fix: adapt the menu system to the new concept

This commit is contained in:
Kazhnuz 2020-07-19 18:09:53 +02:00
parent 6bca41d794
commit f3cfaf9ac2
4 changed files with 41 additions and 121 deletions

View file

@ -17,6 +17,10 @@ function HeroFighter:updateAssets(dt)
self.statusbar:update(dt)
end
function HeroFighter:update(dt)
end
function HeroFighter:getAbstract()
return game.characters.list[self.name]
end
@ -27,13 +31,19 @@ function HeroFighter:createActor()
end
function HeroFighter:startAction()
core.debug:print("cbs/heroFighter", "launching the action menu")
self.turnSystem.scene.menu:set( self )
end
function HeroFighter:endAction()
end
-- Basic actions
function HeroFighter:doNothing()
self:setInactive()
end
-- DRAW FUNCTIONS
function HeroFighter:drawIcon(x, y)
local iconID = 1

View file

@ -47,7 +47,7 @@ end
function FighterParent:setInactive()
self.isActive = false
self.turnSystem:nextAction()
self.turnSystem:endAction()
end
function FighterParent:getNbrActionPerTurn()

View file

@ -106,7 +106,7 @@ function TurnController:startAction()
end
function TurnController:endAction()
self.currentlyPlaying = ""
self.currentFighter = nil
end
function TurnController:sendSignalToCurrentBattler(signal, subSignal)

View file

@ -15,34 +15,33 @@ local MENU_WIDTH, MENU_ITEM_HEIGHT = 148, 17
local MENU_ITEM_NUMBER = 6
function MenuConstructor:new( controller )
self.controller = controller
self.scene = controller
end
function MenuConstructor:reconstruct(character)
self.controller.menusystem:reset()
core.debug:print("cbs/menu", "Reconstructing the menu")
self.scene.menusystem:reset()
self:build(character)
self.controller.menusystem:switchMenu("BaseMenu")
self.scene.menusystem:switchMenu("BaseMenu")
end
function MenuConstructor:build(character)
core.debug:print("cbs/menu", "Building the menu")
self:buildBaseMenu(character)
self:buildSkillMenu(character)
self:buildObjectMenu(character)
self.controller.menusystem:setSoundFromSceneAssets("mBeep")
self.scene.menusystem:setSoundFromSceneAssets("mBeep")
end
function MenuConstructor:buildBaseMenu(character)
CharacterMenu(self.controller, "BaseMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.scene, "BaseMenu", MENUPOS_X1 - 16, MENUPOS_Y)
ActionWidget(character, "BaseMenu", "attack")
SubMenuWidget(character, "BaseMenu", "skills", "SkillMenu")
SubMenuWidget(character, "BaseMenu", "objects", "ObjectMenu")
ActionWidget(character, "BaseMenu", "defend")
ActionWidget(character, "BaseMenu", "flee")
BackMenuWidget(character, "BaseMenu")
self.controller.menusystem.menus["BaseMenu"]:setCancelWidget()
end
function MenuConstructor:set(currentCharacter)
@ -50,23 +49,23 @@ function MenuConstructor:set(currentCharacter)
end
function MenuConstructor:buildSkillMenu(character)
CharacterMenu(self.controller, "SkillMenu", MENUPOS_X1 - 16, MENUPOS_Y)
local list = game.characters:getSkillList(character.charid)
CharacterMenu(self.scene, "SkillMenu", MENUPOS_X1 - 16, MENUPOS_Y)
local list = character.abstract.skills
for k, skill in pairs(list) do
SkillWidget(character, "SkillMenu", skill.name, "")
end
SubMenuWidget(character, "SkillMenu", "back", "BaseMenu")
self.controller.menusystem.menus["SkillMenu"]:setCancelWidget()
self.scene.menusystem.menus["SkillMenu"]:setCancelWidget()
end
function MenuConstructor:buildObjectMenu(character)
CharacterMenu(self.controller, "ObjectMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.scene, "ObjectMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.controller, "MedMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.controller, "RingMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.controller, "WispMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.controller, "OtherMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.scene, "MedMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.scene, "RingMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.scene, "WispMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.scene, "OtherMenu", MENUPOS_X1 - 16, MENUPOS_Y)
SubMenuWidget(character, "ObjectMenu", "heal", "MedMenu")
@ -81,12 +80,12 @@ function MenuConstructor:buildObjectMenu(character)
SubMenuWidget(character, "OtherMenu", "back", "ObjectMenu")
self.controller.menusystem.menus["ObjectMenu"]:setCancelWidget()
self.scene.menusystem.menus["ObjectMenu"]:setCancelWidget()
self.controller.menusystem.menus["MedMenu"]:setCancelWidget()
self.controller.menusystem.menus["RingMenu"]:setCancelWidget()
self.controller.menusystem.menus["WispMenu"]:setCancelWidget()
self.controller.menusystem.menus["OtherMenu"]:setCancelWidget()
self.scene.menusystem.menus["MedMenu"]:setCancelWidget()
self.scene.menusystem.menus["RingMenu"]:setCancelWidget()
self.scene.menusystem.menus["WispMenu"]:setCancelWidget()
self.scene.menusystem.menus["OtherMenu"]:setCancelWidget()
end
@ -149,7 +148,7 @@ end
function BattleWidget:getControllers(character, menu_name)
self.character = character or core.debug:error("cbs/widget", "character must not be nil")
self.scene = self.character.scene
self.scene = self.character.turnSystem.scene
self.assets = self.character.assets
self.menusystem = self.scene.menusystem
@ -167,26 +166,7 @@ function BattleWidget:update(dt)
end
function BattleWidget:selectAction()
self:setActiveGrid()
self:setEffectGrid()
end
function BattleWidget:setActiveGrid()
if (self:haveActiveGrid()) then
local ox, oy, shape, size, idk = self:getActiveGrid()
self.scene.world:setActiveGrid(ox, oy, shape, size, idk)
else
self.scene.world:resetActiveGrid()
end
end
function BattleWidget:setEffectGrid()
if (self:haveEffectGrid()) then
local ox, oy, shape, size, idk = self:getEffectGrid()
self.scene.world:setEffectGrid(ox, oy, shape, size, idk)
else
self.scene.world:resetEffectGrid()
end
-- Rien de base, à voir ensuite comment je gère
end
function BattleWidget:drawCanvas()
@ -217,9 +197,6 @@ function BattleWidget:drawCanvas()
end
function BattleWidget:action()
self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
self:sendCharacterData()
self.scene:flushKeys()
@ -228,24 +205,8 @@ end
-- External functions
function BattleWidget:haveActiveGrid()
return false
end
function BattleWidget:getActiveGrid()
return 0, 0, "point", 0, 0
end
function BattleWidget:haveEffectGrid()
return false
end
function BattleWidget:getEffectGrid()
return 0, 0, "point", 0, 0
end
function BattleWidget:sendCharacterData()
self.character:receiveSignal()
self.character:doNothing()
end
-- ActionWidget
@ -256,16 +217,8 @@ function ActionWidget:new(character, menu_name, action)
ActionWidget.super.new(self, character, menu_name, action, "")
end
function ActionWidget:haveEffectGrid()
return (self.actionType == "attack")
end
function ActionWidget:getEffectGrid()
return self.character.x + self.character.direction, self.character.y, "point", 1, 1
end
function ActionWidget:sendCharacterData()
self.character:receiveSignal(self.actionType)
self.character:doNothing()
end
-- SubMenuWidget
@ -318,58 +271,15 @@ function SkillWidget:new(character, menu_name, skill)
SkillWidget.super.new(self, character, menu_name, self.skillname, "-" .. label2, "skills")
end
function SkillWidget:selectAction()
if self.skilldata ~= nil then
SkillWidget.super.selectAction(self)
else
self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
end
end
function SkillWidget:haveActiveGrid()
return (self.skilldata.target ~= nil)
end
function SkillWidget:haveEffectGrid()
return ((self.skilldata.target == nil) and (self.skilldata.effectArea ~= nil))
end
function SkillWidget:getActiveGrid()
local x = self.character.x + self.skilldata.target[1]
local y = self.character.y + self.skilldata.target[2]
local shape = self.skilldata.target[3]
local size = self.skilldata.target[4]
local direction = self.character.direction
return x, y, shape, size, direction
end
function SkillWidget:getEffectGrid()
local x = self.character.x + self.skilldata.effectArea[1]
local y = self.character.y + self.skilldata.effectArea[2]
local shape = self.skilldata.effectArea[3]
local size = self.skilldata.effectArea[4]
local direction = self.character.direction
return x, y, shape, size, direction
end
function SkillWidget:sendCharacterData()
if self.skilldata ~= nil then
if self:haveActiveGrid() then
local x, y, shape, size, direction = self:getActiveGrid()
self.scene.world.cursor:setGridIgnoreActor(x, y, shape, size, direction)
self.scene.world.cursor:set(self.character.x, self.character.y, "skill", self.skillname)
self.assets.sfx["mSelect"]:play()
else
self.assets.sfx["mSelect"]:play()
self.character:useSkill(self.skillname, self.character.x, self.character.y)
end
self.character:doNothing()
--self.character:useSkill(self.skillname, self.character.x, self.character.y)
else
core.debug:warning("cbs/menu", "skill " .. self.skillname .. " doesn't exist")
self.character:receiveSignal("none")
self.character:doNothing()
self.assets.sfx["mError"]:play()
end