47 lines
No EOL
1.3 KiB
Lua
47 lines
No EOL
1.3 KiB
Lua
local Team = Object:extend()
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local Emblem = require "game.modules.gui.emblem"
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function Team:initTeam()
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self.active = game.characters:getActiveCharacterData()
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self.emblems = {}
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for i, name in ipairs(game.characters.team) do
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game.characters:loadSprite(self.assets, name)
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self.emblems[i] = Emblem(game.characters.list[name], self.scene)
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end
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self.activeVisible = game.characters.active
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self.canChangeActive = true
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end
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function Team:getCurrentCharType()
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return self.active.data.class
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end
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function Team:switchActiveCharacter()
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if (self.canChangeActive) then
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game.characters:setActiveCharacter()
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self.active = game.characters:getActiveCharacterData()
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self.canChangeActive = false
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self.tweens:newTimer(0.3, "changeCharacter")
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self.tweens:newTween(0, 0.3, {activeVisible = self.activeVisible + 1}, "inQuad")
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end
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end
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function Team:endCharacterSwitchAnimation()
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self.canChangeActive = true
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self.activeVisible = game.characters.active
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self:updateCurrentCharset()
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end
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function Team:drawEmblems(x, y)
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for i,emblem in ipairs(self.emblems) do
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local angle = ((i-self.activeVisible) * (360/#self.emblems)) - 90
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local rad = math.rad(angle)
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local emblemX, emblemY = utils.math.lengthdir(18, rad)
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emblem:draw(x + emblemX, y + emblemY)
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end
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end
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return Team |