feat(cbs): add a skill system, and adapt the basic attack to use it

This commit is contained in:
Kazhnuz 2019-08-18 19:02:14 +02:00
parent 1217ec0d10
commit 56e9af6ac3
8 changed files with 212 additions and 14 deletions

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@ -0,0 +1,18 @@
return {
metadata = {
height = 32,
width = 32,
defaultAnim = "default",
ox = 16,
oy = 32,
},
animations = {
["default"] = {
startAt = 1,
endAt = 5,
loop = 1,
speed = 15,
pauseAtEnd = false,
},
}
}

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@ -0,0 +1,53 @@
-- A basic file describing the basic attack, in order to make it customizable one
-- day ?
-- Also serve as a tutoriel for how to create a file attack and choregraphy
return {
name = "Attack", -- unused for this attack, but still usefull sometimes
cost = 00, -- the pp cost of the attack. Will be ignored if it's set
-- as character default attack
target = nil, -- which area can be selected as a target with the cursor.
-- if not nil : {ox, oy, shape, size, affectedByDirection}
targetNumber = 1, -- how many ennemy you can target with the attack.
effectArea = {1, 0, "point", 1, true}, -- which area is affected by the attack
-- if not nil : {ox, oy, shape, size, affectedByDirection}
choregraphy = { -- the main attack choregraphy
{'setAnimation', 'hit1', true},
{'addGFX', 'hitGFX', 0.75, 0, true, false},
{'sendDamage', 33, 100, false, false},
{'setAnimation', 'hit2', true},
{'addGFX', 'hitGFX', 0.75, 0, true, false},
{'sendDamage', 33, 100, false, false},
{'setAnimation', 'hit3', true},
{'addGFX', 'hitGFX', 0.75, 0, true, false},
{'sendDamage', 33, 100, false, false},
{'setAnimation', 'idle', false},
{'wait', 0.5}
},
onContact = { -- if the attack move and touch multiple ennemies, you can add
-- specific effect when you touch the ennemy.
},
}
--[[
CHOREGRAPHY POSSIBLE EFFECTS
-- "wait" :: Simply wait before doing the next command
-- :: {"wait", duration}
-- "setAnimation" :: Change the animation of the battler
-- {"setAnimation", animation, blockProcess}
-- "addGFX" :: Show a GFX relatively to the target position
-- :: (player if target is nil)
-- :: {"addGFX", "gfxname", x, y, affectedByDirection, blockProcess}
-- "sendDamage" :: Send Damage on the whole target Area
-- ::
-- :: {"sendDamage", damageEffect, accuracy, isSpecial, isAerial}
]]

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@ -0,0 +1,29 @@
local Parent = require("scenes.battlesystem.actors.parent")
local GFX = Parent:extend()
function GFX:new(world, x, y, z, spritename, creator, blockProcess)
local width, height = world.assets.sprites[spritename]:getDimensions()
GFX.super.new(self, world, x, y, z)
self:setSprite(spritename, width/2, height, true)
self:cloneSprite()
self.creator = creator
self.blockProcess = blockProcess or false
self.direction = 1
end
function GFX:animationEnded(animation)
core.debug:print("gfx", 'Current animation "' .. animation .. '" have ended, destroying gfx')
self:destroy()
end
function GFX:draw()
self:drawSprite()
end
function GFX:drawShadow()
end
return GFX

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@ -24,6 +24,7 @@ function Hero:new(world, x, y, charid, charnumber)
self.actionPerTurn = game.characters.list[self.charid].turns
self:initSprite()
self:initChoregraphySystem()
end
-- INFO FUNCTIONS
@ -58,6 +59,11 @@ function Hero:update(dt)
Hero.super.update(self, dt)
self.keys = self.scene:getKeys(1)
if (self.isChoregraphyActive) then
self:updateChoregraphy()
end
if (self.currentAction == "moving") then
self:updateMoving(dt)
elseif (self.currentAction == "selectAttack") then
@ -148,7 +154,8 @@ function Hero:receiveSignal(action_type, id)
self.turnAction = "defend"
self:switchActiveBattler( )
elseif (action_type == "attack") then
self:changeAnimation("hit1")
--self:changeAnimation("hit1")
self:startChoregraphy("attack")
else
self:switchActiveBattler( )
end
@ -163,6 +170,8 @@ end
function Hero:timerResponse(timer)
if timer == "switchActiveBattler" then
self.world:switchActiveBattler()
elseif timer == "wait" then
self.choregraphy.changeAction = true
end
end
@ -183,6 +192,101 @@ function Hero:switchActiveBattler()
self.tweens:newTimer(0.15, "switchActiveBattler")
end
-- CHOREGRAPHY FUNCTIONS
-- All functions related to the choregraphy system
function Hero:initChoregraphySystem()
self.choregraphy = {}
self.choregraphy.current = 0
self.choregraphy.isFinished = false
self.choregraphy.changeAction = true
self.choregraphy.data = {}
self.choregraphy.effectArea = nil
self.choregraphy.dx = self.x
self.choregraphy.dy = self.y
self.choregraphy.blockedBy = ""
self.isChoregraphyActive = false
end
function Hero:startChoregraphy(skill, dx, dy)
local skill = require("datas.gamedata.skills." .. skill)
self.choregraphy.current = 0
self.choregraphy.isFinished = false
self.choregraphy.changeAction = true
self.choregraphy.data = skill.choregraphy
self.choregraphy.effectArea = skill.effectArea
self.choregraphy.dx = dx or self.x
self.choregraphy.dy = dy or self.y
self.isChoregraphyActive = true
end
function Hero:updateChoregraphy(dt)
if (self.choregraphy.changeAction) then
self:switchAction()
end
end
function Hero:switchAction()
self.choregraphy.current = self.choregraphy.current + 1
local nextAction = self.choregraphy.data[self.choregraphy.current]
if nextAction == nil then
self.isChoregraphyActive = false
self:switchActiveBattler()
else
self:doChoregraphyAction(nextAction)
end
end
function Hero:doChoregraphyAction(choregraphyAction)
local type = choregraphyAction[1] or "unknown"
self.choregraphy.changeAction = true
if type == "wait" then
local duration = choregraphyAction[2] or 1
self:wait(duration)
elseif type == "setAnimation" then
local animation = choregraphyAction[2]
local blockProcess = choregraphyAction[3]
self:changeAnimation(animation)
if (blockProcess) then
self.choregraphy.blockedBy = animation
self.choregraphy.changeAction = false
end
elseif type == "sendDamage" then
local xx = self.x + self.direction
local yy = self.y
local power = choregraphyAction[2]
local accuracy = choregraphyAction[3]
local isSpecial = choregraphyAction[4]
local isAerial = choregraphyAction[5]
self:sendDamage(xx, yy, power, accuracy, isSpecial, isAerial)
elseif type == "addGFX" then
local sprite = choregraphyAction[2]
local dx = choregraphyAction[3]
local dy = choregraphyAction[4]
local affectedByDirection = choregraphyAction[5]
if (affectedByDirection) then
dx = dx * self.direction
end
local blockProcess = choregraphyAction[6]
local x = self.x
local y = self.y
local z = 0
self.world.obj.GFX(self.world, x + dx, y + dy, z, sprite, self, blockProcess)
else
core.debug:warning("cbs/hero", "unknown action type " .. type)
end
end
function Hero:wait(time)
self.tweens:newTimer(time, "wait")
self.choregraphy.changeAction = false
end
-- SPRITE FUNCTIONS
-- Handle the hero sprite
@ -195,17 +299,9 @@ function Hero:initSprite()
end
function Hero:animationEnded(animation)
if (animation == "hit1") then
self:sendDamage(self.x + self.direction, self.y, 33, 100, false, false)
self:changeAnimation("hit2")
elseif (animation == "hit2") then
self:sendDamage(self.x + self.direction, self.y, 33, 100, false, false)
self:changeAnimation("hit3")
elseif (animation == "hit3") then
self:sendDamage(self.x + self.direction, self.y, 33, 100, false, false)
core.debug:print("cbs/hero", "normal combo finished, switching actor")
self:changeAnimation("idle")
self:switchActiveBattler( )
if (animation == self.choregraphy.blockedBy) then
self.choregraphy.blockedBy = ""
self.choregraphy.changeAction = true
end
end

View file

@ -4,5 +4,6 @@ local baseURI = "scenes.battlesystem.actors."
entities.Hero = require(baseURI .. "hero")
entities.Ennemy = require(baseURI .. "ennemy")
entities.GFX = require(baseURI .. "gfx")
return entities

View file

@ -6,7 +6,8 @@ return {
{"borders", "assets/backgrounds/borders"},
},
["sprites"] = {
{"cursorground", "assets/gui/cursor/ground"}
{"cursorground", "assets/gui/cursor/ground"},
{"hitGFX", "assets/sprites/gfx/hit"},
},
["textures"] = {
{"menucursor", "assets/gui/cursor-menulist.png"},