160 lines
3.6 KiB
Lua
160 lines
3.6 KiB
Lua
local FighterParent = require "scenes.battlesystem.controllers.fighters.parent"
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local HeroFighter = FighterParent:extend()
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local StatusBar = require "game.modules.gui.statusbar"
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local SelectionSystem = require "scenes.battlesystem.controllers.fighters.systems.selection"
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local actionList = require "scenes.battlesystem.controllers.fighters.systems.actions"
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local POSITIONS = {3, 1, 5}
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local HEROES_LINE = 2;
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local HUDBASE = 8
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local HUDSEP = 152
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function HeroFighter:new(owner, character, id)
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self.name = character
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self.super.new(self, owner, true, id)
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self.statusbar = StatusBar(self.abstract, self.turnSystem.scene)
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self:initVoices()
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self.action = nil
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self.selection = nil
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end
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function HeroFighter:updateAssets(dt)
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self.statusbar:update(dt)
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if (self.action ~= nil) then
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if (self.action.isStarted) then
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self.action:update(dt)
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end
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end
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end
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function HeroFighter:update(dt)
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if (self.selection ~= nil) then
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self.selection:update(dt)
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end
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end
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function HeroFighter:getAbstract()
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return game.characters.list[self.name]
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end
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function HeroFighter:createActor()
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local x, y = HEROES_LINE, POSITIONS[self.id]
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return self.world.obj.Hero(self.world, x, y, self)
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end
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function HeroFighter:startAction()
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core.debug:print("cbs/heroFighter", "launching the action menu")
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self.action = nil
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self:talk("turnstart")
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self.turnSystem.scene.menu:set( self )
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end
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function HeroFighter:endAction()
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end
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-- Basic actions
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function HeroFighter:doNothing()
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self:setInactive()
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end
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function HeroFighter:doBasicAction(action)
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self.action = actionList[action](self)
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self:verifyTargets()
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end
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function HeroFighter:useItem(item)
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self.action = actionList["item"](self, item)
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self:verifyTargets()
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end
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function HeroFighter:useSkill(skill)
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self.action = actionList["skill"](self, skill)
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self:verifyTargets()
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end
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function HeroFighter:verifyTargets()
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local needTarget, targetEnnemies = self.action:needTarget()
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if (needTarget) then
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if (targetEnnemies) then
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self.selection = SelectionSystem(self, self.owner.turnSystem.ennemies, true)
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else
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self.selection = SelectionSystem(self, self.owner, false)
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end
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else
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self.action:start()
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end
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end
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function HeroFighter:attack()
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self:doBasicAction("attack")
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end
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function HeroFighter:receiveTarget(target)
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self.selection = nil
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if (self.action ~= nil) then
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self.action:setTarget(target)
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self.action:start()
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end
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end
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function HeroFighter:goBackToMenu()
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self.owner.turnSystem.scene.menusystem:activate()
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self.selection = nil
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end
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function HeroFighter:finishAction()
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self.action = nil
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self:setInactive()
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end
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-- LIFE functions
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function HeroFighter:setHP(value, relative)
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HeroFighter.super.setHP(self, value, relative)
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self.statusbar:updateHP()
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end
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function HeroFighter:setPP(value, relative)
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HeroFighter.super.setPP(self, value, relative)
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self.statusbar:updatePP()
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end
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-- VOICE SYSTEM
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function HeroFighter:initVoices()
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self:addVoiceEffect("move")
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self:addVoiceEffect("turnstart")
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end
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function HeroFighter:addVoiceEffect(name)
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local completename = self.name .. "_" .. name
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local path = "datas/gamedata/characters/" .. self.name .. "/voices/" .. name .. ".wav"
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self.assets:newSFX(completename, path)
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end
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function HeroFighter:talk(name)
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local completename = self.name .. "_" .. name
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self.assets.sfx[completename]:play()
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end
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-- DRAW FUNCTIONS
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function HeroFighter:drawIcon(x, y)
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local iconID = self.abstract.data.icon
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self.assets.tileset["charicons"]:drawTile(iconID, x, y)
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end
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function HeroFighter:drawHUD()
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local x = HUDBASE + (self.id-1)*HUDSEP
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local y = self.turnSystem.hud:getPlayerHUDPosition()
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self.statusbar:draw(x, y)
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end
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return HeroFighter
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