chore: remove old choregraphy system from heroes' actors

This commit is contained in:
Kazhnuz 2020-07-25 08:43:15 +02:00
parent eec4ef060b
commit 4f024dbb39

View file

@ -14,7 +14,6 @@ function Hero:new(world, x, y, owner, charnumber)
self:initMovementSystem() self:initMovementSystem()
self:initSprite() self:initSprite()
self:initChoregraphySystem()
self.side = "heroes" self.side = "heroes"
end end
@ -27,8 +26,6 @@ function Hero:update(dt)
-- Calculate speed to calculate animation speed -- Calculate speed to calculate animation speed
self:updateSpeed(dt) self:updateSpeed(dt)
self:updateChoregraphy(dt)
self.xprevious = self.x self.xprevious = self.x
self.yprevious = self.y self.yprevious = self.y
self.zprevious = self.z self.zprevious = self.z
@ -152,114 +149,25 @@ function Hero:applyMotion(dt)
end end
end end
-- SIGNAL FUNCTIONS
-- All functions related to signal receiving
function Hero:receiveSignal(action_type, id)
if id == nil then
core.debug:print("battler/hero", "action selected : " .. action_type)
else
core.debug:print("battler/hero", "action selected : " .. action_type .. " (" .. id .. ")")
end
if (action_type == "defend") then
self.turnAction = "defend"
self:switchActiveBattler( )
elseif (action_type == "attack") then
--self:changeAnimation("hit1")
self:attack()
elseif (action_type == "skill") then
self.world.cursor:unset( )
self:useSkill(id, self.world.cursor.x, self.world.cursor.y)
elseif (action_type == "cursorMove") then
if (self.x ~= self.world.cursor.x) or (self.y ~= self.world.cursor.y) then
self:changeAnimation("walk", true)
self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove', 1)
self.assets.sfx["woosh"]:play()
else
self.world:resetActiveGrid()
self.scene.menu:set( self )
end
self.world.cursor:unset( )
else
self:switchActiveBattler( )
end
end
function Hero:positionSelected(x, y)
self:changeAnimation("walk", true)
self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove', 1)
self.assets.sfx["woosh"]:play()
end
function Hero:receiveBackSignal()
self.world.cursor:set(self.x, self.y, "cursorMove")
if (self.x ~= self.startx) or (self.y ~= self.starty) then
self.world.cursor:set(self.x, self.y, "cursorMove")
self.assets.sfx["woosh"]:play()
self:changeAnimation("walk")
end
end
function Hero:timerResponse(timer)
if timer == "switchActiveBattler" then
self.scene.turns:nextAction()
elseif timer == "wait" then
self.choregraphy.changeAction = true
elseif timer == "cursorMove" then
self:changeAnimation("idle")
self.world:resetActiveGrid()
self.scene.menu:set( self )
elseif timer == 'backMove' then
self:changeAnimation("idle")
self.direction = self.directionPrevious
elseif timer == 'action_jumpBack' then
self.unlockDirection = true
self:unblockChoregraphy()
elseif timer == self.choregraphy.blockedBy then
self:unblockChoregraphy()
end
end
-- ACTION FUNCTIONS
-- All functions related to actions
function Hero:switchActiveBattler()
print("Switching Active Battler")
self.tweens:newTimer(0.15, "switchActiveBattler")
end
-- CHOREGRAPHY FUNCTIONS -- CHOREGRAPHY FUNCTIONS
-- All functions related to the choregraphy system -- All functions related to the choregraphy system
function Hero:initChoregraphySystem() function Hero:blockChoregraphy(isBlocking, currentlyBlocking, blockedBy)
self.choregraphy = ChoregraphySystem(self) if (isBlocking) then
self.blockingChoregraphy = nil self.currentlyBlocking = currentlyBlocking
end self.blockedBy = blockedBy
function Hero:attack(id, dx, dy)
local skill = game.skills:getSkillData("attack")
self.choregraphy:start(skill, dx, dy)
end
function Hero:useSkill(id, dx, dy)
local skill = game.skills:getSkillData(id)
self:setPP(skill.cost * -1, true)
self.choregraphy:start(skill, dx, dy)
end
function Hero:updateChoregraphy(dt)
self.choregraphy:update(dt)
end
function Hero:blockChoregraphy(isBlocked, blockedBy)
if (isBlocked) then
self.blockingChoregraphy = blockedBy
end end
end end
function Hero:unblockChoregraphy() function Hero:unblockChoregraphy()
self.choregraphy:endAction() self.currentlyBlocking:finish()
self.blockingChoregraphy = "" self.currentlyBlocking = nil
end
function Hero:receiveSignal(signal)
if (self.currentlyBlocking ~= nil) then
self:unblockChoregraphy()
end
end end
-- ASSETS FUNCTIONS -- ASSETS FUNCTIONS
@ -274,7 +182,7 @@ function Hero:initSprite()
end end
function Hero:animationEnded(animation) function Hero:animationEnded(animation)
if (animation == self.blockingChoregraphy) then if (self.currentlyBlocking ~= nil and self.blockedBy=="animation") then
self:unblockChoregraphy() self:unblockChoregraphy()
end end
end end