local Battler = require("scenes.battlesystem.actors.battler") local Hero = Battler:extend() local gui = require "game.modules.gui" local ChoregraphySystem = require "scenes.battlesystem.actors.systems.choregraphy" -- INIT FUNCTIONS -- Initialize the hero function Hero:new(world, x, y, owner, charnumber) Hero.super.new(self, world, x, y, 0) self.isHero = true self.owner = owner self:initMovementSystem() --self:initCharacter(charid) self:initSprite() self:initChoregraphySystem() self:initVoices() self.side = "heroes" end -- CHARACTER FUNCTIONS -- All functions related to character handling function Hero:initCharacter(charid) if charid == nil then core.debug:error("FATAL ERROR: charid not set") end self.owner.name = charid self.turnAction = nil end function Hero:getStats() return game.characters.list[self.owner.name].stats end function Hero:setHP(value, relative) if relative == true then value = game.characters.list[self.owner.name].stats.hp + value end game.characters.list[self.owner.name].stats.hp = value --self.statusbar:updateHP() end function Hero:setPP(value, relative) if relative == true then value = game.characters.list[self.owner.name].stats.pp + value end game.characters.list[self.owner.name].stats.pp = value --self.statusbar:updatePP() end -- ACTIVITY FUNCTION -- Function to set or unset activity to the character function Hero:setActive() core.debug:print("cbs/hero", "hero " .. self.owner.name .. " is now active") local gridsize = game.characters.list[self.owner.name].move if (gridsize == nil) then gridsize = 3 core.debug:warning("cbs/character", "move value is nil") end self.world.cursor:setGrid(self.x, self.y, "circle", gridsize, 1, self) self.x, self.y = utils.math.round(self.x), utils.math.round(self.y) self.startx, self.starty = self.x, self.y self.world.cursor:set(self.startx, self.starty, "cursorMove") --self:talk("turnstart") self.directionPrevious = self.direction end -- UPDATE FUNCTION -- Update the hero function Hero:update(dt) Hero.super.update(self, dt) -- Get keys to have some keyboard functions self.keys = self.scene:getKeys(1) -- Calculate speed to calculate animation speed self:updateSpeed(dt) self:updateChoregraphy(dt) if (self.scene:haveMenus()) then self:changeDirection(dt) end self.xprevious = self.x self.yprevious = self.y self.zprevious = self.z --self.statusbar:update(dt) end -- MOVE FUNCTIONS -- All functions handling the moving local MOVEMENT_DURATION = 0.20 function Hero:initMovementSystem() self.startx, self.starty = self.x, self.y self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z self.direction = 1 self.directionPrevious = 1 self.directionLocked = false self.unlockDirection = true self:initJump() end function Hero:getMovementDuration(dx, dy, factor) local factor = factor or 1 local duration = MOVEMENT_DURATION / factor local coef = 0.5 local dx, dy = dx, dy local distance = utils.math.pointDistance(self.x, self.y, dx, dy) * coef return duration * distance end function Hero:goTo(dx, dy, timerName, factor, easing) local easing = easing or 'inOutQuad' local factor = factor or 1 local duration = math.max(self:getMovementDuration(dx, dy, factor), 0.30) if duration > 0 then self.tweens:newTween(0, duration, {x = dx, y = dy}, easing) end self.tweens:newTimer(duration + 0.02, timerName) end function Hero:jumpTo(dx, dy, size, timerName, spinjump, factor, easing) local easing = easing or 'inOutQuad' local factor = factor or 1 local duration = math.max(self:getMovementDuration(dx, dy, factor), 0.30) self.tweens:newTween(0, duration, {x = dx, y = dy}, easing) self.tweens:newTimer(duration + 0.02, timerName) self:setJump(size, spinjump, duration) end function Hero:updateSpeed(dt) self:applyMotion(dt) self.xspeed = self.x - self.xprevious self.yspeed = self.y - self.yprevious self.zspeed = self.z - self.zprevious self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2) -- Handle direction if math.abs(self.xspeed) > 0 then if (self.directionLocked == false) then self.direction = utils.math.sign(self.xspeed) end else if self.unlockDirection then self.unlockDirection = false self.directionLocked = false end end if self.z > 0 and self.jump.spin == false then if self.zspeed > 0 then self:changeAnimation("jump") else self:changeAnimation("fall") end end self:setCustomSpeed(self.gspeed * 320) end function Hero:changeDirection(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:initJump() self.jump = {} self.jump.spin = false end function Hero:setJump(size, spinjump, duration) local tweenDuration = duration / 2 self.tweens:newTween(0, tweenDuration, {z = size}, 'outQuad') self.tweens:newTween(tweenDuration, tweenDuration, {z = 0}, 'inQuad') self.jump.spin = spinjump end function Hero:setMotionX(direction, speed) self.motion = speed self.motionDirection = direction end function Hero:applyMotion(dt) if self.motion ~= 0 and self.motion ~= nil then local dx = self.x + self.motion * self.motionDirection * dt -- {1, 0, "line", 5, true} local ox = self.choregraphy.startx + (self.choregraphy.effectArea[1] * self.choregraphy.direction) local oy = self.choregraphy.starty + self.choregraphy.effectArea[2] local shape = self.choregraphy.effectArea[3] local size = self.choregraphy.effectArea[4] local direction = self.choregraphy.direction local new_case_x = utils.math.round(dx) local new_case_y = utils.math.round(self.y) print(new_case_x, new_case_y, self.world:caseIsEmpty(new_case_x, new_case_y, self)) if self.maputils.isInMask(dx, self.y, ox, oy, shape, size, direction) and self.world:caseIsEmpty(new_case_x, new_case_y, self) then self.x = dx else self.x = dx self.motion = 0 if (self.blockingChoregraphy == 'action_dashForward') then self:unblockChoregraphy() self.direction = self.choregraphy.direction 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 if (action_type == "defend") then self.turnAction = "defend" self:switchActiveBattler( ) elseif (action_type == "attack") then --self:changeAnimation("hit1") self:attack() elseif (action_type == "skill") then self.world.cursor:unset( ) self:useSkill(id, self.world.cursor.x, self.world.cursor.y) elseif (action_type == "cursorMove") then if (self.x ~= self.world.cursor.x) or (self.y ~= self.world.cursor.y) then self:changeAnimation("walk", true) self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove', 1) self.assets.sfx["woosh"]:play() else self.world:resetActiveGrid() self.scene.menu:set( self ) end self.world.cursor:unset( ) else self:switchActiveBattler( ) end end function Hero:positionSelected(x, y) self:changeAnimation("walk", true) self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove', 1) self.assets.sfx["woosh"]:play() end function Hero:receiveBackSignal() self.world.cursor:set(self.x, self.y, "cursorMove") if (self.x ~= self.startx) or (self.y ~= self.starty) then self.world.cursor:set(self.x, self.y, "cursorMove") self.assets.sfx["woosh"]:play() self:changeAnimation("walk") end end function Hero:timerResponse(timer) if timer == "switchActiveBattler" then self.scene.turns:nextAction() elseif timer == "wait" then self.choregraphy.changeAction = true elseif timer == "cursorMove" then self:changeAnimation("idle") self.world:resetActiveGrid() self.scene.menu:set( self ) elseif timer == 'backMove' then self:changeAnimation("idle") self.direction = self.directionPrevious elseif timer == 'action_jumpBack' then self.unlockDirection = true self:unblockChoregraphy() elseif timer == self.choregraphy.blockedBy then self:unblockChoregraphy() end end -- ACTION FUNCTIONS -- All functions related to actions function Hero:switchActiveBattler() print("Switching Active Battler") self.tweens:newTimer(0.15, "switchActiveBattler") end -- CHOREGRAPHY FUNCTIONS -- All functions related to the choregraphy system function Hero:initChoregraphySystem() self.choregraphy = ChoregraphySystem(self) self.blockingChoregraphy = nil end function Hero:attack(id, dx, dy) local skill = game.skills:getSkillData("attack") self.choregraphy:start(skill, dx, dy) end function Hero:useSkill(id, dx, dy) local skill = game.skills:getSkillData(id) self:setPP(skill.cost * -1, true) self.choregraphy:start(skill, dx, dy) end function Hero:updateChoregraphy(dt) self.choregraphy:update(dt) end function Hero:blockChoregraphy(isBlocked, blockedBy) if (isBlocked) then self.blockingChoregraphy = blockedBy end end function Hero:unblockChoregraphy() self.choregraphy:endAction() self.blockingChoregraphy = "" end -- INFO FUNCTIONS -- Getting info about the actor function Hero:getCharacterData() return game.characters.list[self.owner.name] end -- ASSETS FUNCTIONS -- Load and play assets needed by the character function Hero:initSprite() self.assets:addSprite(self.owner.name, "datas/gamedata/characters/" .. self.owner.name .. "/sprites") self.assets.sprites[self.owner.name]:setCustomSpeed(16) self:setSprite(self.owner.name, 32, 48, true) self:cloneSprite() self:changeAnimation("idle") end function Hero:animationEnded(animation) if (animation == self.blockingChoregraphy) then self:unblockChoregraphy() end end function Hero:initVoices() self:addVoiceEffect("move") self:addVoiceEffect("turnstart") end function Hero:addVoiceEffect(name) local completename = self.owner.name .. "_" .. name local path = "datas/gamedata/characters/" .. self.owner.name .. "/voices/" .. name .. ".wav" self.assets:newSFX(completename, path) end function Hero:talk(name) local completename = self.owner.name .. "_" .. name self.assets.sfx[completename]:play() end -- DRAW FUNCTIONS -- Draw everything related to the hero function Hero:draw() self:drawSprite(0, -self.z) end return Hero