local Parent = require("scenes.battlesystem.actors.movable") local Battler = Parent:extend() local outputColor = { good = {0, 1, 0}, bad = {1, 0, 0}, pp = {0.3, 0.8, 1} } function Battler:new(world, x, y, z, owner) Battler.super.new(self, world, x, y, z) self.isBattler = true self.isActive = false self.debugActiveTimer = 0 self.output = {} self.output.string = "0" self.output.isBad = true self.output.type = "" self.showOutput = false self.outputY = 0 self.isSelected = false self.owner = owner self.isDefending = false self.tags = {} self.choregraphy = nil self.frameSignals = {} end function Battler:destroy() Battler.super.destroy(self) end function Battler:getOutputY() return self.sprHeight or 32 end function Battler:avoidedAttack() self:newOutput("", "MISS") end function Battler:setDamageNumber(number, isPP) local type = "good" if (isPP == true) then type = "pp" end if (number < 0) then type = "bad" end local string = math.abs(math.floor(number)) self:newOutput(type, string) end function Battler:newOutput(type, string) self.output.type = type or "" self.output.string = string or "error" self.outputY = self:getOutputY() - 8 self.showOutput = true self.tweens:newTween(0, 0.4, {outputY = self:getOutputY()}, "outQuad") self.tweens:newTimer(0.5, "removeOutput") end function Battler:getOuputColor(type) return outputColor[type] or {1,1,1} end function Battler:setActive() core.debug:print("cbs/actor","actor " .. self.id .. " is active") self.isActive = true self.debugActiveTimer = 0 end function Battler:update(dt) Battler.super.update(self, dt) if (self.isActive) then self.debugActiveTimer = self.debugActiveTimer + dt if self.debugActiveTimer >= 0.5 then core.debug:print("cbs/battler", "counter ended, switching active battler") self.isActive = false self.world:switchActiveBattler() end end self:updateMovement(dt) end function Battler:purgeFrameSignal() self.frameSignals = {} end function Battler:receiveFrameSignal(signal) table.insert(self.frameSignals, signal) end function Battler:haveFrameSignal(signal) return utils.table.contain(self.frameSignals, signal) end -- CHOREGRAPHY FUNCTIONS -- All functions related to the choregraphy system function Battler:blockChoregraphy(isBlocking, currentlyBlocking, blockedBy) if (isBlocking) then self.currentlyBlocking = currentlyBlocking self.blockedBy = blockedBy end end function Battler:addTaggedAction(tag, choregraphy, taggedBy) if (not utils.string.isEmpty(tag)) then self.tags[tag] = taggedBy self.choregraphy = choregraphy end end function Battler:unlockTag(taggedBy) for tag, actionTag in pairs(self.tags) do if (self.choregraphy ~= nil) and (actionTag == taggedBy) then self.choregraphy:finishTagAction(tag) self.tags[tag] = nil end end end function Battler:unblockChoregraphy() self.currentlyBlocking:finish() self.currentlyBlocking = nil end function Battler:timerResponse(signal) if ((self.currentlyBlocking ~= nil) and (signal == self.blockedBy)) then self:unblockChoregraphy() end self:unlockTag(signal) if (signal == "resetMovement") then self:resetMovementType() elseif (signal == "removeOutput") then self.showOutput = false end end function Battler:choregraphyEnded() self:initMovementSystem() end function Battler:getHurt() end function Battler:die() self:destroy() end -- DRAW FUNCTIONS function Battler:drawOutput() if (self.showOutput) then local x, y = self.world.map:gridToPixel(self.x, self.y, true) local color = self:getOuputColor(self.output.type) love.graphics.setColor(color[1], color[2], color[3], 1) self.assets.fonts["hudnbrs_small"]:print(self.output.string, x, y - self.outputY - self.z, "center") utils.graphics.resetColor() end end function Battler:draw() local x, y = self.world.map:gridToPixel(self.x, self.y, true) love.graphics.setColor(1, 0, 0, 1) love.graphics.rectangle("fill", x - 8, y - 32, 16, 32) love.graphics.setColor(1, 1, 1, 1) end function Battler:initSprite() if (self.assets.sprites[self.owner.name] == nil) then self.assets:addSprite(self.owner.name, self:getSpritePath()) end self.assets.sprites[self.owner.name]:setCustomSpeed(16) self:setSprite(self.owner.name, 32, 48, true) self:cloneSprite() self:changeAnimation("idle") end function Battler:changeAnimation(animation, restart) self:purgeFrameSignal() Battler.super.changeAnimation(self, animation, restart) end function Battler:animationEnded(animation) if (self.currentlyBlocking ~= nil and self.blockedBy=="animation") then self:unblockChoregraphy() end self:unlockTag("animation") self:getNewAnimation(animation) end function Battler:getNewAnimation(animation) end function Battler:validateAction() end return Battler