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40 changed files with 1011 additions and 281 deletions
102
sonic-radiance.love/birb/classes/states/init.lua
Normal file
102
sonic-radiance.love/birb/classes/states/init.lua
Normal file
|
@ -0,0 +1,102 @@
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|||
-- classes/states :: a finite state machine for objects
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--[[
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Copyright © 2022 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
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||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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|
||||
The above copyright notice and this permission notice shall be included in all
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||||
copies or substantial portions of the Software.
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||||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local StateMachine = Object:extend()
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function StateMachine.addState(self, name, state, isDefault)
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if (self.states == nil) then
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self.states = {}
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self.states.list = {}
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end
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self.states.list[name] = state
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if (isDefault == true) then
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self.states.default = name
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end
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end
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function StateMachine.addStates(self, statesPath, default)
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local states = require(statesPath)
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for i, stateName in ipairs(states) do
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local state = require(statesPath .. "." .. stateName)
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self:addState(stateName, state)
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end
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self.states.default = default
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end
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function StateMachine:initStates()
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if (self.states == nil) then
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self.states = {}
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self.states.list = {}
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end
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self.currentState = self.states.default or "none"
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end
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function StateMachine:updateState(dt)
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self:playStateFunc("update", dt)
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end
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function StateMachine:haveState(state)
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return (self.states.list[state] ~= nil)
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end
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function StateMachine:setState(state)
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if (not self:haveState(state)) then
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return self.currentState
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end
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self:playStateFunc("stop", state)
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local currentState = self.currentState
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self.currentState = state
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self:playStateFunc("start", currentState)
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return state
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end
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function StateMachine:getState()
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return self.states.list[self.currentState]
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end
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function StateMachine:getStateVar(varName, default)
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local state = self:getState()
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if (state == nil) then
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return nil
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end
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local var = state[varName]
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if (var == nil) then
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return default
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end
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return var
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end
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function StateMachine:playStateFunc(funcName, ...)
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local state = self:getState()
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if (state == nil) then
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return
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end
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local func = state[funcName]
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if (func ~= nil) then
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func(self, ...)
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end
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end
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return StateMachine
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@ -87,9 +87,18 @@ function Animator:changeAnimation(name, restart)
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restart = restart or false
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end
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self.currentAnimation = name
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if (self.sprite.data.animations[name] ~= nil) then
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self.currentAnimation = name
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else
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self.currentAnimation = self.sprite.data.metadata.defaultAnim
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end
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self.animationData = self.sprite.data.animations[self.currentAnimation]
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if (self.animationData == nil) then
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error("animation " .. self.currentAnimation .. " not found.")
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end
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if (restart == true) then
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self.frame = self.animationData.startAt
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self.frameTimer = 0
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|
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|
@ -29,6 +29,8 @@ local TimedActor = require("birb.modules.world.actors.mixins.timers")
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local InputActor = require("birb.modules.world.actors.mixins.inputs")
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local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local StateMachine = require("birb.classes.states")
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local Actor2D = Rect:extend()
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Actor2D:implement(BaseActor)
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Actor2D:implement(SpritedActor)
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@ -36,6 +38,8 @@ Actor2D:implement(TimedActor)
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Actor2D:implement(InputActor)
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Actor2D:implement(PhysicalActor)
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Actor2D:implement(StateMachine)
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local Hitbox = require "birb.modules.world.actors.utils.hitbox2D"
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-- INIT FUNCTIONS
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@ -49,6 +53,7 @@ function Actor2D:new(world, type, x, y, w, h, isSolid)
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self:initTimers()
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self:initSprite()
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self:initKeys()
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self:initStates()
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end
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function Actor2D:destroy()
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|
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@ -33,6 +33,8 @@ local InputActor = require("birb.modules.world.actors.mixins.inputs")
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local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local Shape3DActor = require("birb.modules.world.actors.mixins.shapes")
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local StateMachine = require("birb.classes.states")
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local Actor3D = BasicBox:extend()
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Actor3D:implement(BaseActor)
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Actor3D:implement(SpritedActor)
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@ -41,6 +43,8 @@ Actor3D:implement(InputActor)
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Actor3D:implement(PhysicalActor)
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Actor3D:implement(Shape3DActor)
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Actor3D:implement(StateMachine)
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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@ -52,6 +56,7 @@ function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
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self:initSprite()
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self:initKeys()
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self:initShape(Boxes, true)
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self:initStates()
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end
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function Actor3D:destroy()
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@ -88,6 +88,7 @@ end
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function BaseActor:update(dt)
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self:updateStart(dt)
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self:applyUpdateFunctions(dt)
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self:updateState(dt)
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self:updateEnd(dt)
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end
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|
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@ -123,6 +123,10 @@ function Hitbox3D:getCenter()
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return self.x + (self.w/2), self.y + (self.h/2), self.z + (self.d/2)
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end
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function Hitbox3D:getCube()
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return self.world.bodies:getCube(self)
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end
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-- COLLISION FUNCTIONS
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-- Handle Hitbox position
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74
sonic-radiance.love/birb/modules/world/utils/compare.lua
Normal file
74
sonic-radiance.love/birb/modules/world/utils/compare.lua
Normal file
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@ -0,0 +1,74 @@
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local comparisons = {}
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function comparisons.zsort(itemA, itemB)
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local _, aY, aZ, _, aH, aD = itemA.mainHitbox:getCube()
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local aDepth, aID, aType
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aDepth = itemA.depth
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aID = itemA.creationID
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aType = itemA.type
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aZ = math.ceil(aZ)
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aY = math.ceil(aY)
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local _, bY, bZ, _, bH, bD = itemB.mainHitbox:getCube()
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local bDepth, bID, bType
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bDepth = itemB.depth
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bID = itemB.creationID
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bType = itemB.type
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bZ = math.ceil(bZ)
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bY = math.ceil(bY)
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--print("comparing " .. aID .. " to " .. bID)
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--print("a", aY, aZ, aH, aD, aDepth, aID, itemA.type)
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--print("b", bY, bZ, bH, bD, bDepth, bID, itemB.type)
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local comparison = 0
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if aZ >= bZ + bD then
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-- item A is completely above item B
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--graph:add(itemB, itemA)
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comparison = 1
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elseif bZ >= aZ + aD then
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-- item B is completely above item A
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--graph:add(itemA, itemB)
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comparison = -1
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elseif aY + aH <= bY then
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-- item A is completely behind item B
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--graph:add(itemA, itemB)
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comparison = -1
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elseif bY + bH <= aY then
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-- item B is completely behind item A
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--graph:add(itemB, itemA)
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comparison = 1
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elseif aY + aH > bY + bH then --(aY - aZ) + aH > (bY - bZ) + bH then
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-- item A's forward-most point is in front of item B's forward-most point
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--graph:add(itemB, itemA)
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comparison = 1
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elseif aY + aH < bY + bH then --aY < (bY - bZ) + bH then
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-- item B's forward-most point is in front of item A's forward-most point
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--graph:add(itemA, itemB)
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comparison = -1
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else
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-- item A's forward-most point is the same than item B's forward-most point
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if aDepth > bDepth then
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--graph:add(itemB, itemA)
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comparison = 1
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elseif aDepth < bDepth then
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--graph:add(itemA, itemB)
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comparison = -1
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else
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if aID > bID then
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--graph:add(itemA, itemB)
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comparison = 1
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elseif aID < bID then
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--graph:add(itemB, itemA)
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comparison = -1
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end
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end
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end
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return comparison == -1
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end
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return comparisons
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@ -31,6 +31,8 @@ local Bump3D = require(cwd .. "libs.bump-3dpd")
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local Tsort = require(cwd .. "libs.tsort")
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local CameraSystem = require(cwd .. "camera")
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local comparisons = require(cwd .. "utils.compare")
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local PADDING_VALUE = 10/100
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|
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function World3D:new(scene, actorlist, mapfile, maptype)
|
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|
@ -183,87 +185,10 @@ end
|
|||
-- Functions to draw the world
|
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|
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function World3D:zSortItems(items)
|
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-- zSorting algorithm taken from bump3D example, adapted to gamecore.
|
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local graph = Tsort.new()
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local noOverlap = {}
|
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-- TODO : take from a self.shapes:queryRect()
|
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table.sort(items, comparisons.zsort)
|
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|
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-- Iterate through all visible items, and calculate ordering of all pairs
|
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-- of overlapping items.
|
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-- TODO: Each pair is calculated twice currently. Maybe this is slow?
|
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for _, itemA in ipairs(items) do repeat
|
||||
local x, y, w, h = self.shapes:getRect(itemA)
|
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local otherItemsFilter = function(other) return other ~= itemA end
|
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local overlapping, len = self.shapes:queryRect(x, y, w, h, otherItemsFilter)
|
||||
|
||||
if len == 0 then
|
||||
table.insert(noOverlap, itemA)
|
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|
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break
|
||||
end
|
||||
|
||||
local _, aY, aZ, _, aH, aD = self.bodies:getCube(itemA.mainHitbox)
|
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local aDepth, aID, aType
|
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aDepth = itemA.depth
|
||||
aID = itemA.creationID
|
||||
aType = itemA.type
|
||||
aZ = math.ceil(aZ)
|
||||
aY = math.ceil(aY)
|
||||
|
||||
for _, itemB in ipairs(overlapping) do
|
||||
local _, bY, bZ, _, bH, bD = self.bodies:getCube(itemB.mainHitbox)
|
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local bDepth, bID, bType
|
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bDepth = itemB.depth
|
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bID = itemB.creationID
|
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bType = itemB.type
|
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bZ = math.ceil(bZ)
|
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bY = math.ceil(bY)
|
||||
|
||||
if aZ >= bZ + bD then
|
||||
-- item A is completely above item B
|
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graph:add(itemB, itemA)
|
||||
elseif bZ >= aZ + aD then
|
||||
-- item B is completely above item A
|
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graph:add(itemA, itemB)
|
||||
elseif aY + aH <= bY then
|
||||
-- item A is completely behind item B
|
||||
graph:add(itemA, itemB)
|
||||
elseif bY + bH <= aY then
|
||||
-- item B is completely behind item A
|
||||
graph:add(itemB, itemA)
|
||||
elseif (aY - aZ) + aH > (bY - bZ) + bH then
|
||||
-- item A's forward-most point is in front of item B's forward-most point
|
||||
graph:add(itemB, itemA)
|
||||
elseif (aY - aZ) + aH < (bY - bZ) + bH then
|
||||
-- item B's forward-most point is in front of item A's forward-most point
|
||||
graph:add(itemA, itemB)
|
||||
else
|
||||
-- item A's forward-most point is the same than item B's forward-most point
|
||||
if aDepth > bDepth then
|
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graph:add(itemB, itemA)
|
||||
elseif aDepth < bDepth then
|
||||
graph:add(itemA, itemB)
|
||||
else
|
||||
if aID > bID then
|
||||
graph:add(itemA, itemB)
|
||||
elseif aID < bID then
|
||||
graph:add(itemB, itemA)
|
||||
else
|
||||
error("two object can't have the same ID")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
until true end
|
||||
|
||||
local sorted, err = graph:sort()
|
||||
if err then
|
||||
error(err)
|
||||
end
|
||||
for _, item in ipairs(noOverlap) do
|
||||
table.insert(sorted, item)
|
||||
end
|
||||
|
||||
return sorted
|
||||
return items
|
||||
|
||||
end
|
||||
|
||||
|
|
|
@ -35,46 +35,25 @@ return {
|
|||
speed = 10,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit1start"] = {
|
||||
["hit1"] = {
|
||||
startAt = 29,
|
||||
endAt = 32,
|
||||
loop = 32,
|
||||
speed = 25,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit1end"] = {
|
||||
startAt = 33,
|
||||
endAt = 34,
|
||||
loop = 34,
|
||||
speed = 25,
|
||||
speed = 20,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit2start"] = {
|
||||
["hit2"] = {
|
||||
startAt = 35,
|
||||
endAt = 37,
|
||||
loop = 37,
|
||||
speed = 25,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit2end"] = {
|
||||
startAt = 38,
|
||||
endAt = 39,
|
||||
loop = 39,
|
||||
speed = 25,
|
||||
speed = 20,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit3start"] = {
|
||||
["hit3"] = {
|
||||
startAt = 40,
|
||||
endAt = 44,
|
||||
loop = 44,
|
||||
speed = 25,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit3end"] = {
|
||||
startAt = 45,
|
||||
endAt = 46,
|
||||
loop = 46,
|
||||
speed = 25,
|
||||
speed = 20,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["spindash"] = {
|
||||
|
|
|
@ -35,46 +35,25 @@ return {
|
|||
speed = 10,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit1start"] = {
|
||||
["hit1"] = {
|
||||
startAt = 22,
|
||||
endAt = 24,
|
||||
loop = 24,
|
||||
speed = 25,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit1end"] = {
|
||||
startAt = 24,
|
||||
endAt = 26,
|
||||
loop = 26,
|
||||
speed = 25,
|
||||
speed = 20,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit2start"] = {
|
||||
["hit2"] = {
|
||||
startAt = 28,
|
||||
endAt = 30,
|
||||
loop = 30,
|
||||
speed = 25,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit2end"] = {
|
||||
startAt = 30,
|
||||
endAt = 32,
|
||||
loop = 32,
|
||||
speed = 25,
|
||||
speed = 20,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit3start"] = {
|
||||
["hit3"] = {
|
||||
startAt = 33,
|
||||
endAt = 35,
|
||||
loop = 35,
|
||||
speed = 25,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["hit3end"] = {
|
||||
startAt = 36,
|
||||
endAt = 36,
|
||||
loop = 36,
|
||||
speed = 25,
|
||||
speed = 20,
|
||||
pauseAtEnd = true,
|
||||
},
|
||||
["spindash"] = {
|
||||
|
|
|
@ -6,11 +6,26 @@ return {
|
|||
["right"] = "right",
|
||||
["up"] = "up",
|
||||
["down"] = "down",
|
||||
|
||||
["dleft"] = "k",
|
||||
["dright"] = "m",
|
||||
["dup"] = "o",
|
||||
["ddown"] = "l",
|
||||
|
||||
["A"] = "a",
|
||||
["B"] = "z",
|
||||
["C"] = "e",
|
||||
["X"] = "e",
|
||||
["Y"] = "r",
|
||||
|
||||
["C"] = "n",
|
||||
|
||||
["start"] = "return",
|
||||
["select"] = "space"
|
||||
["select"] = "space",
|
||||
|
||||
["R1"] = "w",
|
||||
["R2"] = "q",
|
||||
["L1"] = "x",
|
||||
["L2"] = "s",
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1 +1,21 @@
|
|||
return {"up", "down", "left", "right", "A", "B", "C", "start", "select"}
|
||||
return {
|
||||
"up",
|
||||
"down",
|
||||
"left",
|
||||
"right",
|
||||
"dup",
|
||||
"ddown",
|
||||
"dleft",
|
||||
"dright",
|
||||
"A",
|
||||
"B",
|
||||
"X",
|
||||
"Y",
|
||||
"C",
|
||||
"start",
|
||||
"select",
|
||||
"R1",
|
||||
"R2",
|
||||
"L1",
|
||||
"L2",
|
||||
}
|
||||
|
|
52
sonic-radiance.love/game/modules/subgames/ennemies.lua
Normal file
52
sonic-radiance.love/game/modules/subgames/ennemies.lua
Normal file
|
@ -0,0 +1,52 @@
|
|||
local EnnemyController = Object:extend()
|
||||
|
||||
local Villain = require "scenes.battlesystem.fighters.ennemy"
|
||||
local STATS = require "datas.consts.stats"
|
||||
|
||||
function EnnemyController:new(scene)
|
||||
self.super.new(self)
|
||||
self.scene = scene
|
||||
self.list = {}
|
||||
end
|
||||
|
||||
function EnnemyController:addAll(ennemies)
|
||||
local count = self:countList(ennemies)
|
||||
for i, ennemyBaseData in ipairs(ennemies) do
|
||||
local ennData = core.datas:parse("ennemytype", ennemyBaseData)
|
||||
local nbr = ennData.number or 1
|
||||
for i=1, nbr do
|
||||
self:add(ennData, count)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function EnnemyController:countList(ennemies)
|
||||
local count = 0
|
||||
for i, ennemyBaseData in ipairs(ennemies) do
|
||||
local ennData = core.datas:parse("ennemytype", ennemyBaseData)
|
||||
local nbr = ennData.number or 1
|
||||
count = count + nbr
|
||||
end
|
||||
return count
|
||||
end
|
||||
|
||||
function EnnemyController:getEnnemyArchetype(ennData)
|
||||
if (ennData.archetype ~= nil) then
|
||||
return ennData.archetype
|
||||
end
|
||||
return ennData.name
|
||||
end
|
||||
|
||||
function EnnemyController:add(ennData, count)
|
||||
local ennemy = {}
|
||||
ennemy.type = ennData.type
|
||||
ennemy.name = ennData.name
|
||||
ennemy.category = ennData.category
|
||||
ennemy.actor = nil
|
||||
ennemy.isAlive = true
|
||||
ennemy.data = ennData
|
||||
table.insert(self.list, ennemy)
|
||||
self.scene.world:spawnEnnemy(self:getEnnemyArchetype(ennData), ennemy, count)
|
||||
end
|
||||
|
||||
return EnnemyController
|
64
sonic-radiance.love/game/modules/subgames/hud.lua
Normal file
64
sonic-radiance.love/game/modules/subgames/hud.lua
Normal file
|
@ -0,0 +1,64 @@
|
|||
local GuiScreen = require "birb.modules.gui.screen"
|
||||
local OWScreen = GuiScreen:extend()
|
||||
|
||||
local Composite = require "birb.modules.gui.elements.composite"
|
||||
local Counter = require "birb.modules.gui.elements.counter"
|
||||
local Asset = require "birb.modules.gui.elements.assets"
|
||||
|
||||
local Emblems = require "scenes.overworld.gui.hudelements.emblems"
|
||||
local StatusBar = require "scenes.battlesystem.gui.hudelements.statutbar"
|
||||
|
||||
local show = {
|
||||
-- {"rings", "movement", 0, 0.3, 16, 16, "inOutQuart"},
|
||||
-- {"time", "movement", 0, 0.3, 408, 250, "inOutQuart"},
|
||||
{"teamEmblems", "movement", 0, 0.3, 368, 24, "inOutQuart"},
|
||||
-- {"lifebars", "movement", 0, 0.3, 8, 168, "inOutQuart"},
|
||||
}
|
||||
|
||||
local hide = {
|
||||
-- {"rings", "movement", 0, 0.3, -16, -16, "inOutQuart"},
|
||||
-- {"time", "movement", 0, 0.3, 408, 250, "inOutQuart"},
|
||||
{"teamEmblems", "movement", 0, 0.3, 500, 24, "inOutQuart"},
|
||||
-- {"lifebars", "movement", 0, 0.3, -124, 168, "inOutQuart"},
|
||||
}
|
||||
|
||||
local showMenu = {
|
||||
-- {"rings", "movement", 0, 0.5, 8, 8, "inOutQuart"},
|
||||
-- {"time", "movement", 0, 0.5, 408, 221, "inOutQuart"},
|
||||
{"teamEmblems", "movement", 0, 0.3, 500, 24, "inOutQuart"},
|
||||
-- {"lifebars", "movement", 0, 0.3, -124, 168, "inOutQuart"},
|
||||
}
|
||||
|
||||
local hideMenu = {
|
||||
-- {"rings", "movement", 0, 0.5, 16, 16, "inOutQuart"},
|
||||
-- {"time", "movement", 0, 0.5, 408, 250, "inOutQuart"},
|
||||
{"teamEmblems", "movement", 0, 0.3, 368, 24, "inOutQuart"},
|
||||
-- {"lifebars", "movement", 0, 0.3, 8, 168, "inOutQuart"}
|
||||
}
|
||||
|
||||
function OWScreen:new()
|
||||
OWScreen.super.new(self, "hud")
|
||||
self:addTransform("show", show)
|
||||
self:addTransform("hide", hide)
|
||||
self:addTransform("pause", showMenu)
|
||||
self:addTransform("unpause", hideMenu)
|
||||
self:show()
|
||||
end
|
||||
|
||||
function OWScreen:createElements()
|
||||
local list = {
|
||||
-- {Composite("rings", -16, -16, {
|
||||
-- {Asset("guiRing", "images", "guiRing", -1, -1), 0, 0},
|
||||
-- {Counter("turnCnt", "hudnbrs", game.loot, "rings", 3, -1, -1), 14, 1}
|
||||
-- }), 0, -100},
|
||||
-- {TimeElement("hudnbrs", 408, 250, "right"), 0, -100},
|
||||
Emblems(500, 24),
|
||||
StatusBar(),
|
||||
-- Lifebars(-124, 168),
|
||||
-- Interactions()
|
||||
}
|
||||
|
||||
return list
|
||||
end
|
||||
|
||||
return OWScreen
|
|
@ -3,8 +3,11 @@ local PlayStyle = Scene:extend()
|
|||
|
||||
local TweenManager = require "birb.classes.time"
|
||||
local PauseScreen = require("game.modules.subgames.pause")
|
||||
local HUD = require("game.modules.subgames.hud")
|
||||
local TestWorld = require("game.modules.subgames.world.parent")
|
||||
|
||||
local EnnemyController = require "game.modules.subgames.ennemies"
|
||||
|
||||
function PlayStyle:new(supportedLevels, missionfile)
|
||||
PlayStyle.super.new(self, false, false)
|
||||
self.timer = 0
|
||||
|
@ -17,9 +20,11 @@ function PlayStyle:new(supportedLevels, missionfile)
|
|||
|
||||
self.tweens = TweenManager(self)
|
||||
PauseScreen()
|
||||
HUD()
|
||||
|
||||
self.haveStarted = false
|
||||
self.canPause = true
|
||||
self.ennemies = EnnemyController(self)
|
||||
end
|
||||
|
||||
function PlayStyle:loadMissionFile(supportedLevels, missionfile)
|
||||
|
|
|
@ -0,0 +1,33 @@
|
|||
local Parent = require("game.modules.subgames.world.actors.fighters.parent")
|
||||
local Ennemy = Parent:extend()
|
||||
|
||||
function Ennemy:new(world, x, y, owner)
|
||||
self.defaultDir = -1
|
||||
self.owner = owner
|
||||
self.data = self.owner.data
|
||||
|
||||
Ennemy.super.new(self, world, x, y, self.owner.name)
|
||||
self:changeSprite(self.owner.name)
|
||||
end
|
||||
|
||||
function Ennemy:getAbstract()
|
||||
return game.ennemies:getEnnemyData(self.owner.category, self.owner.name)
|
||||
end
|
||||
|
||||
function Ennemy:getFighterHitbox()
|
||||
return 16, 12, self.abstract.data.hudHeight
|
||||
end
|
||||
|
||||
function Ennemy:isAerial()
|
||||
return self.abstract.data.isAerial
|
||||
end
|
||||
|
||||
function Ennemy:getCustomSpeed()
|
||||
return 16
|
||||
end
|
||||
|
||||
function Ennemy:getSpritePath()
|
||||
return "datas/gamedata/ennemies/" .. self.owner.category .. "/" .. self.owner.name .. "/sprites"
|
||||
end
|
||||
|
||||
return Ennemy
|
|
@ -0,0 +1,7 @@
|
|||
local FighterAbstract = Object:extend()
|
||||
|
||||
function FighterAbstract:initAbstract()
|
||||
self.abstract = self:getAbstract()
|
||||
end
|
||||
|
||||
return FighterAbstract
|
|
@ -0,0 +1,54 @@
|
|||
local PlayerMovement = Object:extend()
|
||||
|
||||
local SPEED = 160
|
||||
|
||||
function PlayerMovement:initMovements()
|
||||
if (not self:isAerial()) then
|
||||
self:setGravity(480 * 2)
|
||||
end
|
||||
end
|
||||
|
||||
function PlayerMovement:updateMovements()
|
||||
self:setFrc()
|
||||
end
|
||||
|
||||
-- GOTO FUNCTIONS
|
||||
-- Help the movable go toward something
|
||||
|
||||
function PlayerMovement:goTowardDir(angle, strenght)
|
||||
self.xsp, self.ysp = utils.math.lengthdir(SPEED, angle)
|
||||
end
|
||||
|
||||
function PlayerMovement:goX(dir)
|
||||
self.xsp = SPEED * (dir or 1)
|
||||
end
|
||||
|
||||
function PlayerMovement:goY(dir)
|
||||
self.ysp = SPEED * (dir or 1)
|
||||
end
|
||||
|
||||
-- FRICTION
|
||||
|
||||
function PlayerMovement:setFrc()
|
||||
self.xfrc, self.yfrc = 480 * 3, 480 * 3
|
||||
end
|
||||
|
||||
-- JUMP FUNCTIONS
|
||||
|
||||
function PlayerMovement:jump()
|
||||
self.zsp = 280 * 1.33
|
||||
end
|
||||
|
||||
function PlayerMovement:isNotJumping()
|
||||
return self.onGround
|
||||
end
|
||||
|
||||
function PlayerMovement:getStartZ()
|
||||
if (self:isAerial()) then
|
||||
return 16
|
||||
else
|
||||
return 0
|
||||
end
|
||||
end
|
||||
|
||||
return PlayerMovement
|
|
@ -0,0 +1,59 @@
|
|||
local FighterSprite = Object:extend()
|
||||
|
||||
function FighterSprite:changeSprite(name)
|
||||
if (self.assets.sprites[name] == nil) then
|
||||
self.assets:addSprite(name, self:getSpritePath(name))
|
||||
end
|
||||
self.assets.sprites[name]:setCustomSpeed(16)
|
||||
local ox, oy = self:getOrigin()
|
||||
self:setSprite(name, true, ox, oy)
|
||||
self:changeAnimation("idle")
|
||||
self:setDirection(self.direction or self.defaultDir)
|
||||
end
|
||||
|
||||
function FighterSprite:getOrigin()
|
||||
local _, _, d = self:getFighterHitbox()
|
||||
|
||||
return 8, (d - 14)
|
||||
end
|
||||
|
||||
function FighterSprite:updateSprites(dt)
|
||||
self.sprite:setCustomSpeed(self:getCustomSpeed())
|
||||
self:setDirection(self.xsp)
|
||||
self:setAnimation()
|
||||
end
|
||||
|
||||
function FighterSprite:setAnimation()
|
||||
if (self:getStateVar("defaultAnim", false)) then
|
||||
self:defaultAnim()
|
||||
else
|
||||
self:playStateFunc("changeAnimation")
|
||||
end
|
||||
end
|
||||
|
||||
function FighterSprite:defaultAnim()
|
||||
if (self.onGround or self:isAerial()) then
|
||||
if (math.abs(self.xsp) > 0) or (math.abs(self.ysp) > 0) then
|
||||
self.sprite:changeAnimation("walk", false)
|
||||
else
|
||||
self.sprite:changeAnimation("idle", false)
|
||||
end
|
||||
else
|
||||
if (self.zsp) > 0 then
|
||||
self.sprite:changeAnimation("jump", false)
|
||||
else
|
||||
self.sprite:changeAnimation("fall", false)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function FighterSprite:setDirection(direction)
|
||||
direction = direction or 0
|
||||
if (direction ~= 0) then
|
||||
direction = utils.math.sign(direction)
|
||||
self.direction = direction
|
||||
self.sprite:setScallingX(direction)
|
||||
end
|
||||
end
|
||||
|
||||
return FighterSprite
|
|
@ -0,0 +1,45 @@
|
|||
local Parent = require("game.modules.subgames.world.actors.parent")
|
||||
local FighterParent = Parent:extend()
|
||||
|
||||
local TweenManager = require "birb.classes.time"
|
||||
|
||||
local Movements = require "game.modules.subgames.world.actors.fighters.mixins.movements"
|
||||
local Sprites = require "game.modules.subgames.world.actors.fighters.mixins.sprites"
|
||||
local Abstract = require "game.modules.subgames.world.actors.fighters.mixins.abstract"
|
||||
|
||||
FighterParent:implement(Movements)
|
||||
FighterParent:implement(Sprites)
|
||||
FighterParent:implement(Abstract)
|
||||
|
||||
local states = {"idle"}
|
||||
|
||||
FighterParent:addStates("game.modules.subgames.world.actors.fighters.states", "idle")
|
||||
|
||||
function FighterParent:new(world, x, y, fighterType)
|
||||
self.abstract = self:getAbstract()
|
||||
|
||||
local w, h, d = self:getFighterHitbox()
|
||||
local z = self:getStartZ()
|
||||
|
||||
FighterParent.super.new(self, world, fighterType, x, y, z, w, h, d, false)
|
||||
self.defaultDir = self.defaultDir or -1
|
||||
self:initMovements()
|
||||
|
||||
self.tweens = TweenManager(self)
|
||||
end
|
||||
|
||||
function FighterParent:update(dt)
|
||||
self:updateMovements(dt)
|
||||
FighterParent.super.update(self, dt)
|
||||
self.tweens:update(dt)
|
||||
end
|
||||
|
||||
function FighterParent:updateEnd(dt)
|
||||
self:updateSprites()
|
||||
end
|
||||
|
||||
function FighterParent:animationEnded(name)
|
||||
self:playStateFunc("animationEnded", name)
|
||||
end
|
||||
|
||||
return FighterParent
|
|
@ -0,0 +1,88 @@
|
|||
local PlayerControls = Object:extend()
|
||||
|
||||
function PlayerControls:applyInputs()
|
||||
self:applyMoveInput()
|
||||
self:applyJumpInput()
|
||||
self:applyActionsInputs()
|
||||
self:applySwitchInputs()
|
||||
end
|
||||
|
||||
function PlayerControls:applyMoveInput()
|
||||
if (self:getStateVar("canMove", false)) then
|
||||
if (self.world.autorun == true) then
|
||||
self:applyAutorunInput()
|
||||
else
|
||||
self:applyFreemoveInput()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function PlayerControls:applyFreemoveInput()
|
||||
local angle, strenght = self:dpadToAngle()
|
||||
if (strenght ~= 0) then
|
||||
self:goTowardDir(angle, strenght)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function PlayerControls:applyAutorunInput()
|
||||
self:goX()
|
||||
if self.keys["up"].isDown then
|
||||
self:goY(-1)
|
||||
end
|
||||
if self.keys["down"].isDown then
|
||||
self:goY(1)
|
||||
end
|
||||
end
|
||||
|
||||
function PlayerControls:dpadToAngle()
|
||||
local xsp, ysp = 0, 0
|
||||
local strenght = 0
|
||||
local angle = 0
|
||||
if self.keys["up"].isDown then
|
||||
ysp = -1
|
||||
end
|
||||
if self.keys["down"].isDown then
|
||||
ysp = 1
|
||||
end
|
||||
if self.keys["left"].isDown then
|
||||
xsp = -1
|
||||
end
|
||||
if self.keys["right"].isDown then
|
||||
xsp = 1
|
||||
end
|
||||
|
||||
if (xsp ~= 0 or ysp ~= 0) then
|
||||
angle = utils.math.pointDirection(0, 0, xsp, ysp)
|
||||
strenght = 1
|
||||
end
|
||||
|
||||
return angle, strenght
|
||||
end
|
||||
|
||||
function PlayerControls:applyJumpInput()
|
||||
if self.keys["A"].isPressed and (self:isNotJumping() and self:getStateVar("canJump", false)) then
|
||||
self:jump()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function PlayerControls:applyActionsInputs()
|
||||
if self.keys["B"].isPressed then
|
||||
--self:setState("hit1")
|
||||
self:playStateFunc("bAction")
|
||||
end
|
||||
end
|
||||
|
||||
function PlayerControls:applySwitchInputs()
|
||||
if (self.onGround and self:getStateVar("canSwitch", false)) then
|
||||
if self.keys["L1"].isPressed then
|
||||
self:switchActiveCharacter()
|
||||
end
|
||||
if self.keys["R1"].isPressed then
|
||||
self:switchActiveCharacter(-1)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return PlayerControls
|
|
@ -0,0 +1,15 @@
|
|||
local PlayerHitboxes = Object:extend()
|
||||
|
||||
function PlayerHitboxes:getAbstract()
|
||||
return game.characters.list[game.characters:getActiveCharacter()]
|
||||
end
|
||||
|
||||
function PlayerHitboxes:getFighterHitbox()
|
||||
return 16, 12, 24
|
||||
end
|
||||
|
||||
function PlayerHitboxes:isAerial()
|
||||
return false
|
||||
end
|
||||
|
||||
return PlayerHitboxes
|
|
@ -0,0 +1,46 @@
|
|||
local Parent = require("game.modules.subgames.world.actors.fighters.parent")
|
||||
local Player = Parent:extend()
|
||||
|
||||
local Score = require "game.modules.subgames.world.actors.fighters.player.score"
|
||||
local Sprites = require "game.modules.subgames.world.actors.fighters.player.sprites"
|
||||
local Controls = require "game.modules.subgames.world.actors.fighters.player.controls"
|
||||
local Identity = require "game.modules.subgames.world.actors.fighters.player.identity"
|
||||
|
||||
local Team = require "scenes.overworld.actors.player.team"
|
||||
|
||||
Player:implement(Score)
|
||||
Player:implement(Sprites)
|
||||
Player:implement(Team)
|
||||
Player:implement(Controls)
|
||||
Player:implement(Identity)
|
||||
|
||||
function Player:new(world, x, y, z, id)
|
||||
self.defaultDir = 1
|
||||
Player.super.new(self, world, x, y, "player")
|
||||
self:updateCurrentCharset()
|
||||
self:initScore()
|
||||
self:initTeam()
|
||||
end
|
||||
|
||||
function Player:updateStart(dt)
|
||||
self:applyInputs()
|
||||
end
|
||||
|
||||
function Player:collisionResponse(collision)
|
||||
if collision.other.type == "collectible" then
|
||||
collision.other.owner:getPicked(self)
|
||||
end
|
||||
end
|
||||
|
||||
function Player:timerResponse(response)
|
||||
if (response == "changeCharacter") then
|
||||
self:endCharacterSwitchAnimation()
|
||||
end
|
||||
end
|
||||
|
||||
function Player:getViewCenter()
|
||||
local x, y = Player.super.getViewCenter(self)
|
||||
return x, y-16
|
||||
end
|
||||
|
||||
return Player
|
|
@ -0,0 +1,22 @@
|
|||
local PlayerScore = Object:extend()
|
||||
|
||||
function PlayerScore:initScore()
|
||||
self.rings = 0
|
||||
self.score = 0
|
||||
end
|
||||
|
||||
function PlayerScore:setRing(value, isRelative)
|
||||
if (isRelative == false) then
|
||||
self.rings = 0
|
||||
end
|
||||
self.rings = self.rings + value
|
||||
end
|
||||
|
||||
function PlayerScore:setScore(value, isRelative)
|
||||
if (isRelative == false) then
|
||||
self.score = 0
|
||||
end
|
||||
self.score = self.score + value
|
||||
end
|
||||
|
||||
return PlayerScore
|
|
@ -0,0 +1,18 @@
|
|||
local SpritedPlayer = Object:extend()
|
||||
|
||||
function SpritedPlayer:getSpritePath(name)
|
||||
return "datas/gamedata/characters/" .. name .. "/sprites"
|
||||
end
|
||||
|
||||
function SpritedPlayer:getCustomSpeed()
|
||||
local gsp = utils.math.pointDistance(0, 0, self.xsp, self.ysp)
|
||||
return math.abs(gsp) / 12
|
||||
end
|
||||
|
||||
function SpritedPlayer:updateCurrentCharset()
|
||||
self.charName = game.characters:getActiveCharacter()
|
||||
self:initAbstract()
|
||||
self:changeSprite(self.charName)
|
||||
end
|
||||
|
||||
return SpritedPlayer
|
|
@ -0,0 +1,20 @@
|
|||
local hit1state = {}
|
||||
|
||||
hit1state.canSwitch = false
|
||||
hit1state.canJump = false
|
||||
hit1state.defaultAnim = false
|
||||
hit1state.canMove = false
|
||||
|
||||
function hit1state:start()
|
||||
self.sprite:changeAnimation("hit1", true)
|
||||
end
|
||||
|
||||
function hit1state:bAction()
|
||||
self:setState("hit2")
|
||||
end
|
||||
|
||||
function hit1state:animationEnded()
|
||||
self:setState("idle")
|
||||
end
|
||||
|
||||
return hit1state
|
|
@ -0,0 +1,20 @@
|
|||
local hit1state = {}
|
||||
|
||||
hit1state.canSwitch = false
|
||||
hit1state.canJump = false
|
||||
hit1state.defaultAnim = false
|
||||
hit1state.canMove = false
|
||||
|
||||
function hit1state:start()
|
||||
self.sprite:changeAnimation("hit2", true)
|
||||
end
|
||||
|
||||
function hit1state:bAction()
|
||||
self:setState("hit3")
|
||||
end
|
||||
|
||||
function hit1state:animationEnded()
|
||||
self:setState("idle")
|
||||
end
|
||||
|
||||
return hit1state
|
|
@ -0,0 +1,16 @@
|
|||
local hit1state = {}
|
||||
|
||||
hit1state.canSwitch = false
|
||||
hit1state.canJump = false
|
||||
hit1state.defaultAnim = false
|
||||
hit1state.canMove = false
|
||||
|
||||
function hit1state:start()
|
||||
self.sprite:changeAnimation("hit3", true)
|
||||
end
|
||||
|
||||
function hit1state:animationEnded()
|
||||
self:setState("idle")
|
||||
end
|
||||
|
||||
return hit1state
|
|
@ -0,0 +1,14 @@
|
|||
local idleState = {}
|
||||
|
||||
idleState.canSwitch = true
|
||||
idleState.canJump = true
|
||||
idleState.defaultAnim = true
|
||||
idleState.canMove = true
|
||||
|
||||
function idleState:bAction()
|
||||
if (self.onGround) then
|
||||
self:setState("hit1")
|
||||
end
|
||||
end
|
||||
|
||||
return idleState
|
|
@ -0,0 +1,6 @@
|
|||
return {
|
||||
"idle",
|
||||
"hit1",
|
||||
"hit2",
|
||||
"hit3",
|
||||
}
|
|
@ -2,7 +2,7 @@ local Obj = {}
|
|||
|
||||
-- On charge toutes les différentes types d'acteurs
|
||||
local cwd = (...):gsub('%.init$', '') .. "."
|
||||
Obj.Player = require(cwd .. "player")
|
||||
Obj.Player = require(cwd .. "fighters.player")
|
||||
Obj.Ring = require(cwd .. "items.ring")
|
||||
|
||||
Obj.index = {}
|
||||
|
@ -19,4 +19,7 @@ Obj.index = {}
|
|||
Obj.index[01] = Obj.Ring
|
||||
Obj.index[02] = Obj.Ring
|
||||
|
||||
Obj.ennemies = {}
|
||||
Obj.ennemies["basic"] = require "game.modules.subgames.world.actors.fighters.ennemies"
|
||||
|
||||
return Obj
|
||||
|
|
|
@ -1,127 +0,0 @@
|
|||
local cwd = (...):gsub('%.player$', '') .. "."
|
||||
local Parent = require(cwd .. "parent")
|
||||
local Player = Parent:extend()
|
||||
|
||||
function Player:new(world, x, y, z, id)
|
||||
Player.super.new(self, world, "player", x, y, 0, 16, 12, 24, true)
|
||||
self:setGravity(480*2)
|
||||
|
||||
self:initPlayer()
|
||||
|
||||
self.action = "normal"
|
||||
|
||||
self.rings = 0
|
||||
self.score = 0
|
||||
end
|
||||
|
||||
function Player:initPlayer()
|
||||
self.charName = game.characters:getActiveCharacter()
|
||||
self.assets:addSprite(self.charName, "datas/gamedata/characters/" .. self.charName .. "/sprites")
|
||||
self:setSprite(self.charName, true, 8, 10)
|
||||
end
|
||||
|
||||
function Player:updateStart(dt)
|
||||
self.xfrc, self.yfrc = 480*3, 480*3
|
||||
|
||||
self:basicMovements()
|
||||
|
||||
if self.keys["A"].isPressed and (self.onGround) then
|
||||
self.zsp = 280*1.33
|
||||
end
|
||||
|
||||
if self.keys["B"].isPressed and (self.onGround) then
|
||||
-- Nothing for the moment
|
||||
end
|
||||
end
|
||||
|
||||
function Player:basicMovements()
|
||||
|
||||
if self.keys["up"].isDown then
|
||||
self.ysp = -160
|
||||
end
|
||||
if self.keys["down"].isDown then
|
||||
self.ysp = 160
|
||||
end
|
||||
if (self.world.autorun == true) then
|
||||
self.xsp = 160
|
||||
else
|
||||
if self.keys["left"].isDown then
|
||||
self.xsp = -160
|
||||
end
|
||||
if self.keys["right"].isDown then
|
||||
self.xsp = 160
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function Player:collisionResponse(collision)
|
||||
if collision.other.type == "collectible" then
|
||||
collision.other.owner:getPicked(self)
|
||||
end
|
||||
end
|
||||
|
||||
function Player:animationEnded(name)
|
||||
|
||||
end
|
||||
|
||||
function Player:updateEnd(dt)
|
||||
self:setAnimation()
|
||||
end
|
||||
|
||||
function Player:setAnimation()
|
||||
local gsp = utils.math.pointDistance(0, 0, self.xsp, self.ysp)
|
||||
self:setCustomSpeed(math.abs(gsp) / 12)
|
||||
self:setDirection(self.xsp)
|
||||
if (self.action == "punching") then
|
||||
--the animation system is already active
|
||||
else
|
||||
if (self.onGround) then
|
||||
if (math.abs(self.xsp) > 0) or (math.abs(self.ysp) > 0) then
|
||||
self:changeAnimation("walk", false)
|
||||
else
|
||||
self:changeAnimation("idle", false)
|
||||
end
|
||||
else
|
||||
if (self.zsp) > 0 then
|
||||
self:changeAnimation("jump", false)
|
||||
else
|
||||
self:changeAnimation("fall", false)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Player:setDirection(direction)
|
||||
direction = direction or 0
|
||||
if direction ~= 0 then
|
||||
direction = utils.math.sign(direction)
|
||||
self.direction = direction
|
||||
self.sprite:setScallingX(direction)
|
||||
end
|
||||
end
|
||||
|
||||
function Player:getViewCenter()
|
||||
local x, y = Player.super.getViewCenter(self)
|
||||
return x, y-16
|
||||
end
|
||||
|
||||
function Player:draw()
|
||||
Player.super.draw(self)
|
||||
end
|
||||
|
||||
function Player:setRing(value, isRelative)
|
||||
if (isRelative == false) then
|
||||
self.rings = 0
|
||||
end
|
||||
self.rings = self.rings + value
|
||||
end
|
||||
|
||||
function Player:setScore(value, isRelative)
|
||||
if (isRelative == false) then
|
||||
self.score = 0
|
||||
end
|
||||
self.score = self.score + value
|
||||
end
|
||||
|
||||
return Player
|
|
@ -11,6 +11,7 @@ function ParentWorld:new(scene, maptype, mapname)
|
|||
|
||||
self.mapname = mapname
|
||||
self.autorun = false
|
||||
self.i = 0
|
||||
end
|
||||
|
||||
function ParentWorld:createMapController()
|
||||
|
@ -22,6 +23,17 @@ function ParentWorld:loadMapObjects()
|
|||
self:addInvisibleWalls()
|
||||
end
|
||||
|
||||
function ParentWorld:spawnEnnemy(name, owner, count)
|
||||
local EnnemyObj = self.obj.ennemies[name]
|
||||
if (EnnemyObj == nil) then
|
||||
EnnemyObj = self.obj.ennemies["basic"]
|
||||
end
|
||||
local x = math.random(240, 424)
|
||||
local y = (120 / count) * (self.i)
|
||||
self.i = self.i + 1
|
||||
EnnemyObj(self, 240, y, owner)
|
||||
end
|
||||
|
||||
function ParentWorld:newObjFromIndex(id, x, y, z)
|
||||
self.obj.index[id](self, x, y, z)
|
||||
end
|
||||
|
|
45
sonic-radiance.love/scenes/battles/init.lua
Normal file
45
sonic-radiance.love/scenes/battles/init.lua
Normal file
|
@ -0,0 +1,45 @@
|
|||
-- scenes/battles :: the Radiance Custom Battle System
|
||||
|
||||
--[[
|
||||
Copyright © 2022 Kazhnuz
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
||||
the Software, and to permit persons to whom the Software is furnished to do so,
|
||||
subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||||
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||||
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
||||
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
]]
|
||||
|
||||
local PlayStyle = require "game.modules.subgames"
|
||||
local CBS = PlayStyle:extend()
|
||||
|
||||
local World = require "scenes.battles.world"
|
||||
|
||||
function CBS:new(battleData)
|
||||
CBS.super.new(self, {"shoot", "test", "battle"}, "testmissions", {"sonic"})
|
||||
self.assets:batchImport("assets.battle")
|
||||
self:playMusic(battleData.music)
|
||||
self.ennemies:addAll(battleData.ennemies)
|
||||
end
|
||||
|
||||
function CBS:playMusic(music)
|
||||
self.assets:setMusic("assets/music/" .. music .. ".mp3")
|
||||
self.assets:playMusic()
|
||||
end
|
||||
|
||||
function CBS:initWorld()
|
||||
World(self, self.map)
|
||||
end
|
||||
|
||||
return CBS
|
16
sonic-radiance.love/scenes/battles/world/init.lua
Normal file
16
sonic-radiance.love/scenes/battles/world/init.lua
Normal file
|
@ -0,0 +1,16 @@
|
|||
local ParentWorld = require "game.modules.subgames.world.parent"
|
||||
local CBSWorld = ParentWorld:extend()
|
||||
|
||||
local Map = require "scenes.battles.world.map"
|
||||
|
||||
function CBSWorld:new(scene, mapname)
|
||||
CBSWorld.super.new(self, scene, "battle", mapname)
|
||||
self.mapname = mapname
|
||||
end
|
||||
|
||||
function CBSWorld:createMapController()
|
||||
Map(self, self.mapname)
|
||||
self.cameras:lockY(10)
|
||||
end
|
||||
|
||||
return CBSWorld
|
50
sonic-radiance.love/scenes/battles/world/map.lua
Normal file
50
sonic-radiance.love/scenes/battles/world/map.lua
Normal file
|
@ -0,0 +1,50 @@
|
|||
local BaseMap = require "birb.modules.world.maps.parent"
|
||||
local CBSMap = BaseMap:extend()
|
||||
|
||||
local TILESIZE = 31
|
||||
local TESTZONE = "forest"
|
||||
|
||||
local zoneDatas = require "datas.gamedata.maps.shoot.zones"
|
||||
local Background = require "game.modules.drawing.parallaxBackground"
|
||||
|
||||
function CBSMap:new(world, type)
|
||||
CBSMap.super.new(self, world)
|
||||
|
||||
self:setPadding(0, 0, 0, 0)
|
||||
self.parallaxBackground = Background(world.scene, 6, 0, TESTZONE)
|
||||
self.layout = {}
|
||||
self.chunklist = {}
|
||||
end
|
||||
|
||||
function CBSMap:loadCollisions()
|
||||
local w, h = self:getDimensions()
|
||||
|
||||
self.world:newCollision("fakefloor", 0, 0, -48, w, h, 48)
|
||||
self.world:newCollision("invisible", 0, 0, -48, w, h, 48)
|
||||
end
|
||||
|
||||
function CBSMap:addBlock(x, y, w, h, top, bottom)
|
||||
-- Empty Placeholder function
|
||||
end
|
||||
|
||||
function CBSMap:getDimensions()
|
||||
return 424, 120
|
||||
end
|
||||
|
||||
function CBSMap:loadPlayers()
|
||||
self.world:addPlayer(16, 50, 0, 1)
|
||||
end
|
||||
|
||||
function CBSMap:loadActors()
|
||||
-- Empty Placeholder function
|
||||
end
|
||||
|
||||
function CBSMap:drawParallax(x, y, w, h)
|
||||
self.parallaxBackground:drawParallax(x, y, w, h)
|
||||
end
|
||||
|
||||
function CBSMap:draw()
|
||||
|
||||
end
|
||||
|
||||
return CBSMap
|
|
@ -7,16 +7,37 @@ local ComplexHPBar = require "game.modules.gui.complexhpbar"
|
|||
|
||||
local DIST_STATUSBAR = 106
|
||||
local Y = 200
|
||||
local STATUSBAR_W = 90
|
||||
local STATUSBAR_W = 128
|
||||
local HPBAR_W = STATUSBAR_W - 32
|
||||
|
||||
function StatusBar:new(fighter, i)
|
||||
function StatusBar:new(fighter, i, y)
|
||||
self:initAbstract(fighter)
|
||||
StatusBar.super.new(self, self.abstract.name .. "StatutBar", (i-0.5)*DIST_STATUSBAR-(STATUSBAR_W/2), Y, STATUSBAR_W, 64)
|
||||
local x = 16
|
||||
local y = 16
|
||||
if (i == 0) then
|
||||
x = (i-0.5)*DIST_STATUSBAR-(STATUSBAR_W/2)
|
||||
y = Y
|
||||
end
|
||||
|
||||
StatusBar.super.new(self, self.abstract.name .. "StatutBar", x, y, STATUSBAR_W, 64)
|
||||
self:createParts(self.scene)
|
||||
end
|
||||
|
||||
function StatusBar:update(dt)
|
||||
StatusBar.super.update(self, dt)
|
||||
if (self.currentChar ~= nil and self.currentChar ~= game.characters:getActiveCharacter()) then
|
||||
self:initAbstract()
|
||||
self:createParts(self.scene)
|
||||
end
|
||||
end
|
||||
|
||||
function StatusBar:initAbstract(fighter)
|
||||
self.abstract = fighter.abstract
|
||||
if (fighter == nil) then
|
||||
self.currentChar = game.characters:getActiveCharacter()
|
||||
self.abstract = game.characters:getActiveCharacterData()
|
||||
else
|
||||
self.abstract = fighter.abstract
|
||||
end
|
||||
self.hp = self.abstract.hp
|
||||
self.pp = self.abstract.pp
|
||||
self.stats = self.abstract:getStats()
|
||||
|
@ -25,8 +46,8 @@ end
|
|||
function StatusBar:createParts(scene)
|
||||
self.emblem = Emblem(self.abstract, scene)
|
||||
|
||||
self.hpbar = ComplexHPBar(58)
|
||||
self.ppbar = ComplexHPBar(58)
|
||||
self.hpbar = ComplexHPBar(HPBAR_W)
|
||||
self.ppbar = ComplexHPBar(HPBAR_W)
|
||||
self.hpbar:setColorForeground(248 / 255, 160 / 255, 0, 1)
|
||||
self.hpbar:setColorBackground(112 / 255, 0, 0)
|
||||
self.ppbar:setColorForeground(0, 248 / 255, 248 / 255, 1)
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
return {
|
||||
test = require "scenes.subgames.testBattle",
|
||||
test2 = require "scenes.subgames.testShoot",
|
||||
cbs = require "scenes.battlesystem",
|
||||
cbs = require "scenes.battles",
|
||||
menus = require "scenes.menus",
|
||||
overworld = require "scenes.overworld"
|
||||
}
|
||||
|
|
|
@ -158,13 +158,16 @@ function PlayerActions:endFly()
|
|||
end
|
||||
|
||||
function PlayerActions:actionSwitch()
|
||||
if self.keys["select"].isPressed and (self.currentAction == "idle") then
|
||||
if self.keys["L1"].isPressed and (self.currentAction == "idle") then
|
||||
self:switchActiveCharacter()
|
||||
end
|
||||
if self.keys["R1"].isPressed and (self.currentAction == "idle") then
|
||||
self:switchActiveCharacter(-1)
|
||||
end
|
||||
end
|
||||
|
||||
function PlayerActions:actionRun()
|
||||
if self.keys["C"].isPressed then
|
||||
if self.keys["X"].isPressed then
|
||||
if (self:canDoAction("run") and self.speedFactor > 0) then
|
||||
self.dashJustStarted = true
|
||||
if (utils.table.contain({"run", "idle"}, self.currentAction)) then
|
||||
|
@ -174,7 +177,7 @@ function PlayerActions:actionRun()
|
|||
end
|
||||
self.xsp, self.ysp = self:getDash()
|
||||
end
|
||||
elseif (not self.keys["C"].isDown) then
|
||||
elseif (not self.keys["X"].isDown) then
|
||||
if (self.currentAction == "run") then
|
||||
self.currentAction = "idle"
|
||||
elseif (self.currentAction == "jumpdash") then
|
||||
|
|
|
@ -1,8 +1,13 @@
|
|||
local Team = Object:extend()
|
||||
|
||||
function Team:initTeam()
|
||||
function Team:initTeam(forceCanGameOver)
|
||||
self.active = game.characters:getActiveCharacterData()
|
||||
self.canChangeActive = true
|
||||
if (forceCanKO == true) then
|
||||
self.canKO = true
|
||||
else
|
||||
self.canKO = game.difficulty:get("playerKoChar") == false
|
||||
end
|
||||
end
|
||||
|
||||
function Team:updateActiveCharacter()
|
||||
|
@ -16,7 +21,7 @@ function Team:updateActiveCharacter()
|
|||
if (everybodyIsKo) then
|
||||
self.scene:gameover()
|
||||
else
|
||||
if ((self.active.hp == 0) and not game.difficulty:get("playerKoChar")) then
|
||||
if ((self.active.hp == 0) and self.canKO) then
|
||||
self:switchActiveCharacter()
|
||||
end
|
||||
end
|
||||
|
@ -26,9 +31,9 @@ function Team:getCurrentCharType()
|
|||
return self.active.data.class
|
||||
end
|
||||
|
||||
function Team:switchActiveCharacter()
|
||||
if (self.canChangeActive) then
|
||||
local count = game.characters:setActiveCharacter()
|
||||
function Team:switchActiveCharacter(direction)
|
||||
if (self.canChangeActive and self.scene.gui:getElement("teamEmblems") ~= nil) then
|
||||
local count = game.characters:setActiveCharacter(direction)
|
||||
self.active = game.characters:getActiveCharacterData()
|
||||
self.canChangeActive = false
|
||||
self.tweens:newTimer(0.3, "changeCharacter")
|
||||
|
|
Loading…
Reference in a new issue