hero, i)
|
||||
end
|
||||
end
|
||||
|
||||
function World:initEnnemies(battlefile)
|
||||
self:addEnnemy(10, 3, "motobug")
|
||||
self:addEnnemy(10, 5, "motobug")
|
||||
end
|
||||
|
||||
function World:registerActor(actor)
|
||||
self.globalID = self.globalID + 1
|
||||
|
||||
table.insert(self.actors, actor)
|
||||
actor.id = self.globalID
|
||||
end
|
||||
|
||||
-- INFO FUNCTIONS
|
||||
-- Get info from the world
|
||||
|
||||
function World:caseIsEmpty(x, y)
|
||||
local isEmpty = true
|
||||
|
||||
for i, actor in ipairs(self.actors) do
|
||||
if (actor.x == x) and (actor.y == y) then
|
||||
isEmpty = false
|
||||
else
|
||||
isEmpty = true
|
||||
end
|
||||
end
|
||||
|
||||
return isEmpty
|
||||
end
|
||||
|
||||
function World:getActorInCase(x, y)
|
||||
for i, actor in ipairs(self.actors) do
|
||||
if (actor.x == x) and (actor.y == y) then
|
||||
core.debug:print("cbs/world", "one actor found in case <" .. x .. ";" .. y .. ">")
|
||||
return actor
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
-- BATTLER FUNCTIONS
|
||||
-- Handle the actual battle participants
|
||||
|
||||
function World:addHero(x, y, id)
|
||||
self.heroNumber = self.heroNumber + 1
|
||||
local hero = self.obj.Hero(self, x, y, id, self.heroNumber)
|
||||
|
||||
table.insert(self.battlers, hero)
|
||||
end
|
||||
|
||||
function World:addEnnemy(x, y, id)
|
||||
self.ennNumber = self.ennNumber + 1
|
||||
local enn = self.obj.Ennemy(self, x, y, id, self.ennNumber)
|
||||
|
||||
table.insert(self.battlers, enn)
|
||||
end
|
||||
|
||||
function World:generateActionList()
|
||||
self.actionlist = {}
|
||||
|
||||
for i,v in ipairs(self.battlers) do
|
||||
for i=1, v.actionPerTurn do
|
||||
local action = {}
|
||||
action.actor = v
|
||||
action.number = i
|
||||
table.insert(self.actionlist, action)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function World:countHeroes()
|
||||
local count = 0
|
||||
|
||||
for i, battler in ipairs(self.battlers) do
|
||||
if (battler.isHero) then
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
|
||||
return count
|
||||
end
|
||||
|
||||
function World:countEnnemies()
|
||||
local count = 0
|
||||
|
||||
for i, battler in ipairs(self.battlers) do
|
||||
if (battler.isEnnemy) then
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
|
||||
return count
|
||||
end
|
||||
|
||||
-- UPDATE FUNCTION
|
||||
-- Update all actors
|
||||
|
||||
function World:update(dt)
|
||||
for i, actor in ipairs(self.actors) do
|
||||
actor:update(dt)
|
||||
end
|
||||
|
||||
self:updateTurns(dt)
|
||||
self:moveBattleCursor(dt)
|
||||
|
||||
self.cursor: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: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.turns.isFinished) or (self.turns.current >= #self.actionlist) then
|
||||
self.turns.current = 1
|
||||
self.turns.isFinished = false
|
||||
self.turns.number = self.turns.number + 1
|
||||
self:recalculateTurns()
|
||||
else
|
||||
self.turns.current = self.turns.current + 1
|
||||
end
|
||||
|
||||
self.actionlist[self.turns.current].actor:setActive()
|
||||
self.turns.changeBattler = false
|
||||
end
|
||||
|
||||
function World:sendSignalToCurrentBattler()
|
||||
self.actionlist[self.turns.current].actor:validateAction()
|
||||
end
|
||||
|
||||
|
||||
-- DRAW FUNCTION
|
||||
-- Draw the world
|
||||
|
||||
function World:draw()
|
||||
local activeGrid = self.cursor:getGrid()
|
||||
|
||||
self.map:draw(activeGrid)
|
||||
self.cursor:drawBottom()
|
||||
self:drawShadows()
|
||||
self:drawActors()
|
||||
self.cursor:drawTop()
|
||||
|
||||
self:drawHUD()
|
||||
end
|
||||
|
||||
function World:drawActors()
|
||||
for i, actor in ipairs(self.actors) do
|
||||
actor:draw()
|
||||
end
|
||||
end
|
||||
|
||||
function World:drawShadows()
|
||||
for i, actor in ipairs(self.actors) do
|
||||
actor:drawShadow()
|
||||
end
|
||||
end
|
||||
|
||||
function World:drawHUD()
|
||||
for i,v in ipairs(self.actionlist) do
|
||||
v.actor:drawIcon(4 + (i-1)*(20), 6)
|
||||
end
|
||||
local cursorx = self.BattlerCursor * 20 - 6
|
||||
|
||||
self.assets.images["menucursor"]:draw(cursorx, 26, math.rad(-90), 1, 1, 4, 8)
|
||||
|
||||
for i,v in ipairs(self.battlers) do
|
||||
v:drawHUD()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
return World
|
Loading…
Reference in a new issue