197 lines
5.3 KiB
Lua
197 lines
5.3 KiB
Lua
local Battler = require("scenes.battlesystem.actors.battler")
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local Hero = Battler:extend()
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local ChoregraphySystem = require "scenes.battlesystem.actors.systems.choregraphy"
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-- INIT FUNCTIONS
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-- Initialize the hero
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function Hero:new(world, x, y, owner, charnumber)
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Hero.super.new(self, world, x, y, 0)
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self.isHero = true
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self.owner = owner
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self:initMovementSystem()
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self:initSprite()
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self.side = "heroes"
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end
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-- UPDATE FUNCTION
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-- Update the hero
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function Hero:update(dt)
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Hero.super.update(self, dt)
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-- Calculate speed to calculate animation speed
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self:updateSpeed(dt)
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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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-- MOVE FUNCTIONS
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-- All functions handling the moving
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local MOVEMENT_DURATION = 0.20
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function Hero:initMovementSystem()
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self.startx, self.starty = self.x, self.y
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self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z
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self.direction = 1
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self.directionPrevious = 1
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self.directionLocked = false
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self.unlockDirection = true
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self:initJump()
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end
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function Hero:getMovementDuration(dx, dy, factor)
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local factor = factor or 1
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local duration = MOVEMENT_DURATION / factor
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local coef = 0.5
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local dx, dy = dx, dy
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local distance = utils.math.pointDistance(self.x, self.y, dx, dy) * coef
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return duration * distance
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end
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function Hero:goTo(dx, dy, timerName, factor, easing)
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local easing = easing or 'inOutQuad'
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local factor = factor or 1
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local duration = math.max(self:getMovementDuration(dx, dy, factor), 0.30)
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if duration > 0 then
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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end
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self.tweens:newTimer(duration + 0.02, timerName)
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end
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function Hero:jumpTo(dx, dy, size, timerName, spinjump, factor, easing)
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local easing = easing or 'inOutQuad'
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local factor = factor or 1
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local duration = math.max(self:getMovementDuration(dx, dy, factor), 0.30)
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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self.tweens:newTimer(duration + 0.02, timerName)
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self:setJump(size, spinjump, duration)
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end
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function Hero:updateSpeed(dt)
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self:applyMotion(dt)
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self.xspeed = self.x - self.xprevious
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self.yspeed = self.y - self.yprevious
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self.zspeed = self.z - self.zprevious
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self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2)
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-- Handle direction
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if math.abs(self.xspeed) > 0 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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else
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if self.unlockDirection then
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self.unlockDirection = false
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self.directionLocked = false
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end
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end
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if self.z > 0 and self.jump.spin == false then
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if self.zspeed > 0 then
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self:changeAnimation("jump")
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else
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self:changeAnimation("fall")
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end
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end
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self:setCustomSpeed(self.gspeed * 320)
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end
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function Hero:initJump()
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self.jump = {}
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self.jump.spin = false
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end
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function Hero:setJump(size, spinjump, duration)
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local tweenDuration = duration / 2
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self.tweens:newTween(0, tweenDuration, {z = size}, 'outQuad')
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self.tweens:newTween(tweenDuration, tweenDuration, {z = 0}, 'inQuad')
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self.jump.spin = spinjump
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end
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function Hero:setMotionX(direction, speed)
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self.motion = speed
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self.motionDirection = direction
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end
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function Hero:applyMotion(dt)
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if self.motion ~= 0 and self.motion ~= nil then
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local dx = self.x + self.motion * self.motionDirection * dt
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-- {1, 0, "line", 5, true}
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local ox = self.choregraphy.startx + (self.choregraphy.effectArea[1] * self.choregraphy.direction)
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local oy = self.choregraphy.starty + self.choregraphy.effectArea[2]
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local shape = self.choregraphy.effectArea[3]
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local size = self.choregraphy.effectArea[4]
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local direction = self.choregraphy.direction
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local new_case_x = utils.math.round(dx)
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local new_case_y = utils.math.round(self.y)
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print(new_case_x, new_case_y, self.world:caseIsEmpty(new_case_x, new_case_y, self))
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if self.maputils.isInMask(dx, self.y, ox, oy, shape, size, direction) and self.world:caseIsEmpty(new_case_x, new_case_y, self) then
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self.x = dx
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else
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self.x = dx
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self.motion = 0
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if (self.blockingChoregraphy == 'action_dashForward') then
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self:unblockChoregraphy()
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self.direction = self.choregraphy.direction
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end
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end
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end
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end
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-- CHOREGRAPHY FUNCTIONS
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-- All functions related to the choregraphy system
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function Hero:blockChoregraphy(isBlocking, currentlyBlocking, blockedBy)
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if (isBlocking) then
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self.currentlyBlocking = currentlyBlocking
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self.blockedBy = blockedBy
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end
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end
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function Hero:unblockChoregraphy()
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self.currentlyBlocking:finish()
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self.currentlyBlocking = nil
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end
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function Hero:receiveSignal(signal)
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if (self.currentlyBlocking ~= nil) then
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self:unblockChoregraphy()
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end
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end
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-- ASSETS FUNCTIONS
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-- Load and play assets needed by the character
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function Hero:initSprite()
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self.assets:addSprite(self.owner.name, "datas/gamedata/characters/" .. self.owner.name .. "/sprites")
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self.assets.sprites[self.owner.name]:setCustomSpeed(16)
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self:setSprite(self.owner.name, 32, 48, true)
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self:cloneSprite()
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self:changeAnimation("idle")
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end
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function Hero:animationEnded(animation)
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if (self.currentlyBlocking ~= nil and self.blockedBy=="animation") then
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self:unblockChoregraphy()
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end
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end
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-- DRAW FUNCTIONS
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-- Draw everything related to the hero
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function Hero:draw()
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self:drawSprite(0, -self.z)
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end
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return Hero
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