202 lines
No EOL
5 KiB
Lua
202 lines
No EOL
5 KiB
Lua
local ParentObject = require "scenes.battlesystem.actors.parent"
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local Movable = ParentObject:extend()
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local MOVEMENT_NONE = "none"
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local MOVEMENT_TWEENER = "tweener"
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local MOVEMENT_MOTION = "motion"
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local ZGRAVITY = 0.2
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local MIDDLE_ARENA = 6
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function Movable:new(world, x, y, z)
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Movable.super.new(self, world, x, y, z)
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self.direction = utils.math.sign(MIDDLE_ARENA - x)
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self.start = {}
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self.start.x = x
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self.start.y = y
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self.start.z = z
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self.start.direction = self.direction
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self:initMovementSystem()
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end
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-- MOVE FUNCTIONS
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-- All functions handling the moving
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function Movable:initMovementSystem()
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self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z
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self.xspeed, self.yspeed, self.zspeed = 0,0,0
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self.speed = 0
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self.angle = 0
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self.direction = self.start.direction
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self.directionPrevious = self.start.direction
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self.directionLocked = false
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self.movementType = MOVEMENT_NONE
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self:initJump()
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end
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function Movable:resetMovementType()
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self.movementType = MOVEMENT_NONE
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end
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function Movable:stopMoving()
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self.xspeed, self.yspeed, self.zspeed = 0,0,0
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self.speed = 0
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if (self.movementType == MOVEMENT_TWEENER) then
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self:unlockTag("goTo")
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self.tweens:removeNamedTween("goTo")
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self.tweens:removeTimer("goTo")
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self.tweens:removeTimer("resetMovement")
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end
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self.movementType = MOVEMENT_NONE
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self:updatePreviousPosition()
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end
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function Movable:updateMovement(dt)
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if (self.movementType == MOVEMENT_TWEENER) then
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self:updateTweenerSpeed(dt)
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elseif (self.movementType == MOVEMENT_MOTION) then
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self:updateMotion(dt)
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end
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self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2)
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self:updateDirection()
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self:updateJump(dt)
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self:updatePreviousPosition()
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end
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function Movable:updatePreviousPosition()
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self.xprevious = self.x
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self.yprevious = self.y
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self.zprevious = self.z
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end
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-- Tweener movement functions
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function Movable:goTo(dx, dy, duration, easing)
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local easing = easing or 'inOutQuad'
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self:stopMoving()
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if duration > 0 then
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self.tweens:setNamedTween("goTo", 0, duration, {x = dx, y = dy}, easing)
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end
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self.tweens:newTimer(duration + 0.02, "goTo")
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self.tweens:newTimer(duration + 0.02, "resetMovement")
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self.movementType = MOVEMENT_TWEENER
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end
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function Movable:goTo3D(dx, dy, dz, duration, easing)
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local easing = easing or 'inOutQuad'
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self:stopMoving()
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self:stopJumping()
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self.jump.useDefaultAnimation = false
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if duration > 0 then
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self.tweens:setNamedTween("goTo", 0, duration, {x = dx, y = dy, z = dz}, easing)
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end
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self.tweens:newTimer(duration + 0.02, "goTo")
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self.tweens:newTimer(duration + 0.02, "resetMovement")
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self.movementType = MOVEMENT_TWEENER
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end
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function Movable:updateTweenerSpeed(dt)
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self.xspeed = (self.x - self.xprevious) / dt
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self.yspeed = (self.y - self.yprevious) / dt
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end
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-- MOTION HANDLING
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function Movable:setMotion(speed, angle)
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self.speed = speed
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self.angle = angle
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self.movementType = MOVEMENT_MOTION
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end
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function Movable:setMotionToPoint(speed, dx, dy)
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self:setMotion(speed, utils.math.pointDirection(self.x, self.y, dx, dy))
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end
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function Movable:updateMotion(dt)
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self.xspeed, self.yspeed = utils.math.lengthdir(self.speed, self.angle)
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self.x = self.x + (self.xspeed) * dt
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self.y = self.y + (self.yspeed) * dt
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end
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function Movable:endMotion()
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self.movementType = MOVEMENT_NONE
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self.xspeed = 0
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self.yspeed = 0
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end
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-- Direction handling
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function Movable:updateDirection()
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-- Handle direction
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if math.abs(self.xspeed) >= 0.01 then
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if (self.directionLocked == false) then
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self.direction = utils.math.sign(self.xspeed)
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end
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end
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end
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-- Jump system
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function Movable:initJump()
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self.jump = {}
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self.jump.useDefaultAnimation = true
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self.jump.isJumping = false
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self.jump.bounceNumber = 0
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self.jump.isMotionJump = false
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end
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function Movable:stopJumping()
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self:initJump()
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self.zspeed = 0
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end
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function Movable:setJump(power, bounceNumber, useDefaultAnimation)
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self.zspeed = power
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self.jump.useDefaultAnimation = useDefaultAnimation
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self.jump.bounceNumber = bounceNumber
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self.jump.isJumping = true
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end
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function Movable:jumpTo(dx, dy, height, speed, useDefaultAnimation)
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height = height or 4
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self:setMotionToPoint(speed, dx, dy)
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self:setJump(height, 0, useDefaultAnimation)
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self.jump.isMotionJump = true
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end
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function Movable:jumpBack(height, speed)
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self:jumpTo(self.start.x, self.start.y, height, speed, true)
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end
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function Movable:updateJump(dt)
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if (self.jump.isJumping) then
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self.zspeed = self.zspeed - ZGRAVITY
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self.z = self.z + self.zspeed
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if (self.z <= 0) then
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if (self.jump.bounceNumber > 0) then
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self.zspeed = self.zspeed * -0.5
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self.jump.bounceNumber = self.jump.bounceNumber - 1
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else
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self.z = 0
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self.jump.isJumping = false
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self.jump.spin = false
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self:timerResponse("jump")
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if (self.jump.isMotionJump) then
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self:endMotion()
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end
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self:changeAnimation("idle")
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end
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end
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end
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end
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return Movable |