142 lines
2.9 KiB
Lua
142 lines
2.9 KiB
Lua
local Cursor = Object:extend()
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local maputils = require "scenes.battlesystem.utils"
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function Cursor:new(world)
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self.world = world
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self.scene = world.scene
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self.assets = world.assets
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self.x = 1
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self.y = 1
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self.isActive = false
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self.tx = 1
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self.ty = 1
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self.grid = maputils.newEmptyMap()
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end
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function Cursor:set(x, y)
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self.x = math.max(math.min(x, 12), 1)
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self.y = math.max(math.min(y, 07), 1)
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self.tx = self.x
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self.ty = self.y
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self.isActive = true
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end
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function Cursor:setGrid(ox, oy, shape, size, direction, whitelistedEntity)
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self.grid = maputils.newEmptyMap()
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for y, line in ipairs(self.grid) do
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for x, case in ipairs(line) do
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if not maputils.isInMask(x, y, ox, oy, shape, size, direction) then
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self.grid[y][x] = 0
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else
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if (self:testPoint(x, y, whitelistedEntity)) then
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self.grid[y][x] = 1
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else
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self.grid[y][x] = 0
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end
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end
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end
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end
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end
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function Cursor:testPoint(x, y, whitelistedActor)
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if ((self.world:getActorInCase(x, y) == nil) or
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(self.world:getActorInCase(x, y) == whitelistedActor) and (whitelistedActor ~= nil)) and
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(self.world.map:getTerrain(x, y) ~= 3) then
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return true
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else
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return false
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end
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end
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function Cursor:gridIsActive(x, y)
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if self.grid[y] ~= nil then
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return (self.grid[y][x] == 1)
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else
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return false
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end
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end
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function Cursor:getGrid()
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if (self.isActive) then
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return self.grid
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else
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return maputils.newFullMap()
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end
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end
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function Cursor:resetGrid()
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self.grid = EmptyGrid
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end
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function Cursor:unset()
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self.isActive = false
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end
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function Cursor:update(dt)
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if (self.isActive) then
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local keys = self.scene:getKeys(1)
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if (keys["up"].isPressed) then
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dy = math.max(self.y - 1, 1)
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if (self.grid[dy][self.x] == 1) then
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self.y = dy
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end
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end
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if (keys["down"].isPressed) then
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dy = math.min(self.y + 1, 7)
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if (self.grid[dy][self.x] == 1) then
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self.y = dy
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end
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end
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if (keys["left"].isPressed) then
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dx = math.max(self.x - 1, 1)
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if (self.grid[self.y][dx] == 1) then
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self.x = dx
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end
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end
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if (keys["right"].isPressed) then
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dx = math.min(self.x + 1, 12)
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if (self.grid[self.y][dx] == 1) then
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self.x = dx
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end
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end
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if (keys["A"].isPressed) then
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self.world:sendSignalToCurrentBattler()
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end
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self.tx = (self.tx) + ((self.x) - (self.tx)) * dt*30
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self.ty = (self.ty) + ((self.y) - (self.ty)) * dt*30
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-- test
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--game
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end
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end
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function Cursor:drawBottom()
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if (self.isActive) then
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local x, y, frame
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x, y = maputils.gridToPixel(self.tx, self.ty, true)
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self.assets.sprites["cursorground"]:drawAnimation(x, y, 0, 1, 1, 14, 6)
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end
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end
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function Cursor:drawTop()
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if (self.isActive) then
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local x, y
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x, y = maputils.gridToPixel(self.tx, self.ty, true)
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self.assets.images["cursorpeak"]:draw(x, y - 24, 0, 1, 1, 7, 26)
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end
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end
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return Cursor
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