improvement: port the selection to guisystem
It's a special guiElement, as it's not drawn by the GUISystem, but the input handling code is usefull.
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2932a7d85a
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2 changed files with 24 additions and 29 deletions
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@ -12,15 +12,11 @@ function HeroFighter:new(owner, character, id)
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self:initVoices()
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self:initVoices()
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self.selection = nil
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self.exp = self.abstract.exp
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self.exp = self.abstract.exp
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end
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end
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function HeroFighter:update(dt)
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function HeroFighter:update(dt)
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HeroFighter.super.update(self, dt)
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HeroFighter.super.update(self, dt)
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if (self.selection ~= nil) then
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self.selection:update(dt)
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end
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end
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end
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function HeroFighter:getAbstract()
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function HeroFighter:getAbstract()
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@ -72,9 +68,9 @@ function HeroFighter:verifyTargets()
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if (needTarget) then
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if (needTarget) then
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if (targetEnnemies) then
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if (targetEnnemies) then
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self.selection = SelectionSystem(self, self.owner.turnSystem.ennemies, true)
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SelectionSystem(self, self.owner.turnSystem.ennemies, true)
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else
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else
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self.selection = SelectionSystem(self, self.owner, false)
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SelectionSystem(self, self.owner, false)
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end
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end
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else
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else
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self.action:start()
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self.action:start()
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@ -87,7 +83,6 @@ function HeroFighter:attack()
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end
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end
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function HeroFighter:receiveTarget(target)
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function HeroFighter:receiveTarget(target)
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self.selection = nil
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if (self.action ~= nil) then
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if (self.action ~= nil) then
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self.action:setTarget(target)
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self.action:setTarget(target)
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self.action:start()
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self.action:start()
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@ -96,7 +91,6 @@ end
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function HeroFighter:goBackToMenu()
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function HeroFighter:goBackToMenu()
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self.turnSystem.scene.gui:setFocus("battleMenu")
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self.turnSystem.scene.gui:setFocus("battleMenu")
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self.selection = nil
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end
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end
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-- LIFE functions
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-- LIFE functions
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@ -1,45 +1,42 @@
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local SelectionSystem = Object:extend()
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local GuiElement = require "birb.modules.gui.elements.parent"
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local SelectionSystem = GuiElement:extend()
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function SelectionSystem:new(owner, fighterSide, onlyAlive)
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function SelectionSystem:new(owner, fighterSide, onlyAlive)
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SelectionSystem.super.new(self, "selection", 0, 0, 1, 1)
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self.fighterList = fighterSide:getTargets(onlyAlive)
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self.fighterList = fighterSide:getTargets(onlyAlive)
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self.owner = owner
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self.owner = owner
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self.assets = self.owner.assets
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self.assets = self.owner.assets
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self.selectedTarget = 1
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self.selectedTarget = 1
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self:updateTarget()
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self:getFocus()
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end
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end
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function SelectionSystem:update(dt)
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function SelectionSystem:keypressed(key)
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--Faire en sorte que cela permette de choisir la cible
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if (key == "A") then
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local keys = self.owner.turnSystem.scene:getKeys(1)
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self.assets.sfx["mSelect"]:play()
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self:purgeTarget()
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self:selectTarget()
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if (keys["up"].isPressed) then
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elseif (key == "B") then
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self.assets.sfx["mBack"]:play()
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self:goBack()
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elseif (key == "up") then
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self:purgeTarget()
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if (self.selectedTarget == 1) then
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if (self.selectedTarget == 1) then
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self.selectedTarget = #self.fighterList
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self.selectedTarget = #self.fighterList
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else
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else
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self.selectedTarget = self.selectedTarget - 1
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self.selectedTarget = self.selectedTarget - 1
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end
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end
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self.assets.sfx["mBeep"]:play()
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self.assets.sfx["mBeep"]:play()
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end
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self:updateTarget()
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if (keys["down"].isPressed) then
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elseif (key == "down") then
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self:purgeTarget()
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if (self.selectedTarget == #self.fighterList) then
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if (self.selectedTarget == #self.fighterList) then
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self.selectedTarget = 1
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self.selectedTarget = 1
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else
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else
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self.selectedTarget = self.selectedTarget + 1
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self.selectedTarget = self.selectedTarget + 1
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end
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end
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self.assets.sfx["mBeep"]:play()
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self.assets.sfx["mBeep"]:play()
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self:updateTarget()
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end
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end
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self:updateTarget()
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if (keys["A"].isPressed) then
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self.assets.sfx["mSelect"]:play()
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self:selectTarget()
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end
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if (keys["B"].isPressed) then
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self.assets.sfx["mBack"]:play()
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self:goBack()
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end
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end
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end
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function SelectionSystem:purgeTarget()
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function SelectionSystem:purgeTarget()
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@ -53,11 +50,15 @@ function SelectionSystem:updateTarget()
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end
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end
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function SelectionSystem:selectTarget()
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function SelectionSystem:selectTarget()
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self:looseFocus()
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self:destroy()
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self:purgeTarget()
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self:purgeTarget()
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self.owner:receiveTarget(self.fighterList[self.selectedTarget])
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self.owner:receiveTarget(self.fighterList[self.selectedTarget])
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end
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end
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function SelectionSystem:goBack()
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function SelectionSystem:goBack()
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self:looseFocus()
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self:destroy()
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self:purgeTarget()
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self:purgeTarget()
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self.owner:goBackToMenu()
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self.owner:goBackToMenu()
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end
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end
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