local Battler = require("scenes.battlesystem.actors.battler") local Hero = Battler:extend() -- 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:initSprite() self.side = "heroes" end -- UPDATE FUNCTION -- Update the hero function Hero:update(dt) Hero.super.update(self, dt) -- Calculate speed to calculate animation speed self:updateSpeed(dt) self.xprevious = self.x self.yprevious = self.y self.zprevious = self.z 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:goTo(dx, dy, duration, easing) local easing = easing or 'inOutQuad' if duration > 0 then self.tweens:newTween(0, duration, {x = dx, y = dy}, easing) end self.tweens:newTimer(duration + 0.02, "goTo") end function Hero:jumpTo(dx, dy, sizeFactor, duration, spinjump, easing) local easing = easing or 'inOutQuad' local dist = utils.math.pointDistance(self.x, self.y, dx, dy) local jumpHeight = dist * 8 * sizeFactor self.tweens:newTween(0, duration, {x = dx, y = dy}, easing) self.tweens:newTimer(duration + 0.02, "jumpTo") self:setJump(jumpHeight, 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: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 -- CHOREGRAPHY FUNCTIONS -- All functions related to the choregraphy system function Hero:blockChoregraphy(isBlocking, currentlyBlocking, blockedBy) if (isBlocking) then self.currentlyBlocking = currentlyBlocking self.blockedBy = blockedBy end end function Hero:unblockChoregraphy() self.currentlyBlocking:finish() self.currentlyBlocking = nil end function Hero:timerResponse(signal) if ((self.currentlyBlocking ~= nil) and (signal == self.blockedBy)) then self:unblockChoregraphy() end end function Hero:choregraphyEnded() self.direction = 1 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 (self.currentlyBlocking ~= nil and self.blockedBy=="animation") then self:unblockChoregraphy() end end -- DRAW FUNCTIONS -- Draw everything related to the hero function Hero:draw() self:drawSprite(0, -self.z) end return Hero