153 lines
4.7 KiB
Lua
153 lines
4.7 KiB
Lua
local Actor = require("scenes.battlesystem.entities.actor")
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local Character = Actor:extend()
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function Character:new(controller, x, y, charid)
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Character.super.new(self, controller, x, y, 0)
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self.isHero = true
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self.turnAction = nil
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self.startx, self.starty = self.x, self.y
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self.dx, self.dy = self.x, self.y
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self.direction = 1
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self.directionPrevious = 1
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if charid == nil then
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err("FATAL ERROR: charid not set")
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end
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self.charid = charid
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self.actionPerTurn = game.characters.list[self.charid].base_stats.turns
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self.assets:addSprite(charid, "assets/sprites/characters/" .. charid)
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self.assets.sprites[self.charid]:setCustomSpeed(16)
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self:setAnimation("idle")
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self:setSprite(charid, 32, 48, true)
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end
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function Character:setAnimation(animation)
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if (self.animation ~= animation) then
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self.animation = animation
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self.assets.sprites[self.charid]:changeAnimation(animation, true)
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end
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end
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function Character:draw()
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x, y = self.controller.battlearena:gridToPixel(self.x, self.y, true)
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--love.graphics.rectangle("fill", x - 8, y - 32, 16, 32)
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self:drawSprite()
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end
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function Character:drawIcon(x, y)
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local iconID = 1
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self.assets.tileset["charicons"]:drawTile(iconID, x, y)
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end
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function Character:setActive()
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local gridsize = game.characters.list[self.charid].base_stats.move
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self.controller.cursor:setGrid("square", self.x, self.y, gridsize, self)
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self.startx, self.starty = self.x, self.y
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self.controller.cursor:set(self.startx, self.starty)
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self.currentAction = "selectDirection"
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self.directionPrevious = self.direction
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end
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function Character:update(dt)
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if (self.currentAction == "moving") then
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self.xprevious = self.x
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self.yprevious = self.y
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self.x = (self.x) + ((self.dx) - (self.x)) * dt*15
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self.y = (self.y) + ((self.dy) - (self.y)) * dt*15
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local xspeed, yspeed = math.abs(self.x - self.xprevious),
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math.abs(self.y - self.yprevious)
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local speed = math.sqrt(xspeed*xspeed + yspeed*yspeed) * 32
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self.assets.sprites[self.charid]:setCustomSpeed(speed * 60)
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local direction = utils.math.sign(self.x - self.xprevious)
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if direction ~= 0 then
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self.direction = direction
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end
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if (math.abs(self.x - self.dx) < 0.01) and (math.abs(self.y - self.dy) < 0.01) then
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self.x = self.dx
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self.y = self.dy
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self:setAnimation("idle")
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self.currentAction = "selectAttack"
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self.controller.menu:set( self )
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end
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elseif (self.currentAction == "selectAttack") then
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if (self.controller.keys["B"].isPressed) then
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--self.currentAction = "selectDirection"
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--self.controller.cursor:set(self.x, self.y)
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end
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elseif (self.currentAction == "selectDirection") then
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self.xprevious = self.x
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self.yprevious = self.y
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self.x = (self.x) + ((self.startx) - (self.x)) * dt*15
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self.y = (self.y) + ((self.starty) - (self.y)) * dt*15
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local xspeed, yspeed = math.abs(self.x - self.xprevious),
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math.abs(self.y - self.yprevious)
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local speed = math.sqrt(xspeed*xspeed + yspeed*yspeed) * 32
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self.assets.sprites[self.charid]:setCustomSpeed(speed * 60)
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local direction = utils.math.sign(self.x - self.xprevious)
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if direction ~= 0 then
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self.direction = direction
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end
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if (math.abs(self.x - self.startx) < 0.01) and (math.abs(self.y - self.starty) < 0.01) then
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self.x = self.startx
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self.y = self.starty
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self:setAnimation("idle")
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self.direction = self.directionPrevious
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end
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end
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end
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function Character:validateAction()
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if (self.currentAction == "selectDirection") then
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self:setAnimation("walk")
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self.currentAction = "moving"
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self.dx, self.dy = self.controller.cursor.x, self.controller.cursor.y
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self.controller.cursor:unset( )
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end
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end
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function Character:getStats()
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return game.characters.list[self.charid].stats
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end
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function Character:getSignal(action_type, id)
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--print(action_type .. " " .. id)
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if (action_type == "back") then
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self.currentAction = "selectDirection"
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self.controller.cursor:set(self.x, self.y)
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self:setAnimation("walk")
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elseif (action_type == "defend") then
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self.turnAction = "defend"
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self.controller.actormanager:switchActiveActor( )
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else
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self.controller.actormanager:switchActiveActor( )
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end
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end
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function Character:getBackSignal()
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self.currentAction = "selectDirection"
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self.controller.cursor:set(self.x, self.y)
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self:setAnimation("walk")
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end
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function Character:drawStatus(frame, x, y)
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love.graphics.draw(frame, x, y)
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local y1 = y + 8
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local x1 = x + 16
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local x2 = x1 + 120
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love.graphics.setColor(.05, .8, .05, 1)
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for i=0, 3 do
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love.graphics.line(x1-i, y1+i, x2-i, y1+i)
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end
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utils.graphics.resetColor()
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end
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return Character
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