local Battler = require("scenes.battlesystem.actors.battler") local Hero = Battler:extend() local MOVEMENT_NONE = "none" local MOVEMENT_TWEENER = "tweener" local MOVEMENT_MOTION = "motion" local ZGRAVITY = 0.2 -- 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) self:updateMovement(dt) self:updateAnimation(dt) end -- MOVE FUNCTIONS -- All functions handling the moving local MOVEMENT_DURATION = 0.20 function Hero:initMovementSystem() self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z self.xspeed, self.yspeed, self.zspeed = 0,0,0 self.direction = 1 self.directionPrevious = 1 self.directionLocked = false self.movementType = MOVEMENT_NONE self:initJump() end function Hero:updateMovement(dt) if (self.movementType == MOVEMENT_TWEENER) then self:updateTweenerSpeed(dt) elseif (self.movementType == MOVEMENT_MOTION) then self:updateMotion(dt) end self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2) self:updateDirection(dt) self:updateJump(dt) self:updatePreviousPosition(dt) end function Hero:updatePreviousPosition() self.xprevious = self.x self.yprevious = self.y self.zprevious = self.z end -- Tweener movement functions 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") self.tweens:newTimer(duration + 0.02, "resetMovement") self.movementType = MOVEMENT_TWEENER 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:updateTweenerSpeed(dt) self.xspeed = (self.x - self.xprevious) / dt self.yspeed = (self.y - self.yprevious) / dt end -- MOTION HANDLING function Hero:setMotion(xspeed, yspeed) self.xspeed = xspeed self.yspeed = yspeed self.movementType = MOVEMENT_MOTION end function Hero:updateMotion(dt) self.x = self.x + (self.xspeed) * dt self.y = self.y + (self.yspeed) * dt end function Hero:endMotion() self.movementType = MOVEMENT_NONE self.xspeed = 0 self.yspeed = 0 end -- Direction handling function Hero:updateDirection() -- Handle direction if math.abs(self.xspeed) >= 0.01 then if (self.directionLocked == false) then self.direction = utils.math.sign(self.xspeed) end end end -- Jump system function Hero:initJump() self.jump = {} self.jump.useDefaultAnimation = true self.jump.isJumping = false self.jump.bounceNumber = 0 self.jump.isJumpingBack = false end function Hero:setJump(power, bounceNumber, useDefaultAnimation) self.zspeed = power self.jump.spin = spinjump self.jump.bounceNumber = bounceNumber self.jump.isJumping = true end function Hero:jumpBack() self:setJump(3, 0, true) self:setMotion(-10, 0) self.jump.isJumpingBack = true end function Hero:updateJump(dt) if (self.jump.isJumping) then self.zspeed = self.zspeed - ZGRAVITY self.z = self.z + self.zspeed if (self.z <= 0) then if (self.jump.bounceNumber > 0) then self.zspeed = self.zspeed * -0.5 self.jump.bounceNumber = self.jump.bounceNumber - 1 else self.z = 0 self.jump.isJumping = false self.jump.spin = false self:timerResponse("jump") if (self.jump.isJumpingBack) then self:endMotion() end self:changeAnimation("idle") 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 if (signal == "resetMovement") then self.movementType = MOVEMENT_NONE end end function Hero:choregraphyEnded() self.direction = 1 self.x = self.start.x self.y = self.start.y self.xspeed = 0 self.yspeed = 0 self.movementType = MOVEMENT_NONE 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 function Hero:updateAnimation(dt) if (self.z > 0 and self.jump.useDefaultAnimation) then if self.zspeed > 0 then self:changeAnimation("jump") else self:changeAnimation("fall") end end self:setCustomSpeed(self.gspeed * 160 * dt) end -- DRAW FUNCTIONS -- Draw everything related to the hero function Hero:draw() self:drawSprite(0, -self.z) end return Hero