fix: fix crashed in old cbs system
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6fa7180d7a
commit
6c91fbe9ef
8 changed files with 25 additions and 14 deletions
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@ -81,7 +81,7 @@ end
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-- Manage pressed keys
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function InputManager:flushKeys()
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for i,v in ipairs(self.sources) do
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for i, source in ipairs(self.sources) do
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source:flushKeys()
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end
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end
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@ -136,16 +136,15 @@ end
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function Scene:setKeys()
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if (self.inputLocked) then
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self.sources = core.input.fakesources
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self.inputLockedTimer = self.inputLockedTimer - 1
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if (self.inputLockedTimer <= 0 ) then
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self.inputLocked = false
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end
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self.menusystem.keys = self.sources[1].fakekeys
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else
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self.sources = core.input.sources
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self.menusystem.keys = self.sources[1].keys
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end
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self.menusystem.keys = self.sources[1].keys
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end
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function Scene:getKeys(sourceid)
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@ -4,6 +4,7 @@ return {
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class = "speedster",
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speed = 5,
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jump = 3,
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turns = 3,
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startlevel = 1,
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@ -8,4 +8,5 @@ return {
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technic = 50, -- How much items & wisps will be powerfull for this character.
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mind = 50, -- Magic defense.
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luck = 50, -- Critical hits and stuff like that.
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speed = 50, -- Où le personnage se trouve dans le tour.
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}
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@ -35,7 +35,7 @@ end
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function CharacterManager:init()
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for k, v in pairs(self.namelist) do
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local dir = "datas/gamedata/characters/" .. v .. ".lua"
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local dir = "datas/gamedata/characters/" .. v .. "/init.lua"
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local fileinfo = love.filesystem.getInfo(dir)
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if fileinfo ~= nil then
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self:initCharacter(v)
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@ -45,7 +45,13 @@ end
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function CharacterManager:getCharacterData(charname)
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-- va eprmettre de récupérer les données d'un personnage
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return require("datas.gamedata.characters." .. charname)
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local charfolder = "datas.gamedata.characters." .. charname
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local character = require(charfolder)
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character.base_stats = require(charfolder .. ".stats")
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character.inventory = require(charfolder .. ".inventory")
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character.skills = require(charfolder .. ".skills")
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return character
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end
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function CharacterManager:initCharacter(id)
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@ -63,7 +69,6 @@ function CharacterManager:initCharacter(id)
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stats.technic = character.base_stats.technic
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stats.mind = character.base_stats.mind
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stats.speed = character.base_stats.speed
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stats.turns = character.base_stats.turns
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character.stats = stats
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self.list[id] = character
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@ -131,7 +136,7 @@ function CharacterManager:getSkillList(id)
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local character = self.list[id]
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local learnedlist = {}
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for i, v in ipairs(character.skill_list) do
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for i, v in ipairs(character.skills) do
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local tech_name, tech_level, isLearned = v[1], v[2], false
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if tech_level <= character.stats.level then
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@ -30,7 +30,7 @@ function love.load()
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core = Core(true)
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game = Game()
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scenes.test()
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scenes.cbs()
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end
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function love.update(dt)
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@ -101,7 +101,7 @@ function Cursor:update(dt)
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if (self.frame >= 4) then
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self.frame = 1
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end
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local keys = self.controller.keys
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local keys = self.controller.sources[1].keys
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if (keys["up"].isPressed) then
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dy = math.max(self.y - 1, 1)
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@ -14,8 +14,8 @@ function Character:new(controller, x, y, charid)
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err("FATAL ERROR: charid not set")
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end
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self.charid = charid
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self.actionPerTurn = game.characters.list[self.charid].base_stats.turns
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self.assets:addSprite(charid, "assets/sprites/characters/" .. charid)
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self.actionPerTurn = game.characters.list[self.charid].turns
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self.assets:addSprite(charid, "datas/gamedata/characters/" .. charid .. "/sprites")
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self.assets.sprites[self.charid]:setCustomSpeed(16)
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self:setAnimation("idle")
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self:setSprite(charid, 32, 48, true)
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@ -41,6 +41,10 @@ end
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function Character: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.startx, self.starty = self.x, self.y
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self.controller.cursor:set(self.startx, self.starty)
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@ -50,6 +54,7 @@ function Character:setActive()
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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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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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@ -74,7 +79,7 @@ function Character:update(dt)
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end
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elseif (self.currentAction == "selectAttack") then
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if (self.controller.keys["B"].isPressed) 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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end
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