541 lines
15 KiB
Lua
541 lines
15 KiB
Lua
local Battler = require("scenes.battlesystem.actors.battler")
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local Hero = Battler:extend()
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local gui = require "game.modules.gui"
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-- INIT FUNCTIONS
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-- Initialize the hero
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function Hero:new(world, x, y, charid, 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:initMovementSystem()
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self:initCharacter(charid)
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self:initSprite()
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self:initChoregraphySystem()
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self:initVoices()
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end
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-- CHARACTER FUNCTIONS
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-- All functions related to character handling
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function Hero:initCharacter(charid)
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if charid == nil then
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core.debug:error("FATAL ERROR: charid not set")
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end
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self.charid = charid
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self.charnumber = charnumber or 1
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self.hp = game.characters.list[self.charid].stats.hp
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self.pp = game.characters.list[self.charid].stats.pp
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self.actionPerTurn = game.characters.list[self.charid].turns
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self.turnAction = nil
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end
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function Hero:getStats()
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return game.characters.list[self.charid].stats
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end
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function Hero:setHP(value, relative)
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if relative == true then
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value = game.characters.list[self.charid].stats.hp + value
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end
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game.characters.list[self.charid].stats.hp = value
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self.tweens:newTween(0, 0.3, {hp = game.characters.list[self.charid].stats.hp}, 'linear')
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end
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function Hero:setPP(value, relative)
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if relative == true then
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value = game.characters.list[self.charid].stats.pp + value
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end
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game.characters.list[self.charid].stats.pp = value
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self.tweens:newTween(0, 0.3, {pp = game.characters.list[self.charid].stats.pp}, 'linear')
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end
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-- ACTIVITY FUNCTION
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-- Function to set or unset activity to the character
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function Hero:setActive()
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core.debug:print("cbs/hero", "hero " .. self.charid .. " is now active")
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local gridsize = game.characters.list[self.charid].move
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if (gridsize == nil) then
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gridsize = 3
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core.debug:warning("cbs/character", "move value is nil")
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end
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self.world.cursor:setGrid(self.x, self.y, "circle", gridsize, 1, self)
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self.x, self.y = utils.math.round(self.x), utils.math.round(self.y)
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self.startx, self.starty = self.x, self.y
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self.world.cursor:set(self.startx, self.starty, "cursorMove")
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self:talk("turnstart")
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self.directionPrevious = self.direction
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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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-- Get keys to have some keyboard functions
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self.keys = self.scene:getKeys(1)
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-- Calculate speed to calculate animation speed
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self:updateSpeed(dt)
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if (self.isChoregraphyActive) then
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self:updateChoregraphy()
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end
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if (self.scene:haveMenus()) then
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self:changeDirection(dt)
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end
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self.xprevious = self.x
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self.yprevious = self.y
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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.x, self.y
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self.direction = 1
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self.directionPrevious = 1
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self:initJump()
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end
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function Hero:getMovementDuration(dx, dy, duration)
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local duration = duration or MOVEMENT_DURATION
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local coef = 0.8
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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, duration)
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local duration = math.max(self:getMovementDuration(dx, dy, duration), 0.30)
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if duration > 0 then
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self.tweens:newTween(0, duration, {x = dx, y = dy}, 'inOutQuad')
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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, duration)
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local duration = math.max(self:getMovementDuration(dx, dy, duration), 0.30)
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self.tweens:newTween(0, duration, {x = dx, y = dy}, 'inOutQuad')
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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.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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self.direction = utils.math.sign(self.xspeed)
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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:changeDirection(dt)
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-- Change direction by pressing left or right when selecting the next action
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if (self.keys["left"].isPressed) then
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self.direction = -1
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elseif (self.keys["right"].isPressed) then
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self.direction = 1
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end
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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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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.choregraphy.blockedBy == 'action_dashForward') then
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self.choregraphy.changeAction = true
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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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-- SIGNAL FUNCTIONS
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-- All functions related to signal receiving
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function Hero:receiveSignal(action_type, id)
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if id == nil then
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core.debug:print("battler/hero", "action selected : " .. action_type)
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else
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core.debug:print("battler/hero", "action selected : " .. action_type .. " (" .. id .. ")")
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end
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if (action_type == "defend") then
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self.turnAction = "defend"
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self:switchActiveBattler( )
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elseif (action_type == "attack") then
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--self:changeAnimation("hit1")
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self:attack()
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elseif (action_type == "skill") then
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self.world.cursor:unset( )
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self:useSkill(id, self.world.cursor.x, self.world.cursor.y)
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elseif (action_type == "cursorMove") then
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self:changeAnimation("walk", true)
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self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove')
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self.world.cursor:unset( )
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else
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self:switchActiveBattler( )
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end
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end
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function Hero:receiveBackSignal()
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self.world.cursor:set(self.x, self.y, "cursorMove")
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self:goTo(self.startx, self.starty, 'backMove')
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self:changeAnimation("walk")
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end
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function Hero:timerResponse(timer)
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if timer == "switchActiveBattler" then
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self.world:switchActiveBattler()
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elseif timer == "wait" then
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self.choregraphy.changeAction = true
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elseif timer == "cursorMove" then
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self:changeAnimation("idle")
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self.world:resetActiveGrid()
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self.scene.menu:set( self )
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elseif timer == 'backMove' then
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self:changeAnimation("idle")
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self.direction = self.directionPrevious
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elseif timer == self.choregraphy.blockedBy and self.choregraphy.changeAction == false then
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self.choregraphy.changeAction = true
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end
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end
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-- ACTION FUNCTIONS
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-- All functions related to actions
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function Hero:switchActiveBattler()
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self.tweens:newTimer(0.15, "switchActiveBattler")
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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:initChoregraphySystem()
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self.choregraphy = {}
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self.choregraphy.current = 0
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self.choregraphy.isFinished = false
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self.choregraphy.changeAction = true
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self.choregraphy.data = {}
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self.choregraphy.effectArea = nil
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self.choregraphy.dx = self.x
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self.choregraphy.dy = self.y
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self.choregraphy.blockedBy = ""
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self.choregraphy.startx = self.x
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self.choregraphy.starty = self.y
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self.choregraphy.direction = self.direction
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self.isChoregraphyActive = false
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end
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function Hero:attack(id, dx, dy)
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local skill = game.skills:getSkillData("attack")
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self:startChoregraphy(skill, dx, dy)
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end
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function Hero:useSkill(id, dx, dy)
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local skill = game.skills:getSkillData(id)
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self:setPP(skill.cost * -1, true)
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self:startChoregraphy(skill, dx, dy)
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end
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function Hero:startChoregraphy(skill, dx, dy)
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local skill = skill
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self.choregraphy.current = 0
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self.choregraphy.isFinished = false
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self.choregraphy.changeAction = true
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self.choregraphy.data = skill.choregraphy
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self.choregraphy.effectArea = skill.effectArea
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self.choregraphy.startx = self.x
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self.choregraphy.starty = self.y
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self.choregraphy.direction = self.direction
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self.choregraphy.dx = dx or self.x
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self.choregraphy.dy = dy or self.y
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self.choregraphy.haveSentDamage = false
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self.isChoregraphyActive = true
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end
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function Hero:updateChoregraphy(dt)
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if (self.choregraphy.changeAction) then
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self:switchAction()
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end
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end
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function Hero:switchAction()
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self.choregraphy.current = self.choregraphy.current + 1
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local nextAction = self.choregraphy.data[self.choregraphy.current]
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if nextAction == nil then
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self.isChoregraphyActive = false
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self:switchActiveBattler()
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else
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local args = game.skills:getActionArguments(nextAction)
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local condition = args.condition
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if (condition == "sentDamage") and (not self.choregraphy.haveSentDamage) then
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core.debug:print("cbs/hero", "you didn't do damage, skipping " .. args.name)
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self:switchAction()
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else
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self:doChoregraphyAction(nextAction)
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end
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end
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end
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function Hero:doChoregraphyAction(choregraphyAction)
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local args = game.skills:getActionArguments(choregraphyAction)
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local type = args.type or "unknown"
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local effectArea = self.choregraphy.effectArea
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self.choregraphy.changeAction = true
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if type == "wait" then
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local duration = choregraphyAction[3] or 1
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self:wait(args.duration)
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elseif type == "setAnimation" then
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self:chorSetAnimation(args)
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elseif type == "sendDamage" then
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self:sendDamageToArea(effectArea, args.power, args.accuracy, args.isSpecial, args.isAerial)
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elseif type == "sendDamageToPoint" then
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self:chorSendDamageToPoint(args)
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elseif type == "addGFX" then
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self:chorAddGFX(args)
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elseif type == "playSFX" then
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self.assets.sfx[args.sfx]:play()
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elseif type == "dashForward" then
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self:setMotionX(self.direction, args.speed)
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self:blockChoregraphy(args.blockProcess, "action_dashForward")
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elseif type == "jump" then
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self:chorJump(args)
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else
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core.debug:warning("cbs/hero", "unknown action type " .. type .. ' (' .. args.name .. ')')
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end
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end
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function Hero:chorSetAnimation(args)
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self:changeAnimation(args.animation)
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self:blockChoregraphy(args.blockProcess, args.animation)
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end
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function Hero:chorAddGFX(args)
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local dx = args.dx
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if (args.affectedByDirection) then
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dx = dx * self.direction
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end
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local x = self.x
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local y = self.y
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local z = 0
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self.world.obj.GFX(self.world, x + dx, y + args.dy, z, args.sprite, self, args.blockProcess)
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end
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function Hero:chorSendDamageToPoint(args)
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local xx, yy
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if args.name == "sendDamageFromCursor" then
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xx = self.choregraphy.dx
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yy = self.choregraphy.dy
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elseif args.name == "sendDamageFromPos" then
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xx = utils.math.round(self.x)
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yy = utils.math.round(self.y)
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end
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local dx = args.dx
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if (args.affectedByDirection) then
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dx = dx * self.choregraphy.direction
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end
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xx = xx + dx
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yy = yy + args.dy
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self.choregraphy.haveSentDamage = self:sendDamage(xx, yy, args.power, args.accuracy, args.isSpecial, args.isAerial)
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end
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function Hero:chorJump(args)
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local xx, yy
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if args.name == "jumpBack" then
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xx, yy = self.choregraphy.startx, self.choregraphy.starty
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elseif args.name == "jumpToCursor" then
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xx, yy = self.choregraphy.dx, self.choregraphy.dy
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end
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self:jumpTo(xx, yy, 48, "action_jumpBack", false)
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self:blockChoregraphy(args.blockProcess, "action_jumpBack")
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end
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function Hero:blockChoregraphy(isBlocked, blockedBy)
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if (isBlocked) then
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self.choregraphy.blockedBy = blockedBy
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self.choregraphy.changeAction = false
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end
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end
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function Hero:sendDamageToArea(effectArea, power, accuracy, isSpecial, isAerial)
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local dx = effectArea[1]
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if effectArea[5] then
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dx = dx * self.choregraphy.direction
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end
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local ox = self.choregraphy.startx + dx
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local oy = self.choregraphy.starty + effectArea[2]
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local grid = self.maputils.maskToMap(ox, oy, effectArea[3], effectArea[4], self.choregraphy.direction)
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local test = false
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for i, line in ipairs(grid) do
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for j, case in ipairs(line) do
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if grid[i][j] == 1 then
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test = self:sendDamage(j, i, power, accuracy, isSpecial, isAerial)
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end
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end
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end
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self.choregraphy.haveSentDamage = test
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end
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function Hero:wait(time)
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self.tweens:newTimer(time, "wait")
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self.choregraphy.changeAction = false
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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.charid, "datas/gamedata/characters/" .. self.charid .. "/sprites")
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self.assets.sprites[self.charid]:setCustomSpeed(16)
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self:setSprite(self.charid, 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 (animation == self.choregraphy.blockedBy) then
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self.choregraphy.blockedBy = ""
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self.choregraphy.changeAction = true
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end
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end
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function Hero: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 Hero:addVoiceEffect(name)
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local completename = self.charid .. "_" .. name
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local path = "datas/gamedata/characters/" .. self.charid .. "/voices/" .. name .. ".wav"
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self.assets:newSFX(completename, path)
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end
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function Hero:talk(name)
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local completename = self.charid .. "_" .. 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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-- 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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function Hero: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 Hero:drawHUD()
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local HUDBASE = 8
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local HUDSEP = 152
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local x = HUDBASE + (self.charnumber-1)*HUDSEP
|
|
local y = self.world:getPlayerHUDPosition()
|
|
|
|
self.assets.images["e_speedster"]:draw(x, y)
|
|
core.screen:setScissor(x, y-16, 32, 40)
|
|
self.assets.sprites[self.charid]:drawAnimation(x+14, y+14)
|
|
core.screen:resetScissor( )
|
|
self.assets.images["m_speedster"]:draw(x, y)
|
|
self.assets.images["statusbar"]:draw(x+12, y-6)
|
|
|
|
local hpmax = game.characters.list[self.charid].stats.hpmax
|
|
local ppmax = game.characters.list[self.charid].stats.ppmax
|
|
|
|
local bar1 = math.floor((self.hp/hpmax)*107)
|
|
local bar2 = math.floor((self.pp/ppmax)*108)
|
|
|
|
love.graphics.setColor(248/255, 160/255, 0, 1)
|
|
gui.drawBar(x+29, y+5, bar1, 7)
|
|
love.graphics.setColor(0, 248/255, 248/255, 1)
|
|
gui.drawBar(x+17, y+17, bar2, 7)
|
|
utils.graphics.resetColor()
|
|
|
|
self.assets.fonts["hudnbrs_small"]:set()
|
|
love.graphics.print(math.floor(self.hp) .. "/" .. hpmax, x+34, y+5)
|
|
love.graphics.print(math.floor(self.pp) .. "/" .. ppmax, x+28, y+17)
|
|
|
|
local lvl = game.characters.list[self.charid].stats.level
|
|
|
|
if lvl < 100 then
|
|
lvl = "0" .. lvl
|
|
end
|
|
|
|
love.graphics.print(lvl, x+122, y-5)
|
|
end
|
|
|
|
return Hero
|