local MoveSubController = Object:extend() function MoveSubController:new(player) self.player = player self.actor = player.activeActor self.characterData = game.characters.list[self.actor.charid] end function MoveSubController:initAction() local x, y = utils.math.round(self.actor.x), utils.math.round(self.actor.y) local gridSize = self:getGridSize() self.world.cursor:setGrid(x, y, "circle", gridsize, 1, self) self.world.cursor:set(self.startx, self.starty) end function MoveSubController:getGridSize() local gridsize = self.characterData.move if (gridsize == nil) then gridsize = 3 core.debug:warning("cbs/move", "move value is nil") end return gridsize end function MoveSubController:receiveCursorSignal(x, y, cancel) -- Comme ceci est la PREMIERE action du personnage, il n'y a pas de cancel -- possible, puisque rien n'a été fait. self.actor:changeAnimation("walk", true) self.actor:goTo(x, y, 'cursorMove', 1) self.actor.assets.sfx["woosh"]:play() self.actor:blockTurnSystem() end function MoveSubController:moveComplete() end return MoveSubController