chore: adapt the world to the new turnSystem

This commit is contained in:
Kazhnuz 2020-07-19 16:57:38 +02:00
parent d8dafdfe48
commit 8512ab3c26
2 changed files with 7 additions and 121 deletions

View file

@ -84,34 +84,18 @@ function maputils.maskToMap(ox, oy, shape, size, direction)
return map
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 astats = a.fighter:getStats()
local bstats = b.fighter: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)
if (a.fighter.isHero == b.fighter.isHero) then
return (a.fighter.id > b.fighter.id)
else
return a.actor.isHero
return a.fighter.isHero
end
else
return (aspeed > bspeed)

View file

@ -32,29 +32,10 @@ function World:new(scene, battlefile)
self.ennNumber = 0
self.map = Map(self, "city")
self.cursor = Cursor(self)
self:resetActiveGrid()
self:resetEffectGrid()
self:initHeroes()
self:initEnnemies()
self.isBattleActive = false
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")
self:addEnnemy(9, 4, "motobug")
end
function World:registerActor(actor)
self.globalID = self.globalID + 1
@ -90,78 +71,6 @@ function World:getActorInCase(x, y, notThisActor)
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:destroyBattler(actorToDestroy)
-- remove the actor from the battler liste
for i, actor in ipairs(self.battlers) do
if actor == actorToDestroy then
table.remove(self.battlers, i)
end
end
-- Also remove all actions related to the actor
for i, action in ipairs(self.actionlist) do
if action.actor == actorToDestroy then
table.remove(self.actionlist, i)
end
end
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
return self.actionlist
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
@ -170,16 +79,9 @@ function World:update(dt)
actor:update(dt)
end
self.cursor:update(dt)
self.map:update(dt)
end
function World:finishBattle()
self.isBattleActive = false
self.actionlist = {}
self.scene:finishBattle()
end
function World:sendSignalToCurrentBattler(signal, subSignal)
self.scene.turns:sendSignalToCurrentBattler(signal, subSignal)
end
@ -212,10 +114,10 @@ end
function World:draw()
self.map:draw(self.activeGrid, self.effectGrid)
self.cursor:drawBottom()
--self.cursor:drawBottom()
self:drawShadows()
self:drawActors()
self.cursor:drawTop()
--self.cursor:drawTop()
end
function World:drawActors()