sonic-radiance/sonic-radiance.love/scenes/battlesystem/cursor.lua
2019-08-25 10:38:06 +02:00

216 lines
4.9 KiB
Lua

local Cursor = Object:extend()
local maputils = require "scenes.battlesystem.utils"
local TweenManager = require "game.modules.tweenmanager"
function Cursor:new(world)
self.world = world
self.scene = world.scene
self.assets = world.assets
self.tweens = TweenManager(self)
self.x = 1
self.y = 1
self.isActive = false
self.tx = 1
self.ty = 1
self.signal = ""
self.grid = maputils.newEmptyMap()
end
function Cursor:set(x, y, signal, subSignal)
self.x = math.max(math.min(x, 12), 1)
self.y = math.max(math.min(y, 07), 1)
self.initialx = self.x
self.initialy = self.y
self.tx = self.x
self.ty = self.y
self:placeInGrid()
self.isActive = true
self.signal = signal or ""
self.subSignal = subSignal or ""
self.world:setActiveGridFromGrid(self.grid)
end
function Cursor:placeInGrid()
while (self.grid[self.y][self.x] == 0) do
core.debug:print("cursor", "testing position " .. self.x .. " " .. self.y)
-- On teste d'abord les position > initialx
if self.x >= self.initialx then
if self.x >= 12 then
-- cependant, si on est au maximum, on se place juste avant
self.x = self.initialx - 1
else
self.x = self.x + 1
end
else
if self.x <= 1 then
-- cependant, si on est au minimum, on doit tester une autre ligne
self.x = self.initialx
if self.y >= self.initialy then
-- on test d'abord les positions en dessous de la position initiales
if self.y >= 7 then
self.y = self.initialy - 1
else
self.y = self.y + 1
end
else
if self.y <= 1 then
core.debug:error("cursor", "map was empty")
else
self.y = self.y - 1
end
end
else
-- sinon, on test les positions avant
self.x = self.x - 1
end
end
end
self.tx = self.x
self.ty = self.y
end
function Cursor:setGrid(ox, oy, shape, size, direction, whitelistedEntity)
self.grid = maputils.newEmptyMap()
for y, line in ipairs(self.grid) do
for x, case in ipairs(line) do
if not maputils.isInMask(x, y, ox, oy, shape, size, direction) then
self.grid[y][x] = 0
else
if (self:testPoint(x, y, whitelistedEntity)) then
self.grid[y][x] = 1
else
self.grid[y][x] = 0
end
end
end
end
self.world:setActiveGridFromGrid(self.grid)
end
function Cursor:setGridIgnoreActor(ox, oy, shape, size, direction)
self.grid = maputils.newEmptyMap()
for y, line in ipairs(self.grid) do
for x, case in ipairs(line) do
if maputils.isInMask(x, y, ox, oy, shape, size, direction) then
self.grid[y][x] = 1
end
end
end
self.world:setActiveGridFromGrid(self.grid)
end
function Cursor:testPoint(x, y, whitelistedActor)
if ((self.world:getActorInCase(x, y) == nil) or
(self.world:getActorInCase(x, y) == whitelistedActor) and (whitelistedActor ~= nil)) and
(self.world.map:getTerrain(x, y) ~= 3) then
return true
else
return false
end
end
function Cursor:gridIsActive(x, y)
if self.grid[y] ~= nil then
return (self.grid[y][x] == 1)
else
return false
end
end
function Cursor:getGrid()
if (self.isActive) then
return self.grid
else
return maputils.newFullMap()
end
end
function Cursor:resetGrid()
self.grid = EmptyGrid
end
function Cursor:unset()
self.isActive = false
end
function Cursor:update(dt)
if (self.isActive) then
local keys = self.scene:getKeys(1)
if (keys["up"].isDown and self.y == self.ty) then
dy = math.max(self.y - 1, 1)
if (self.grid[dy][self.x] == 1) then
self.y = dy
self:addTween()
end
end
if (keys["down"].isDown and self.y == self.ty) then
dy = math.min(self.y + 1, 7)
if (self.grid[dy][self.x] == 1) then
self.y = dy
self:addTween()
end
end
if (keys["left"].isDown and self.x == self.tx) then
dx = math.max(self.x - 1, 1)
if (self.grid[self.y][dx] == 1) then
self.x = dx
self:addTween()
end
end
if (keys["right"].isDown and self.x == self.tx) then
dx = math.min(self.x + 1, 12)
if (self.grid[self.y][dx] == 1) then
self.x = dx
self:addTween()
end
end
if (keys["A"].isPressed) then
self.world:sendSignalToCurrentBattler(self.signal, self.subSignal)
end
self.tweens:update(dt)
end
end
function Cursor:addTween()
self.tweens:newTween(0, 0.2, {tx = self.x, ty = self.y}, 'linear')
end
function Cursor:drawBottom()
if (self.isActive) then
local x, y, frame
x, y = maputils.gridToPixel(self.tx, self.ty, true)
self.assets.sprites["cursorground"]:drawAnimation(x, y, 0, 1, 1, 14, 6)
end
end
function Cursor:drawTop()
if (self.isActive) then
local x, y
x, y = maputils.gridToPixel(self.tx, self.ty, true)
self.assets.images["cursorpeak"]:draw(x, y - 24, 0, 1, 1, 7, 26)
end
end
return Cursor