fix: last missing step currently done

This commit is contained in:
Kazhnuz 2020-07-25 10:24:32 +02:00
parent 8fe8f61821
commit df6e283013
6 changed files with 137 additions and 5 deletions

View file

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

View file

@ -3,12 +3,12 @@ local actions = {}
local baseURI = "scenes.battlesystem.controllers.fighters.systems.choregraphy.step."
actions["addGFX"] = require(baseURI .. "addGFX")
--actions["dashForward"] = require(baseURI .. "dashForward")
--actions["jump"] = require(baseURI .. "jump")
actions["goTo"] = require(baseURI .. "goTo")
actions["jumpTo"] = require(baseURI .. "jumpTo")
actions["jumpBack"] = require(baseURI .. "jumpBack")
actions["playSFX"] = require(baseURI .. "playSFX")
--actions["sendDamage"] = require(baseURI .. "sendDamage")
--actions["sendDamageToPoint"] = require(baseURI .. "sendDamageToPoint")
--actions["setAnimation"] = require(baseURI .. "setAnimation")
actions["sendDamage"] = require(baseURI .. "sendDamage")
actions["setAnimation"] = require(baseURI .. "setAnimation")
actions["wait"] = require(baseURI .. "wait")
return actions

View file

@ -0,0 +1,28 @@
local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
local JumpBackStep = StepParent:extend()
function JumpBackStep:new(controller, args)
JumpBackStep.super.new(self, controller, args)
end
function JumpBackStep:start()
local x, y = self.choregraphy.actor.start.x, self.choregraphy.actor.start.y
self.choregraphy.actor:jumpTo(x, y, 0.5, self.arguments.duration, false, "outQuad")
if (self.arguments.blockProcess == false) then
self:finish()
else
self.choregraphy.actor:blockChoregraphy(self.arguments.blockProcess, self, "jumpTo")
end
end
function JumpBackStep:update(dt)
end
function JumpBackStep:getSignal(signal)
end
return JumpBackStep;

View file

@ -0,0 +1,28 @@
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;

View file

@ -0,0 +1,22 @@
local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
local SendDamage = StepParent:extend()
local maputils = require "scenes.battlesystem.utils"
function SendDamage:new(system, args)
SendDamage.super.new(self, system, args)
end
function SendDamage:start()
local power = self.arguments.power
local accuracy = self.arguments.accuracy
local isSpecial = self.arguments.isSpecial
local isAerial = self.arguments.isAerial
self.choregraphy.haveSentDamage = self.choregraphy:sendDamage(power, accuracy, isSpecial, isAerial)
self:finish()
end
return SendDamage

View file

@ -0,0 +1,26 @@
local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
local AnimationSetterStep = StepParent:extend()
function AnimationSetterStep:new(controller, args)
AnimationSetterStep.super.new(self, controller, args)
end
function AnimationSetterStep:start()
self.choregraphy.actor:changeAnimation(self.arguments.animation)
if (self.arguments.blockProcess == false) then
self:finish()
else
self.choregraphy.actor:blockChoregraphy(self.arguments.blockProcess, self, "animation")
end
end
function AnimationSetterStep:update(dt)
end
function AnimationSetterStep:getSignal(signal)
end
return AnimationSetterStep;