From c78aa214ae3b79fa9c5c3ca9e8c37eb210050de3 Mon Sep 17 00:00:00 2001 From: Kazhnuz Date: Sat, 24 Aug 2019 15:44:07 +0200 Subject: [PATCH] chore:refactor the hero system to remove currentAction function --- .../scenes/battlesystem/actors/hero.lua | 206 +++++++----------- .../scenes/battlesystem/cursor.lua | 7 +- .../scenes/battlesystem/init.lua | 7 + .../scenes/battlesystem/world.lua | 4 +- 4 files changed, 94 insertions(+), 130 deletions(-) diff --git a/sonic-radiance.love/scenes/battlesystem/actors/hero.lua b/sonic-radiance.love/scenes/battlesystem/actors/hero.lua index 70d38e3..ce3dc57 100644 --- a/sonic-radiance.love/scenes/battlesystem/actors/hero.lua +++ b/sonic-radiance.love/scenes/battlesystem/actors/hero.lua @@ -9,12 +9,21 @@ local gui = require "game.modules.gui" function Hero:new(world, x, y, charid, charnumber) Hero.super.new(self, world, x, y, 0) self.isHero = true - self.turnAction = nil - self.startx, self.starty = self.x, self.y - self.dx, self.dy = self.x, self.y - self.direction = 1 - self.directionPrevious = 1 + self:initMovementSystem() + + self:initCharacter() + + self:initSprite() + self:initChoregraphySystem() + + self:initVoices() +end + +-- CHARACTER FUNCTIONS +-- All functions related to character handling + +function Hero:initCharacter(charid) if charid == nil then core.debug:error("FATAL ERROR: charid not set") end @@ -24,44 +33,15 @@ function Hero:new(world, x, y, charid, charnumber) self.hp = game.characters.list[self.charid].stats.hp self.pp = game.characters.list[self.charid].stats.pp - self.actionPerTurn = game.characters.list[self.charid].turns - self:initSprite() - self:initChoregraphySystem() - - self:initVoices() + self.turnAction = nil end --- ASSETS FUNCTIONS --- Load and play assets needed by the character - -function Hero:initVoices() - self:addVoiceEffect("move") - self:addVoiceEffect("turnstart") -end - -function Hero:addVoiceEffect(name) - local completename = self.charid .. "_" .. name - local path = "datas/gamedata/characters/" .. self.charid .. "/voices/" .. name .. ".wav" - self.assets:newSFX(completename, path) -end - -function Hero:talk(name) - local completename = self.charid .. "_" .. name - self.assets.sfx[completename]:play() -end - --- INFO FUNCTIONS --- All functions to get information from the character - function Hero:getStats() return game.characters.list[self.charid].stats end --- STATS FUNCTIONS --- All functions related to stats - function Hero:setHP(value, relative) if relative == true then value = game.characters.list[self.charid].stats.hp + value @@ -93,8 +73,7 @@ function Hero:setActive() end self.world.cursor:setGrid(self.x, self.y, "circle", gridsize, 1, self) self.startx, self.starty = self.x, self.y - self.world.cursor:set(self.startx, self.starty) - self.currentAction = "selectDirection" + self.world.cursor:set(self.startx, self.starty, "cursorMove") self:talk("turnstart") @@ -106,58 +85,55 @@ end function Hero:update(dt) Hero.super.update(self, dt) - + -- Get keys to have some keyboard functions self.keys = self.scene:getKeys(1) + -- Calculate speed to calculate animation speed + self:updateSpeed(dt) + if (self.isChoregraphyActive) then self:updateChoregraphy() end - if (self.currentAction == "moving") then - self:updateMoving(dt) - elseif (self.currentAction == "selectAttack") then - self:updateActionSelection(dt) - elseif (self.currentAction == "selectDirection") then - self:updateDirectionSelection(dt) + if (self.scene:haveMenus()) then + self:changeDirection(dt) end -end -function Hero:updateMoving(dt) - -- Store previous position, in order to be able to go back here more easily - -- when needed self.xprevious = self.x self.yprevious = self.y - - -- Move the player toward its destination - self.x = (self.x) + ((self.dx) - (self.x)) * dt*10 - self.y = (self.y) + ((self.dy) - (self.y)) * dt*10 - - -- Calculate speed to calculate animation speed - local xspeed, yspeed = math.abs(self.x - self.xprevious), - math.abs(self.y - self.yprevious) - - local speed = math.sqrt(xspeed*xspeed + yspeed*yspeed) * 32 - self:setCustomSpeed(speed * 10) - - -- Handle direction - local direction = utils.math.sign(self.x - self.xprevious) - if direction ~= 0 then - self.direction = direction - end - - -- If the hero is near enough its final destination, switch to - -- action selection - if (math.abs(self.x - self.dx) < 0.01) and (math.abs(self.y - self.dy) < 0.01) then - self.x = self.dx - self.y = self.dy - self:changeAnimation("idle") - self.currentAction = "selectAttack" - self.world:resetActiveGrid() - self.scene.menu:set( self ) - end end -function Hero:updateActionSelection(dt) +-- MOVE FUNCTIONS +-- All functions handling the moving + +function Hero:initMovementSystem() + self.startx, self.starty = self.x, self.y + self.xprevious, self.yprevious = self.x, self.y + self.direction = 1 + self.directionPrevious = 1 +end + +function Hero:goTo(dx, dy, timerName) + local DURATION = 0.66 + self.tweens:newTween(0, DURATION, {x = dx, y = dy}, 'inQuad') + self.tweens:newTimer(DURATION + 0.02, timerName) +end + +function Hero:updateSpeed(dt) + self.xspeed = self.x - self.xprevious + self.yspeed = self.y - self.yprevious + + self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2) + + -- Handle direction + if math.abs(self.xspeed) > 0 then + self.direction = utils.math.sign(self.xspeed) + end + + self:setCustomSpeed(self.gspeed * 320) +end + +function Hero:changeDirection(dt) -- Change direction by pressing left or right when selecting the next action if (self.keys["left"].isPressed) then self.direction = -1 @@ -166,31 +142,6 @@ function Hero:updateActionSelection(dt) end end -function Hero:updateDirectionSelection(dt) - self.xprevious = self.x - self.yprevious = self.y - - self.x = (self.x) + ((self.startx) - (self.x)) * dt*10 - self.y = (self.y) + ((self.starty) - (self.y)) * dt*10 - - local xspeed, yspeed = math.abs(self.x - self.xprevious), - math.abs(self.y - self.yprevious) - - local speed = math.sqrt(xspeed*xspeed + yspeed*yspeed) * 32 - self:setCustomSpeed(speed * 10) - local direction = utils.math.sign(self.x - self.xprevious) - if direction ~= 0 then - self.direction = direction - end - - if (math.abs(self.x - self.startx) < 0.01) and (math.abs(self.y - self.starty) < 0.01) then - self.x = self.startx - self.y = self.starty - self:changeAnimation("idle") - self.direction = self.directionPrevious - end -end - -- SIGNAL FUNCTIONS -- All functions related to signal receiving @@ -208,14 +159,18 @@ function Hero:receiveSignal(action_type, id) self:attack() elseif (action_type == "skill") then self:useSkill(id) + elseif (action_type == "cursorMove") then + self:changeAnimation("walk", true) + self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove') + self.world.cursor:unset( ) else self:switchActiveBattler( ) end end function Hero:receiveBackSignal() - self.currentAction = "selectDirection" - self.world.cursor:set(self.x, self.y) + self.world.cursor:set(self.x, self.y, "cursorMove") + self:goTo(self.startx, self.starty, 'backMove') self:changeAnimation("walk") end @@ -225,24 +180,19 @@ function Hero:timerResponse(timer) self.world:switchActiveBattler() elseif timer == "wait" then self.choregraphy.changeAction = true + elseif timer == "cursorMove" then + self:changeAnimation("idle") + self.world:resetActiveGrid() + self.scene.menu:set( self ) + elseif timer == 'backMove' then + self:changeAnimation("idle") + self.direction = self.directionPrevious end end -- ACTION FUNCTIONS -- All functions related to actions -function Hero:validateAction() - if (self.currentAction == "selectDirection") then - self:changeAnimation("walk", true) - self.currentAction = "moving" - self.dx, self.dy = self.world.cursor.x, self.world.cursor.y - - --self:talk("move") - - self.world.cursor:unset( ) - end -end - function Hero:switchActiveBattler() self.tweens:newTimer(0.15, "switchActiveBattler") end @@ -365,8 +315,8 @@ function Hero:wait(time) self.choregraphy.changeAction = false end --- SPRITE FUNCTIONS --- Handle the hero sprite +-- ASSETS FUNCTIONS +-- Load and play assets needed by the character function Hero:initSprite() self.assets:addSprite(self.charid, "datas/gamedata/characters/" .. self.charid .. "/sprites") @@ -383,16 +333,20 @@ function Hero:animationEnded(animation) end end --- STATS FUNCTIONS --- Handle character stats and stuff +function Hero:initVoices() + self:addVoiceEffect("move") + self:addVoiceEffect("turnstart") +end -function Hero:setHP(value, relative) - if (relative) then - local hp = game.characters.list[self.charid].stats.hp - value = hp + value - end +function Hero:addVoiceEffect(name) + local completename = self.charid .. "_" .. name + local path = "datas/gamedata/characters/" .. self.charid .. "/voices/" .. name .. ".wav" + self.assets:newSFX(completename, path) +end - game.characters.list[self.charid].stats.hp = value +function Hero:talk(name) + local completename = self.charid .. "_" .. name + self.assets.sfx[completename]:play() end -- DRAW FUNCTIONS diff --git a/sonic-radiance.love/scenes/battlesystem/cursor.lua b/sonic-radiance.love/scenes/battlesystem/cursor.lua index 844935c..7848c78 100644 --- a/sonic-radiance.love/scenes/battlesystem/cursor.lua +++ b/sonic-radiance.love/scenes/battlesystem/cursor.lua @@ -16,16 +16,19 @@ function Cursor:new(world) self.tx = 1 self.ty = 1 + self.signal = "" + self.grid = maputils.newEmptyMap() end -function Cursor:set(x, y) +function Cursor:set(x, y, signal) self.x = math.max(math.min(x, 12), 1) self.y = math.max(math.min(y, 07), 1) self.tx = self.x self.ty = self.y self.isActive = true + self.signal = signal or "" self.world:setActiveGridFromGrid(self.grid) end @@ -118,7 +121,7 @@ function Cursor:update(dt) end if (keys["A"].isPressed) then - self.world:sendSignalToCurrentBattler() + self.world:sendSignalToCurrentBattler(self.signal) end self.tweens:update(dt) diff --git a/sonic-radiance.love/scenes/battlesystem/init.lua b/sonic-radiance.love/scenes/battlesystem/init.lua index 9d4b869..784ce53 100644 --- a/sonic-radiance.love/scenes/battlesystem/init.lua +++ b/sonic-radiance.love/scenes/battlesystem/init.lua @@ -40,6 +40,13 @@ function BattleSystem:finishBattle() self.screen = VictoryScreen(self) end +function BattleSystem:haveMenus() + for k,v in pairs(self.menusystem.menus) do + return true + end + return false +end + function BattleSystem:update(dt) self.world:update(dt) if (self.screen ~= nil) then diff --git a/sonic-radiance.love/scenes/battlesystem/world.lua b/sonic-radiance.love/scenes/battlesystem/world.lua index 2cd6a09..0807c6b 100644 --- a/sonic-radiance.love/scenes/battlesystem/world.lua +++ b/sonic-radiance.love/scenes/battlesystem/world.lua @@ -273,8 +273,8 @@ function World:finishBattle() self.scene:finishBattle() end -function World:sendSignalToCurrentBattler() - self.actionlist[self.turns.current].actor:validateAction() +function World:sendSignalToCurrentBattler(signal) + self.actionlist[self.turns.current].actor:receiveSignal(signal) end -- ACTIVEGRID FUNCTIONS