feat: make ennemies able to be choregraphied
This commit is contained in:
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a686baf089
commit
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8 changed files with 274 additions and 198 deletions
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@ -1,3 +1,3 @@
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return {
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--{attack_name},
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"tackle",
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}
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@ -0,0 +1,26 @@
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-- A basic file describing the basic attack, in order to make it customizable one
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-- day ?
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-- Also serve as a tutoriel for how to create a file attack and choregraphy
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return {
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name = "tackle",
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cost = 0,
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targetNumber = 1, -- 0 for targeting all ennemies
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targetEnnemies = true,
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choregraphy = { -- the main attack choregraphy
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{"goTo", "none", "target", -0.4, 0, 0.5, true},
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{"sendDamage", "none", 120, 100, false, false},
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{'addGFX', "sentDamage", 'hitGFX', "target", -0.4, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'jumpBack', "none", 0.3, true},
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{"wait", "none", 0.1},
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{'goTo', "none", "start", 0, 0, 0.3, true},
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},
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onContact = { -- if the attack move and touch multiple ennemies, you can add
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-- specific effect when you touch the ennemy.
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},
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}
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@ -16,6 +16,18 @@ function SkillManager:skillDataExists(skillname)
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return (fileinfo ~= nil)
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end
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function SkillManager:getEnnemySkillData(skillname)
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if self:ennemySkillDataExists(skillname) then
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return require("datas.gamedata.ennemies.skills." .. skillname )
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end
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end
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function SkillManager:ennemySkillDataExists(skillname)
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local dir = "datas/gamedata/ennemies/skills/" .. skillname .. ".lua"
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local fileinfo = love.filesystem.getInfo(dir)
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return (fileinfo ~= nil)
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end
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function SkillManager:getActionArguments(choregraphyAction)
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local choregraphyData = require "datas.gamedata.skills"
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local args = {}
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@ -1,6 +1,12 @@
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local Parent = require("scenes.battlesystem.actors.parent")
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local Battler = Parent:extend()
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local MOVEMENT_NONE = "none"
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local MOVEMENT_TWEENER = "tweener"
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local MOVEMENT_MOTION = "motion"
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local ZGRAVITY = 0.2
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local MIDDLE_ARENA = 6
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function Battler:new(world, x, y, z, owner)
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@ -13,6 +19,8 @@ function Battler:new(world, x, y, z, owner)
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self.start.y = y
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self.start.direction = self.direction
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self:initMovementSystem()
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self.isBattler = true
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self.speed = 3
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self.isActive = false
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@ -42,8 +50,185 @@ function Battler:update(dt)
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self.world:switchActiveBattler()
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end
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end
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self:updateMovement(dt)
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end
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-- MOVE FUNCTIONS
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-- All functions handling the moving
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local MOVEMENT_DURATION = 0.20
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function Battler:initMovementSystem()
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self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z
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self.xspeed, self.yspeed, self.zspeed = 0,0,0
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self.direction = self.start.direction
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self.directionPrevious = self.start.direction
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self.directionLocked = false
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self.movementType = MOVEMENT_NONE
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self:initJump()
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end
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function Battler:updateMovement(dt)
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if (self.movementType == MOVEMENT_TWEENER) then
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self:updateTweenerSpeed(dt)
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elseif (self.movementType == MOVEMENT_MOTION) then
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self:updateMotion(dt)
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end
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self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2)
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self:updateDirection(dt)
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self:updateJump(dt)
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self:updatePreviousPosition(dt)
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end
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function Battler:updatePreviousPosition()
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self.xprevious = self.x
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self.yprevious = self.y
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self.zprevious = self.z
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end
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-- Tweener movement functions
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function Battler:goTo(dx, dy, duration, easing)
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local easing = easing or 'inOutQuad'
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if duration > 0 then
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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end
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self.tweens:newTimer(duration + 0.02, "goTo")
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self.tweens:newTimer(duration + 0.02, "resetMovement")
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self.movementType = MOVEMENT_TWEENER
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end
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function Battler:jumpTo(dx, dy, sizeFactor, duration, spinjump, easing)
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local easing = easing or 'inOutQuad'
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local dist = utils.math.pointDistance(self.x, self.y, dx, dy)
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local jumpHeight = dist * 8 * sizeFactor
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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self.tweens:newTimer(duration + 0.02, "jumpTo")
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self:setJump(jumpHeight, spinjump, duration)
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end
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function Battler:updateTweenerSpeed(dt)
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self.xspeed = (self.x - self.xprevious) / dt
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self.yspeed = (self.y - self.yprevious) / dt
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end
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-- MOTION HANDLING
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function Battler:setMotion(xspeed, yspeed)
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self.xspeed = xspeed
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self.yspeed = yspeed
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self.movementType = MOVEMENT_MOTION
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end
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function Battler:updateMotion(dt)
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self.x = self.x + (self.xspeed) * dt
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self.y = self.y + (self.yspeed) * dt
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end
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function Battler:endMotion()
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self.movementType = MOVEMENT_NONE
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self.xspeed = 0
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self.yspeed = 0
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end
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-- Direction handling
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function Battler:updateDirection()
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-- Handle direction
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if math.abs(self.xspeed) >= 0.01 then
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if (self.directionLocked == false) then
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self.direction = utils.math.sign(self.xspeed)
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end
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end
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end
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-- Jump system
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function Battler:initJump()
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self.jump = {}
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self.jump.useDefaultAnimation = true
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self.jump.isJumping = false
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self.jump.bounceNumber = 0
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self.jump.isJumpingBack = false
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end
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function Battler:setJump(power, bounceNumber, useDefaultAnimation)
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self.zspeed = power
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self.jump.spin = spinjump
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self.jump.bounceNumber = bounceNumber
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self.jump.isJumping = true
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end
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function Battler:jumpBack()
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self:setJump(4, 0, true)
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local dir = utils.math.pointDirection(self.x, self.y, self.start.x, self.start.y)
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local hspeed, vspeed = utils.math.lengthdir(8, dir)
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self:setMotion(hspeed, vspeed)
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self.jump.isJumpingBack = true
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end
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function Battler:updateJump(dt)
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if (self.jump.isJumping) then
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self.zspeed = self.zspeed - ZGRAVITY
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self.z = self.z + self.zspeed
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if (self.z <= 0) then
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if (self.jump.bounceNumber > 0) then
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self.zspeed = self.zspeed * -0.5
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self.jump.bounceNumber = self.jump.bounceNumber - 1
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else
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self.z = 0
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self.jump.isJumping = false
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self.jump.spin = false
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self:timerResponse("jump")
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if (self.jump.isJumpingBack) then
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self:endMotion()
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end
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self:changeAnimation("idle")
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end
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end
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end
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end
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-- CHOREGRAPHY FUNCTIONS
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-- All functions related to the choregraphy system
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function Battler:blockChoregraphy(isBlocking, currentlyBlocking, blockedBy)
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if (isBlocking) then
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self.currentlyBlocking = currentlyBlocking
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self.blockedBy = blockedBy
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end
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end
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function Battler:unblockChoregraphy()
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self.currentlyBlocking:finish()
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self.currentlyBlocking = nil
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end
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function Battler:timerResponse(signal)
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if ((self.currentlyBlocking ~= nil) and (signal == self.blockedBy)) then
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self:unblockChoregraphy()
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end
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if (signal == "resetMovement") then
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self.movementType = MOVEMENT_NONE
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end
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end
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function Battler:choregraphyEnded()
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self.direction = self.start.direction
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self.x = self.start.x
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self.y = self.start.y
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self.xspeed = 0
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self.yspeed = 0
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self.movementType = MOVEMENT_NONE
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end
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-- DRAW FUNCTIONS
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function Battler:draw()
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local x, y = self.world.map:gridToPixel(self.x, self.y, true)
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love.graphics.setColor(1, 0, 0, 1)
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@ -61,6 +246,12 @@ function Battler:initSprite()
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self:changeAnimation("idle")
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end
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function Battler:animationEnded(animation)
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if (self.currentlyBlocking ~= nil and self.blockedBy=="animation") then
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self:unblockChoregraphy()
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end
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end
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function Battler:validateAction()
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end
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@ -1,24 +1,12 @@
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local Battler = require("scenes.battlesystem.actors.battler")
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local Hero = Battler:extend()
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local MOVEMENT_NONE = "none"
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local MOVEMENT_TWEENER = "tweener"
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local MOVEMENT_MOTION = "motion"
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local ZGRAVITY = 0.2
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-- INIT FUNCTIONS
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-- Initialize the hero
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function Hero:new(world, x, y, owner, charnumber)
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Hero.super.new(self, world, x, y, 0, owner)
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self.isHero = true
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self:initMovementSystem()
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self:initSprite()
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self.side = "heroes"
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end
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-- UPDATE FUNCTION
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@ -26,185 +14,9 @@ end
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function Hero:update(dt)
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Hero.super.update(self, dt)
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self:updateMovement(dt)
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self:updateAnimation(dt)
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end
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-- MOVE FUNCTIONS
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-- All functions handling the moving
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local MOVEMENT_DURATION = 0.20
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function Hero:initMovementSystem()
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self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z
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self.xspeed, self.yspeed, self.zspeed = 0,0,0
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self.direction = self.start.direction
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self.directionPrevious = self.start.direction
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self.directionLocked = false
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self.movementType = MOVEMENT_NONE
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self:initJump()
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end
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function Hero:updateMovement(dt)
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if (self.movementType == MOVEMENT_TWEENER) then
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self:updateTweenerSpeed(dt)
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elseif (self.movementType == MOVEMENT_MOTION) then
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self:updateMotion(dt)
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end
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self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2)
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self:updateDirection(dt)
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self:updateJump(dt)
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self:updatePreviousPosition(dt)
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end
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function Hero:updatePreviousPosition()
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self.xprevious = self.x
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self.yprevious = self.y
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self.zprevious = self.z
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end
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-- Tweener movement functions
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function Hero:goTo(dx, dy, duration, easing)
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local easing = easing or 'inOutQuad'
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if duration > 0 then
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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end
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self.tweens:newTimer(duration + 0.02, "goTo")
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self.tweens:newTimer(duration + 0.02, "resetMovement")
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self.movementType = MOVEMENT_TWEENER
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end
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function Hero:jumpTo(dx, dy, sizeFactor, duration, spinjump, easing)
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local easing = easing or 'inOutQuad'
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local dist = utils.math.pointDistance(self.x, self.y, dx, dy)
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local jumpHeight = dist * 8 * sizeFactor
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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self.tweens:newTimer(duration + 0.02, "jumpTo")
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self:setJump(jumpHeight, spinjump, duration)
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end
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function Hero:updateTweenerSpeed(dt)
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self.xspeed = (self.x - self.xprevious) / dt
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self.yspeed = (self.y - self.yprevious) / dt
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end
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-- MOTION HANDLING
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function Hero:setMotion(xspeed, yspeed)
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self.xspeed = xspeed
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self.yspeed = yspeed
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self.movementType = MOVEMENT_MOTION
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end
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function Hero:updateMotion(dt)
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self.x = self.x + (self.xspeed) * dt
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self.y = self.y + (self.yspeed) * dt
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end
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function Hero:endMotion()
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self.movementType = MOVEMENT_NONE
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self.xspeed = 0
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self.yspeed = 0
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end
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-- Direction handling
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function Hero:updateDirection()
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-- Handle direction
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if math.abs(self.xspeed) >= 0.01 then
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if (self.directionLocked == false) then
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self.direction = utils.math.sign(self.xspeed)
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end
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end
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end
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-- Jump system
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function Hero:initJump()
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self.jump = {}
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self.jump.useDefaultAnimation = true
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self.jump.isJumping = false
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self.jump.bounceNumber = 0
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self.jump.isJumpingBack = false
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end
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function Hero:setJump(power, bounceNumber, useDefaultAnimation)
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self.zspeed = power
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self.jump.spin = spinjump
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self.jump.bounceNumber = bounceNumber
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self.jump.isJumping = true
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end
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function Hero:jumpBack()
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self:setJump(3, 0, true)
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local dir = utils.math.pointDirection(self.x, self.y, self.start.x, self.start.y)
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local hspeed, vspeed = utils.math.lengthdir(10, dir)
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self:setMotion(hspeed, vspeed)
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self.jump.isJumpingBack = true
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end
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function Hero:updateJump(dt)
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if (self.jump.isJumping) then
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self.zspeed = self.zspeed - ZGRAVITY
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self.z = self.z + self.zspeed
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if (self.z <= 0) then
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if (self.jump.bounceNumber > 0) then
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self.zspeed = self.zspeed * -0.5
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self.jump.bounceNumber = self.jump.bounceNumber - 1
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else
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self.z = 0
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self.jump.isJumping = false
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self.jump.spin = false
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self:timerResponse("jump")
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if (self.jump.isJumpingBack) then
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self:endMotion()
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end
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self:changeAnimation("idle")
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end
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end
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end
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end
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-- CHOREGRAPHY FUNCTIONS
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-- All functions related to the choregraphy system
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function Hero:blockChoregraphy(isBlocking, currentlyBlocking, blockedBy)
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if (isBlocking) then
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self.currentlyBlocking = currentlyBlocking
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self.blockedBy = blockedBy
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end
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end
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function Hero:unblockChoregraphy()
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self.currentlyBlocking:finish()
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self.currentlyBlocking = nil
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end
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function Hero:timerResponse(signal)
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if ((self.currentlyBlocking ~= nil) and (signal == self.blockedBy)) then
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self:unblockChoregraphy()
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end
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if (signal == "resetMovement") then
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self.movementType = MOVEMENT_NONE
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end
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end
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function Hero:choregraphyEnded()
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self.direction = self.start.direction
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self.x = self.start.x
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self.y = self.start.y
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self.xspeed = 0
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self.yspeed = 0
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self.movementType = MOVEMENT_NONE
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end
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-- ASSETS FUNCTIONS
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-- Load and play assets needed by the character
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@ -212,12 +24,6 @@ function Hero:getSpritePath()
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return "datas/gamedata/characters/" .. self.owner.name .. "/sprites"
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end
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function Hero:animationEnded(animation)
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if (self.currentlyBlocking ~= nil and self.blockedBy=="animation") then
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self:unblockChoregraphy()
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end
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end
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function Hero:updateAnimation(dt)
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if (self.z > 0 and self.jump.useDefaultAnimation) then
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if self.zspeed > 0 then
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@ -46,13 +46,22 @@ end
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function ChoregraphyViewer:buildEnnemyListMenu(category)
|
||||
self:addSubMenu(category, "MainMenu", category)
|
||||
for i,ennemy in ipairs(ennutils.getEnnemiesFromCategory(category)) do
|
||||
self:addSubMenu(ennemy, category, ennemy)
|
||||
|
||||
menu.commons.SubMenuWidget(self, ennemy, category, "Back")
|
||||
self:buildEnnemySkillMenu(category, ennemy)
|
||||
end
|
||||
menu.commons.SubMenuWidget(self, category, "MainMenu", "Back")
|
||||
end
|
||||
|
||||
function ChoregraphyViewer:buildEnnemySkillMenu(category, ennemy)
|
||||
self:addSubMenu(ennemy, category, ennemy)
|
||||
local data = ennutils.getData(category, ennemy)
|
||||
for j,skillName in ipairs(data.skills) do
|
||||
if (game.skills:ennemySkillDataExists(skillName)) then
|
||||
menu.EnnemyChoregraphyWidget(self, category, ennemy, game.skills:getEnnemySkillData(skillName))
|
||||
end
|
||||
end
|
||||
menu.commons.SubMenuWidget(self, ennemy, category, "Back")
|
||||
end
|
||||
|
||||
function ChoregraphyViewer:buildSkillMenu(charName)
|
||||
local skillList = require("datas.gamedata.characters." .. charName .. ".skills")
|
||||
local skillTreated = {}
|
||||
|
@ -82,6 +91,10 @@ function ChoregraphyViewer:playHeroChoregraphy(character, data)
|
|||
self.fighter:playHeroChoregraphy(character, data)
|
||||
end
|
||||
|
||||
function ChoregraphyViewer:playEnnemyChoregraphy(category, ennemy, data)
|
||||
self.fighter:playEnnemyChoregraphy(category, ennemy, data)
|
||||
end
|
||||
|
||||
-- OTHER
|
||||
function ChoregraphyViewer:update(dt)
|
||||
self.fighter:update(dt)
|
||||
|
|
|
@ -3,6 +3,7 @@ local menu = {}
|
|||
menu.commons = commons
|
||||
menu.ShowBackgroundWidget = menu.commons.DebugWidget:extend()
|
||||
menu.HeroChoregraphyWidget = commons.DebugWidget:extend()
|
||||
menu.EnnemyChoregraphyWidget = commons.DebugWidget:extend()
|
||||
|
||||
-- ShowBackground
|
||||
function menu.ShowBackgroundWidget:new(scene, menuName, backgroundName, backgroundId)
|
||||
|
@ -27,5 +28,18 @@ function menu.HeroChoregraphyWidget:action()
|
|||
self.scene.menusystem:deactivate()
|
||||
end
|
||||
|
||||
-- ShowBackground
|
||||
function menu.EnnemyChoregraphyWidget:new(scene, category, charName, skillData)
|
||||
menu.EnnemyChoregraphyWidget.super.new(self, scene, charName, skillData.name)
|
||||
self.category = category
|
||||
self.character = charName
|
||||
self.skillData = skillData
|
||||
end
|
||||
|
||||
function menu.EnnemyChoregraphyWidget:action()
|
||||
self.scene:playEnnemyChoregraphy(self.category, self.character, self.skillData)
|
||||
self.scene.menusystem:deactivate()
|
||||
end
|
||||
|
||||
|
||||
return menu
|
||||
|
|
|
@ -26,6 +26,16 @@ function FighterMock:playHeroChoregraphy(character, data)
|
|||
self.action:start()
|
||||
end
|
||||
|
||||
function FighterMock:playEnnemyChoregraphy(category, ennemy, data)
|
||||
self.name = ennemy
|
||||
self.category = category
|
||||
self.abstract = game.ennemies:getEnnemyData(category, ennemy)
|
||||
self.actor = self.scene.world.obj.Ennemy(self.scene.world, 11, 3, self, 1)
|
||||
self.action = ActionMock(self, data)
|
||||
self.action:setTarget(TargetMock(self.scene))
|
||||
self.action:start()
|
||||
end
|
||||
|
||||
function FighterMock:finishAction()
|
||||
self.action.target.actor:destroy()
|
||||
self.actor:destroy()
|
||||
|
@ -33,4 +43,8 @@ function FighterMock:finishAction()
|
|||
self.scene.menusystem:activate()
|
||||
end
|
||||
|
||||
function FighterMock:drawHUD()
|
||||
|
||||
end
|
||||
|
||||
return FighterMock
|
||||
|
|
Loading…
Reference in a new issue