improvement: revamp the whole motion system

This commit is contained in:
Kazhnuz 2020-07-25 16:47:29 +02:00
parent 7364e5c206
commit cce03643f6
5 changed files with 110 additions and 90 deletions

View file

@ -5,7 +5,7 @@ return {
["sendDamage"] = {"power", "accuracy", "isSpecial", "isAerial"}, ["sendDamage"] = {"power", "accuracy", "isSpecial", "isAerial"},
["goTo"] = {"origin", "x", "y", "duration", "blockProcess"}, ["goTo"] = {"origin", "x", "y", "duration", "blockProcess"},
["setAnimation"] = {"animation", "blockProcess"}, ["setAnimation"] = {"animation", "blockProcess"},
["jump"] = {"power", "blockProcess"}, ["jump"] = {"power", "bounceNumber", "blockProcess"},
["jumpTo"] = {"origin", "x", "y", "duration", "blockProcess"}, ["jumpTo"] = {"origin", "x", "y", "duration", "blockProcess"},
["jumpBack"] = {"duration", "blockProcess"}, ["jumpBack"] = {"duration", "blockProcess"},
--[name] = {args}, --[name] = {args},

View file

@ -1,6 +1,12 @@
local Battler = require("scenes.battlesystem.actors.battler") local Battler = require("scenes.battlesystem.actors.battler")
local Hero = Battler:extend() local Hero = Battler:extend()
local MOVEMENT_NONE = "none"
local MOVEMENT_TWEENER = "tweener"
local MOVEMENT_MOTION = "motion"
local ZGRAVITY = 0.2
-- INIT FUNCTIONS -- INIT FUNCTIONS
-- Initialize the hero -- Initialize the hero
@ -21,12 +27,9 @@ end
function Hero:update(dt) function Hero:update(dt)
Hero.super.update(self, dt) Hero.super.update(self, dt)
-- Calculate speed to calculate animation speed self:updateMovement(dt)
self:updateSpeed(dt)
self.xprevious = self.x self:updateAnimation(dt)
self.yprevious = self.y
self.zprevious = self.z
end end
-- MOVE FUNCTIONS -- MOVE FUNCTIONS
@ -35,22 +38,47 @@ end
local MOVEMENT_DURATION = 0.20 local MOVEMENT_DURATION = 0.20
function Hero:initMovementSystem() function Hero:initMovementSystem()
self.startx, self.starty = self.x, self.y
self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z
self.xspeed, self.yspeed, self.zspeed = 0,0,0
self.direction = 1 self.direction = 1
self.directionPrevious = 1 self.directionPrevious = 1
self.directionLocked = false self.directionLocked = false
self.unlockDirection = true
self.movementType = MOVEMENT_NONE
self:initJump() self:initJump()
end end
function Hero:updateMovement(dt)
if (self.movementType == MOVEMENT_TWEENER) then
self:updateTweenerSpeed(dt)
elseif (self.movementType == MOVEMENT_MOTION) then
self:updateMotion(dt)
end
self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2)
self:updateDirection(dt)
self:updateJump(dt)
self:updatePreviousPosition(dt)
end
function Hero:updatePreviousPosition()
self.xprevious = self.x
self.yprevious = self.y
self.zprevious = self.z
end
-- Tweener movement functions
function Hero:goTo(dx, dy, duration, easing) function Hero:goTo(dx, dy, duration, easing)
local easing = easing or 'inOutQuad' local easing = easing or 'inOutQuad'
if duration > 0 then if duration > 0 then
self.tweens:newTween(0, duration, {x = dx, y = dy}, easing) self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
end end
self.tweens:newTimer(duration + 0.02, "goTo") self.tweens:newTimer(duration + 0.02, "goTo")
self.tweens:newTimer(duration + 0.02, "resetMovement")
self.movementType = MOVEMENT_TWEENER
end end
function Hero:jumpTo(dx, dy, sizeFactor, duration, spinjump, easing) function Hero:jumpTo(dx, dy, sizeFactor, duration, spinjump, easing)
@ -62,75 +90,81 @@ function Hero:jumpTo(dx, dy, sizeFactor, duration, spinjump, easing)
self:setJump(jumpHeight, spinjump, duration) self:setJump(jumpHeight, spinjump, duration)
end end
function Hero:updateSpeed(dt) function Hero:updateTweenerSpeed(dt)
self:applyMotion(dt) self.xspeed = (self.x - self.xprevious) / dt
self.xspeed = self.x - self.xprevious self.yspeed = (self.y - self.yprevious) / dt
self.yspeed = self.y - self.yprevious end
self.zspeed = self.z - self.zprevious
self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2) -- MOTION HANDLING
function Hero:setMotion(xspeed, yspeed)
self.xspeed = xspeed
self.yspeed = yspeed
self.movementType = MOVEMENT_MOTION
end
function Hero:updateMotion(dt)
self.x = self.x + (self.xspeed) * dt
self.y = self.y + (self.yspeed) * dt
end
function Hero:endMotion()
self.movementType = MOVEMENT_NONE
self.xspeed = 0
self.yspeed = 0
end
-- Direction handling
function Hero:updateDirection()
-- Handle direction -- Handle direction
if math.abs(self.xspeed) > 0 then if math.abs(self.xspeed) > 0 then
if (self.directionLocked == false) then if (self.directionLocked == false) then
self.direction = utils.math.sign(self.xspeed) self.direction = utils.math.sign(self.xspeed)
end end
else
if self.unlockDirection then
self.unlockDirection = false
self.directionLocked = false
end
end end
if self.z > 0 and self.jump.spin == false then
if self.zspeed > 0 then
self:changeAnimation("jump")
else
self:changeAnimation("fall")
end
end
self:setCustomSpeed(self.gspeed * 320)
end end
-- Jump system
function Hero:initJump() function Hero:initJump()
self.jump = {} self.jump = {}
self.jump.spin = false self.jump.useDefaultAnimation = true
self.jump.isJumping = false
self.jump.bounceNumber = 0
self.jump.isJumpingBack = false
end end
function Hero:setJump(size, spinjump, duration) function Hero:setJump(power, bounceNumber, useDefaultAnimation)
local tweenDuration = duration / 2 self.zspeed = power
self.tweens:newTween(0, tweenDuration, {z = size}, 'outQuad')
self.tweens:newTween(tweenDuration, tweenDuration, {z = 0}, 'inQuad')
self.jump.spin = spinjump self.jump.spin = spinjump
self.jump.bounceNumber = bounceNumber
self.jump.isJumping = true
end end
function Hero:setMotionX(direction, speed) function Hero:jumpBack()
self.motion = speed self:setJump(3, 0, true)
self.motionDirection = direction self:setMotion(-10, 0)
self.jump.isJumpingBack = true
end end
function Hero:applyMotion(dt) function Hero:updateJump(dt)
if self.motion ~= 0 and self.motion ~= nil then if (self.jump.isJumping) then
local dx = self.x + self.motion * self.motionDirection * dt self.zspeed = self.zspeed - ZGRAVITY
-- {1, 0, "line", 5, true} self.z = self.z + self.zspeed
local ox = self.choregraphy.startx + (self.choregraphy.effectArea[1] * self.choregraphy.direction) if (self.z <= 0) then
local oy = self.choregraphy.starty + self.choregraphy.effectArea[2] if (self.jump.bounceNumber > 0) then
local shape = self.choregraphy.effectArea[3] self.zspeed = self.zspeed * -0.5
local size = self.choregraphy.effectArea[4] self.jump.bounceNumber = self.jump.bounceNumber - 1
local direction = self.choregraphy.direction else
self.z = 0
local new_case_x = utils.math.round(dx) self.jump.isJumping = false
local new_case_y = utils.math.round(self.y) self.jump.spin = false
print(new_case_x, new_case_y, self.world:caseIsEmpty(new_case_x, new_case_y, self)) self:timerResponse("jump")
if self.maputils.isInMask(dx, self.y, ox, oy, shape, size, direction) and self.world:caseIsEmpty(new_case_x, new_case_y, self) then if (self.jump.isJumpingBack) then
self.x = dx self:endMotion()
else end
self.x = dx self:changeAnimation("idle")
self.motion = 0
if (self.blockingChoregraphy == 'action_dashForward') then
self:unblockChoregraphy()
self.direction = self.choregraphy.direction
end end
end end
end end
@ -155,6 +189,10 @@ function Hero:timerResponse(signal)
if ((self.currentlyBlocking ~= nil) and (signal == self.blockedBy)) then if ((self.currentlyBlocking ~= nil) and (signal == self.blockedBy)) then
self:unblockChoregraphy() self:unblockChoregraphy()
end end
if (signal == "resetMovement") then
self.movementType = MOVEMENT_NONE
end
end end
function Hero:choregraphyEnded() function Hero:choregraphyEnded()
@ -178,6 +216,18 @@ function Hero:animationEnded(animation)
end end
end end
function Hero:updateAnimation(dt)
if (self.z > 0 and self.jump.useDefaultAnimation) then
if self.zspeed > 0 then
self:changeAnimation("jump")
else
self:changeAnimation("fall")
end
end
self:setCustomSpeed(self.gspeed * 320)
end
-- DRAW FUNCTIONS -- DRAW FUNCTIONS
-- Draw everything related to the hero -- Draw everything related to the hero

View file

@ -4,7 +4,6 @@ local baseURI = "scenes.battlesystem.controllers.fighters.systems.choregraphy.st
actions["addGFX"] = require(baseURI .. "addGFX") actions["addGFX"] = require(baseURI .. "addGFX")
actions["goTo"] = require(baseURI .. "goTo") actions["goTo"] = require(baseURI .. "goTo")
actions["jumpTo"] = require(baseURI .. "jumpTo")
actions["jumpBack"] = require(baseURI .. "jumpBack") actions["jumpBack"] = require(baseURI .. "jumpBack")
actions["playSFX"] = require(baseURI .. "playSFX") actions["playSFX"] = require(baseURI .. "playSFX")
actions["sendDamage"] = require(baseURI .. "sendDamage") actions["sendDamage"] = require(baseURI .. "sendDamage")

View file

@ -7,13 +7,12 @@ end
function JumpBackStep:start() function JumpBackStep:start()
local x, y = self.choregraphy.actor.start.x, self.choregraphy.actor.start.y self.choregraphy.actor:jumpBack()
self.choregraphy.actor:jumpTo(x, y, 0.5, self.arguments.duration, false, "outQuad")
if (self.arguments.blockProcess == false) then if (self.arguments.blockProcess == false) then
self:finish() self:finish()
else else
self.choregraphy.actor:blockChoregraphy(self.arguments.blockProcess, self, "jumpTo") self.choregraphy.actor:blockChoregraphy(self.arguments.blockProcess, self, "jump")
end end
end end

View file

@ -1,28 +0,0 @@
local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
local JumpToStep = StepParent:extend()
function JumpToStep:new(controller, args)
JumpToStep.super.new(self, controller, args)
end
function JumpToStep:start()
local x, y = self:getStepCoordinate()
self.choregraphy.actor:jumpTo(x, y, 1, self.arguments.duration, true, "inOutQuad")
if (self.arguments.blockProcess == false) then
self:finish()
else
self.choregraphy.actor:blockChoregraphy(self.arguments.blockProcess, self, "jumpTo")
end
end
function JumpToStep:update(dt)
end
function JumpToStep:getSignal(signal)
end
return JumpToStep;