chore(cbs): hero's refactor

This commit is contained in:
Kazhnuz 2019-08-14 17:32:33 +02:00
parent eec6214305
commit d1070b36cc
2 changed files with 151 additions and 107 deletions

View file

@ -1,6 +1,9 @@
local Battler = require("scenes.battlesystem.actors.battler") local Battler = require("scenes.battlesystem.actors.battler")
local Hero = Battler:extend() local Hero = Battler:extend()
-- INIT FUNCTIONS
-- Initialize the hero
function Hero:new(world, x, y, charid, charnumber) function Hero:new(world, x, y, charid, charnumber)
Hero.super.new(self, world, x, y, 0) Hero.super.new(self, world, x, y, 0)
self.isHero = true self.isHero = true
@ -23,23 +26,15 @@ function Hero:new(world, x, y, charid, charnumber)
self.charnumber = charnumber or 1 self.charnumber = charnumber or 1
end end
function Hero:setAnimation(animation) -- INFO FUNCTIONS
if (self.animation ~= animation) then -- All functions to get information from the character
self.animation = animation
self.assets.sprites[self.charid]:changeAnimation(animation, true) function Hero:getStats()
end return game.characters.list[self.charid].stats
end end
function Hero:draw() -- ACTIVITY FUNCTION
x, y = self.maputils.gridToPixel(self.x, self.y, true) -- Function to set or unset activity to the character
--love.graphics.rectangle("fill", x - 8, y - 32, 16, 32)
self:drawSprite()
end
function Hero:drawIcon(x, y)
local iconID = 1
self.assets.tileset["charicons"]:drawTile(iconID, x, y)
end
function Hero:setActive() function Hero:setActive()
local gridsize = game.characters.list[self.charid].base_stats.move local gridsize = game.characters.list[self.charid].base_stats.move
@ -55,23 +50,45 @@ function Hero:setActive()
self.directionPrevious = self.direction self.directionPrevious = self.direction
end end
-- UPDATE FUNCTION
-- Update the hero
function Hero:update(dt) function Hero:update(dt)
self.keys = self.scene:getKeys(1) self.keys = self.scene:getKeys(1)
if (self.currentAction == "moving") then if (self.currentAction == "moving") then
self:updateMoving(dt)
elseif (self.currentAction == "selectAttack") then
self:updateActionSelection(dt)
elseif (self.currentAction == "selectDirection") then
self:updateDirectionSelection(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.xprevious = self.x
self.yprevious = self.y self.yprevious = self.y
-- Move the player toward its destination
self.x = (self.x) + ((self.dx) - (self.x)) * dt*15 self.x = (self.x) + ((self.dx) - (self.x)) * dt*15
self.y = (self.y) + ((self.dy) - (self.y)) * dt*15 self.y = (self.y) + ((self.dy) - (self.y)) * dt*15
-- Calculate speed to calculate animation speed
local xspeed, yspeed = math.abs(self.x - self.xprevious), local xspeed, yspeed = math.abs(self.x - self.xprevious),
math.abs(self.y - self.yprevious) math.abs(self.y - self.yprevious)
local speed = math.sqrt(xspeed*xspeed + yspeed*yspeed) * 32 local speed = math.sqrt(xspeed*xspeed + yspeed*yspeed) * 32
self.assets.sprites[self.charid]:setCustomSpeed(speed * 60) self.assets.sprites[self.charid]:setCustomSpeed(speed * 60)
-- Handle direction
local direction = utils.math.sign(self.x - self.xprevious) local direction = utils.math.sign(self.x - self.xprevious)
if direction ~= 0 then if direction ~= 0 then
self.direction = direction self.direction = direction
end 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 if (math.abs(self.x - self.dx) < 0.01) and (math.abs(self.y - self.dy) < 0.01) then
self.x = self.dx self.x = self.dx
self.y = self.dy self.y = self.dy
@ -79,13 +96,18 @@ function Hero:update(dt)
self.currentAction = "selectAttack" self.currentAction = "selectAttack"
self.scene.menu:set( self ) self.scene.menu:set( self )
end end
elseif (self.currentAction == "selectAttack") then
if (self.keys["B"].isPressed) then
--self.currentAction = "selectDirection"
--self.world.cursor:set(self.x, self.y)
end end
elseif (self.currentAction == "selectDirection") then
function Hero:updateActionSelection(dt)
-- Change direction by pressing left or right when selecting the next action
if (self.keys["left"].isPressed) then
self.direction = -1
elseif (self.keys["right"].isPressed) then
self.direction = 1
end
end
function Hero:updateDirectionSelection(dt)
self.xprevious = self.x self.xprevious = self.x
self.yprevious = self.y self.yprevious = self.y
@ -109,7 +131,32 @@ function Hero:update(dt)
self.direction = self.directionPrevious self.direction = self.directionPrevious
end end
end end
-- SIGNAL FUNCTIONS
-- All functions related to signal receiving
function Hero:receiveSignal(action_type, id)
if id == nil then
core.debug:print("battler/hero", "action selected : " .. action_type)
else
core.debug:print("battler/hero", "action selected : " .. action_type .. " (" .. id .. ")")
end end
if (action_type == "defend") then
self.turnAction = "defend"
self.world:switchActiveBattler( )
else
self.world:switchActiveBattler( )
end
end
function Hero:receiveBackSignal()
self.currentAction = "selectDirection"
self.world.cursor:set(self.x, self.y)
self:setAnimation("walk")
end
-- ACTION FUNCTIONS
-- All functions related to actions
function Hero:validateAction() function Hero:validateAction()
if (self.currentAction == "selectDirection") then if (self.currentAction == "selectDirection") then
@ -121,28 +168,25 @@ function Hero:validateAction()
end end
end end
function Hero:getStats() -- DRAW FUNCTIONS
return game.characters.list[self.charid].stats -- Draw everything related to the hero
end
function Hero:getSignal(action_type, id) function Hero:setAnimation(animation)
--print(action_type .. " " .. id) if (self.animation ~= animation) then
if (action_type == "back") then self.animation = animation
self.currentAction = "selectDirection" self.assets.sprites[self.charid]:changeAnimation(animation, true)
self.world.cursor:set(self.x, self.y)
self:setAnimation("walk")
elseif (action_type == "defend") then
self.turnAction = "defend"
self.world:switchActiveBattler( )
else
self.world:switchActiveBattler( )
end end
end end
function Hero:getBackSignal() function Hero:draw()
self.currentAction = "selectDirection" x, y = self.maputils.gridToPixel(self.x, self.y, true)
self.world.cursor:set(self.x, self.y) --love.graphics.rectangle("fill", x - 8, y - 32, 16, 32)
self:setAnimation("walk") self:drawSprite()
end
function Hero:drawIcon(x, y)
local iconID = 1
self.assets.tileset["charicons"]:drawTile(iconID, x, y)
end end
function Hero:drawHUD() function Hero:drawHUD()

View file

@ -151,7 +151,7 @@ function CharMenuWidget:drawCanvas()
end end
function CharMenuWidget:action() function CharMenuWidget:action()
self.character:getSignal(self.menuname, self.label) self.character:receiveSignal(self.actionType)
self.scene:flushKeys() self.scene:flushKeys()
self.scene.menusystem:reset() self.scene.menusystem:reset()
end end
@ -174,7 +174,7 @@ function BackMenuWidget:new(scene, menu_name, label, character)
end end
function BackMenuWidget:action() function BackMenuWidget:action()
self.character:getBackSignal() self.character:receiveBackSignal()
self.scene:flushKeys() self.scene:flushKeys()
self.scene.menusystem:reset() self.scene.menusystem:reset()
end end
@ -207,7 +207,7 @@ function SkillWidget:drawCanvas()
end end
function SkillWidget:action() function SkillWidget:action()
self.character:getSignal(self.menuname, self.label) self.character:receiveSignal("skill", self.actionType)
self.scene:flushKeys() self.scene:flushKeys()
self.scene.menusystem:reset() self.scene.menusystem:reset()
end end