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refactor-a
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d0d0b0d985 |
9 changed files with 70 additions and 0 deletions
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@ -8,6 +8,8 @@ function Battler:new(world, x, y, z)
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self.speed = 3
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self.speed = 3
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self.isActive = false
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self.isActive = false
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self.debugActiveTimer = 0
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self.debugActiveTimer = 0
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self.side = ""
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end
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end
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function Battler:destroy()
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function Battler:destroy()
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@ -15,6 +15,7 @@ function Ennemy:new(world, x, y, id, number)
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self.pp = self.data.stats.ppmax
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self.pp = self.data.stats.ppmax
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self.shownHP = self.hp
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self.shownHP = self.hp
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self.side = "ennemy"
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end
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end
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function Ennemy:draw()
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function Ennemy:draw()
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@ -25,6 +25,7 @@ function Hero:new(world, x, y, charid, charnumber)
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self.statusbar = StatusBar(self)
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self.statusbar = StatusBar(self)
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self.side = "heroes"
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self.side = "heroes"
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self.doing = "nothing";
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end
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end
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-- CHARACTER FUNCTIONS
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-- CHARACTER FUNCTIONS
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@ -0,0 +1,22 @@
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local Player = Object:extend()
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function Player:init()
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self.activeActor = nil
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self.currentScreen = ""
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end
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function Player:beginTurn(activeActor)
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self.activeActor = activeActor
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self.startx, self.starty = self.activeActor.x, self.activeActor.y
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self.currentScreen = MoveScreen(self)
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core.debug:print("cbs/hero", "hero " .. self.activeActor.charid .. " is now active")
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self.characterData = game.characters.list[self.activeActor.charid]
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self:initializeCursor()
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end
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function Player:initializeCursor()
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end
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return Player
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@ -0,0 +1,40 @@
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local MoveSubController = Object:extend()
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function MoveSubController:new(player)
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self.player = player
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self.actor = player.activeActor
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self.characterData = game.characters.list[self.actor.charid]
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end
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function MoveSubController:initAction()
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local x, y = utils.math.round(self.actor.x), utils.math.round(self.actor.y)
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local gridSize = self:getGridSize()
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self.world.cursor:setGrid(x, y, "circle", gridsize, 1, self)
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self.world.cursor:set(self.startx, self.starty)
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end
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function MoveSubController:getGridSize()
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local gridsize = self.characterData.move
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if (gridsize == nil) then
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gridsize = 3
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core.debug:warning("cbs/move", "move value is nil")
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end
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return gridsize
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end
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function MoveSubController:receiveCursorSignal(x, y, cancel)
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-- Comme ceci est la PREMIERE action du personnage, il n'y a pas de cancel
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-- possible, puisque rien n'a été fait.
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self.actor:changeAnimation("walk", true)
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self.actor:goTo(x, y, 'cursorMove', 1)
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self.actor.assets.sfx["woosh"]:play()
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self.actor:blockTurnSystem()
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end
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function MoveSubController:moveComplete()
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end
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return MoveSubController
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0
sonic-radiance.love/scenes/overworld/actors/player.lua
Normal file
0
sonic-radiance.love/scenes/overworld/actors/player.lua
Normal file
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@ -1,11 +1,15 @@
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local Scene = require "core.modules.scenes"
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local Scene = require "core.modules.scenes"
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local OverWorld = Scene:extend()
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local OverWorld = Scene:extend()
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local World = require "core.modules.world.world2D"
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function OverWorld:new()
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function OverWorld:new()
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OverWorld.super.new(self)
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OverWorld.super.new(self)
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World(self, actorlist, mapfile, maptype)
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end
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end
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function OverWorld:update(dt)
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function OverWorld:update(dt)
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end
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end
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function OverWorld:draw()
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function OverWorld:draw()
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