local Battler = require("scenes.battlesystem.actors.battler") local Hero = Battler:extend() local gui = require "game.modules.gui" -- INIT FUNCTIONS -- Initialize the hero function Hero:new(world, x, y, charid, charnumber) Hero.super.new(self, world, x, y, 0) self.isHero = true self:initMovementSystem() self:initCharacter(charid) self:initSprite() self:initChoregraphySystem() self:initVoices() 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.charid = charid self.charnumber = charnumber or 1 self.hp = game.characters.list[self.charid].stats.hp self.pp = game.characters.list[self.charid].stats.pp self.actionPerTurn = game.characters.list[self.charid].turns self.turnAction = nil end function Hero:getStats() return game.characters.list[self.charid].stats end function Hero:setHP(value, relative) if relative == true then value = game.characters.list[self.charid].stats.hp + value end game.characters.list[self.charid].stats.hp = value self.tweens:newTween(0, 0.3, {hp = game.characters.list[self.charid].stats.hp}, 'linear') end function Hero:setPP(value, relative) if relative == true then value = game.characters.list[self.charid].stats.pp + value end game.characters.list[self.charid].stats.pp = value self.tweens:newTween(0, 0.3, {pp = game.characters.list[self.charid].stats.pp}, 'linear') end -- ACTIVITY FUNCTION -- Function to set or unset activity to the character function Hero:setActive() core.debug:print("cbs/hero", "hero " .. self.charid .. " is now active") local gridsize = game.characters.list[self.charid].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.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) if (self.isChoregraphyActive) then self:updateChoregraphy() end if (self.scene:haveMenus()) then self:changeDirection(dt) end self.xprevious = self.x self.yprevious = self.y 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.x, self.y self.direction = 1 self.directionPrevious = 1 self:initJump() end function Hero:getMovementDuration(dx, dy, duration) local duration = duration or MOVEMENT_DURATION local coef = 0.8 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, duration) local duration = self:getMovementDuration(dx, dy, duration) if duration > 0 then self.tweens:newTween(0, duration, {x = dx, y = dy}, 'inOutQuad') end self.tweens:newTimer(duration + 0.02, timerName) end function Hero:jumpTo(dx, dy, size, timerName, spinjump, duration) local duration = self:getMovementDuration(dx, dy, duration) self.tweens:newTween(0, duration, {x = dx, y = dy}, 'inOutQuad') 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.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2) -- Handle direction if math.abs(self.xspeed) > 0 then self.direction = utils.math.sign(self.xspeed) 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') 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 = math.floor(dx) local new_case_y = math.floor(self.y) if self.maputils.isInMask(dx, self.y, ox, oy, shape, size, direction) and self.world:caseIsEmpty(new_case_x, self.y) then self.x = dx else self.motion = 0 if (self.choregraphy.blockedBy == 'action_dashForward') then self.choregraphy.changeAction = true 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:useSkill(id) elseif (action_type == "cursorMove") then self:changeAnimation("walk", true) self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove') self.world.cursor:unset( ) else self:switchActiveBattler( ) end end function Hero:receiveBackSignal() self.world.cursor:set(self.x, self.y, "cursorMove") self:goTo(self.startx, self.starty, 'backMove') self:changeAnimation("walk") end function Hero:timerResponse(timer) if timer == "switchActiveBattler" then self.world:switchActiveBattler() 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 == self.choregraphy.blockedBy and self.choregraphy.changeAction == false then self.choregraphy.changeAction = true end end -- ACTION FUNCTIONS -- All functions related to actions function Hero:switchActiveBattler() self.tweens:newTimer(0.15, "switchActiveBattler") end -- CHOREGRAPHY FUNCTIONS -- All functions related to the choregraphy system function Hero:initChoregraphySystem() self.choregraphy = {} self.choregraphy.current = 0 self.choregraphy.isFinished = false self.choregraphy.changeAction = true self.choregraphy.data = {} self.choregraphy.effectArea = nil self.choregraphy.dx = self.x self.choregraphy.dy = self.y self.choregraphy.blockedBy = "" self.choregraphy.startx = self.x self.choregraphy.starty = self.y self.choregraphy.direction = self.direction self.isChoregraphyActive = false end function Hero:attack(id, dx, dy) local skill = game.skills:getSkillData("attack") self:startChoregraphy(skill, dx, dy) end function Hero:useSkill(id, dx, dy) local skill = game.skills:getSkillData(id) self:setPP(skill.cost * -1, true) self:startChoregraphy(skill, dx, dy) end function Hero:startChoregraphy(skill, dx, dy) local skill = skill self.choregraphy.current = 0 self.choregraphy.isFinished = false self.choregraphy.changeAction = true self.choregraphy.data = skill.choregraphy self.choregraphy.effectArea = skill.effectArea self.choregraphy.startx = self.x self.choregraphy.starty = self.y self.choregraphy.direction = self.direction self.choregraphy.dx = dx or self.x self.choregraphy.dy = dy or self.y self.choregraphy.haveSentDamage = false self.isChoregraphyActive = true end function Hero:updateChoregraphy(dt) if (self.choregraphy.changeAction) then self:switchAction() end end function Hero:switchAction() self.choregraphy.current = self.choregraphy.current + 1 local nextAction = self.choregraphy.data[self.choregraphy.current] if nextAction == nil then self.isChoregraphyActive = false self:switchActiveBattler() else local condition = nextAction[2] if (condition == "sentDamage") and (not self.choregraphy.haveSentDamage) then core.debug:print("cbs/hero", "you didn't do damage, skipping " .. nextAction[1]) self:switchAction() else self:doChoregraphyAction(nextAction) end end end function Hero:doChoregraphyAction(choregraphyAction) local type = choregraphyAction[1] or "unknown" self.choregraphy.changeAction = true if type == "wait" then local duration = choregraphyAction[3] or 1 self:wait(duration) elseif type == "setAnimation" then local animation = choregraphyAction[3] local blockProcess = choregraphyAction[4] self:changeAnimation(animation) if (blockProcess) then self.choregraphy.blockedBy = animation self.choregraphy.changeAction = false end elseif type == "sendDamage" then local power = choregraphyAction[3] local accuracy = choregraphyAction[4] local isSpecial = choregraphyAction[5] local isAerial = choregraphyAction[6] self.choregraphy.haveSentDamage = self:sendDamageToArea(self.choregraphy.effectArea, power, accuracy, isSpecial, isAerial) elseif type == "sendDamageFromPos" then local xx = utils.math.round(self.x) local yy = utils.math.round(self.y) local dx = choregraphyAction[3] local dy = choregraphyAction[4] local power = choregraphyAction[5] local accuracy = choregraphyAction[6] local isSpecial = choregraphyAction[7] local isAerial = choregraphyAction[8] local affectedByDirection = choregraphyAction[9] if affectedByDirection then dx = dx * self.choregraphy.direction end xx = xx + dx yy = yy + dy self.choregraphy.haveSentDamage = self:sendDamage(xx, yy, power, accuracy, isSpecial, isAerial) elseif type == "sendDamageFromCursor" then local xx = self.choregraphy.dx local yy = self.choregraphy.dy local dx = choregraphyAction[3] local dy = choregraphyAction[4] local power = choregraphyAction[5] local accuracy = choregraphyAction[6] local isSpecial = choregraphyAction[7] local isAerial = choregraphyAction[8] local affectedByDirection = choregraphyAction[9] if affectedByDirection then dx = dx * self.choregraphy.direction end xx = xx + dx yy = yy + dy self.choregraphy.haveSentDamage = self:sendDamage(xx, yy, power, accuracy, isSpecial, isAerial) elseif type == "addGFX" then local sprite = choregraphyAction[3] local dx = choregraphyAction[4] local dy = choregraphyAction[5] local affectedByDirection = choregraphyAction[6] if (affectedByDirection) then dx = dx * self.direction end local blockProcess = choregraphyAction[7] local x = self.x local y = self.y local z = 0 self.world.obj.GFX(self.world, x + dx, y + dy, z, sprite, self, blockProcess) elseif type == "playSFX" then local sfx = choregraphyAction[3] self.assets.sfx[sfx]:play() elseif type == "dashForward" then local speed = choregraphyAction[3] local blockProcess = choregraphyAction[4] self:setMotionX(self.direction, speed) if (blockProcess) then self.choregraphy.blockedBy = "action_dashForward" self.choregraphy.changeAction = false end elseif type == "jumpBack" then local blockProcess = choregraphyAction[3] if (blockProcess) then self.choregraphy.blockedBy = "action_jumpBack" self.choregraphy.changeAction = false end self:jumpTo(self.choregraphy.startx, self.choregraphy.starty, 32, "action_jumpBack", false) else core.debug:warning("cbs/hero", "unknown action type " .. type) end end function Hero:sendDamageToArea(effectArea, power, accuracy, isSpecial, isAerial) local dx = effectArea[1] if effectArea[5] then dx = dx * self.choregraphy.direction end local ox = self.choregraphy.startx + dx local oy = self.choregraphy.starty + effectArea[2] local grid = self.maputils.maskToMap(ox, oy, effectArea[3], effectArea[4], self.choregraphy.direction) local test = false for i, line in ipairs(grid) do for j, case in ipairs(line) do if grid[i][j] == 1 then test = self:sendDamage(j, i, power, accuracy, isSpecial, isAerial) end end end return test end function Hero:wait(time) self.tweens:newTimer(time, "wait") self.choregraphy.changeAction = false end -- ASSETS FUNCTIONS -- Load and play assets needed by the character function Hero:initSprite() self.assets:addSprite(self.charid, "datas/gamedata/characters/" .. self.charid .. "/sprites") self.assets.sprites[self.charid]:setCustomSpeed(16) self:setSprite(self.charid, 32, 48, true) self:cloneSprite() self:changeAnimation("idle") end function Hero:animationEnded(animation) if (animation == self.choregraphy.blockedBy) then self.choregraphy.blockedBy = "" self.choregraphy.changeAction = true end end function Hero:initVoices() self:addVoiceEffect("move") self:addVoiceEffect("turnstart") end function Hero:addVoiceEffect(name) local completename = self.charid .. "_" .. name local path = "datas/gamedata/characters/" .. self.charid .. "/voices/" .. name .. ".wav" self.assets:newSFX(completename, path) end function Hero:talk(name) local completename = self.charid .. "_" .. name self.assets.sfx[completename]:play() end -- DRAW FUNCTIONS -- Draw everything related to the hero function Hero:draw() self:drawSprite(0, -self.z) end function Hero:drawIcon(x, y) local iconID = 1 self.assets.tileset["charicons"]:drawTile(iconID, x, y) end function Hero:drawHUD() local HUDBASE = 8 local HUDSEP = 152 local x = HUDBASE + (self.charnumber-1)*HUDSEP local y = self.world:getPlayerHUDPosition() self.assets.images["e_speedster"]:draw(x, y) core.screen:setScissor(x, y-16, 32, 40) self.assets.sprites[self.charid]:drawAnimation(x+14, y+14) core.screen:resetScissor( ) self.assets.images["m_speedster"]:draw(x, y) self.assets.images["statusbar"]:draw(x+12, y-6) local hpmax = game.characters.list[self.charid].stats.hpmax local ppmax = game.characters.list[self.charid].stats.ppmax local bar1 = math.floor((self.hp/hpmax)*107) local bar2 = math.floor((self.pp/ppmax)*108) love.graphics.setColor(248/255, 160/255, 0, 1) gui.drawBar(x+29, y+5, bar1, 7) love.graphics.setColor(0, 248/255, 248/255, 1) gui.drawBar(x+17, y+17, bar2, 7) utils.graphics.resetColor() self.assets.fonts["hudnbrs_small"]:set() love.graphics.print(math.floor(self.hp) .. "/" .. hpmax, x+34, y+5) love.graphics.print(math.floor(self.pp) .. "/" .. ppmax, x+28, y+17) local lvl = game.characters.list[self.charid].stats.level if lvl < 100 then lvl = "0" .. lvl end love.graphics.print(lvl, x+122, y-5) end return Hero