sonic-radiance/sonic-radiance.love/scenes/battlesystem/actors/hero.lua
2021-05-09 15:07:38 +02:00

94 lines
1.8 KiB
Lua

local Battler = require("scenes.battlesystem.actors.battler")
local Hero = Battler:extend()
-- INIT FUNCTIONS
-- Initialize the hero
function Hero:new(world, x, y, owner, charnumber)
Hero.super.new(self, world, x, y, 0, owner)
self:initSprite()
self.isKo = false
self.sprHeight = 32
end
-- UPDATE FUNCTION
-- Update the hero
function Hero:update(dt)
Hero.super.update(self, dt)
self:updateAnimation(dt)
end
-- HURT/DEATH FUNCTIONS
function Hero:getHurt()
self:changeAnimation("hurt")
end
function Hero:die()
if (not self.isKo) then
self:changeAnimation("getKo")
self.isKo = true
end
end
function Hero:revive()
if (self.isKo) then
self:changeAnimation("idle")
self.isKo = false
self.isDefending = false
end
end
function Hero:setAsKo()
self:changeAnimation("ko")
self.isKo = true
end
-- ASSETS FUNCTIONS
-- Load and play assets needed by the character
function Hero:getSpritePath()
return "datas/gamedata/characters/" .. self.owner.name .. "/sprites"
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
function Hero:getNewAnimation(animation)
if (animation == "hurt") then
self:changeAnimation("idle")
end
end
function Hero:flee()
if (not self.isKo) then
self:changeAnimation("walk")
self:goTo(-80, self.y, 3)
end
end
-- DRAW FUNCTIONS
-- Draw everything related to the hero
function Hero:draw()
self:drawSprite(0, -self.z)
if (self.isSelected) then
local x, y = self.world.map:gridToPixel(self.x, self.y, true)
self.assets.images["cursorpeak"]:draw(x - 7, y - 24 - 32)
end
self:drawOutput()
end
return Hero