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

361 lines
7.8 KiB
Lua

local World = Object:extend()
local maputils = require "scenes.battlesystem.utils"
local Map = require "scenes.battlesystem.map"
local Cursor = require "scenes.battlesystem.cursor"
local TweenManager = require "game.modules.tweenmanager"
local POSITIONS = {
{x = 3, y = 4},
{x = 2, y = 2},
{x = 2, y = 6},
}
local gui = require "game.modules.gui"
-- INIT FUNCTIONS
-- Initialize the battle world
function World:new(scene, battlefile)
self.scene = scene
self.assets = scene.assets
self.obj = require "scenes.battlesystem.actors"
self.actors = {}
self.globalID = 0
self.turns = {}
self.turns.current = 1
self.turns.number = 0
self.turns.isFinished = true
self.turns.changeBattler = true
self.battlers = {}
self.actionlist = {}
self.BattlerCursor = self.turns.current
self.heroNumber = 0
self.ennNumber = 0
self.playerHUDPosition = -64
self.map = Map(self, "city")
self.cursor = Cursor(self)
self.tweens = TweenManager(self)
self:resetActiveGrid()
self:resetEffectGrid()
self:initHeroes()
self:initEnnemies()
self:initHUD()
self.isBattleActive = false
end
function World:initHeroes(battlefile)
for i, hero in ipairs(game.characters.team) do
self:addHero(POSITIONS[i].x, POSITIONS[i].y, hero, i)
end
end
function World:initEnnemies(battlefile)
self:addEnnemy(10, 3, "motobug")
self:addEnnemy(10, 5, "motobug")
end
function World:registerActor(actor)
self.globalID = self.globalID + 1
table.insert(self.actors, actor)
actor.id = self.globalID
end
function World:destroyActor(actorToDestroy)
for i, actor in ipairs(self.actors) do
if actor == actorToDestroy then
table.remove(self.actors, i)
end
end
end
-- INFO FUNCTIONS
-- Get info from the world
function World:caseIsEmpty(x, y)
local isEmpty = true
for i, actor in ipairs(self.actors) do
if (actor.x == x) and (actor.y == y) then
isEmpty = false
else
isEmpty = true
end
end
return isEmpty
end
function World:getActorInCase(x, y)
for i, actor in ipairs(self.actors) do
if (actor.x == x) and (actor.y == y) then
core.debug:print("cbs/world", "one actor found in case <" .. x .. ";" .. y .. ">")
return actor
end
end
return nil
end
-- BATTLER FUNCTIONS
-- Handle the actual battle participants
function World:addHero(x, y, id)
self.heroNumber = self.heroNumber + 1
local hero = self.obj.Hero(self, x, y, id, self.heroNumber)
table.insert(self.battlers, hero)
end
function World:addEnnemy(x, y, id)
self.ennNumber = self.ennNumber + 1
local enn = self.obj.Ennemy(self, x, y, id, self.ennNumber)
table.insert(self.battlers, enn)
end
function World:destroyBattler(actorToDestroy)
-- remove the actor from the battler liste
for i, actor in ipairs(self.battlers) do
if actor == actorToDestroy then
table.remove(self.battlers, i)
end
end
-- Also remove all actions related to the actor
for i, action in ipairs(self.actionlist) do
if action.actor == actorToDestroy then
table.remove(self.actionlist, i)
end
end
end
function World:generateActionList()
self.actionlist = {}
for i,v in ipairs(self.battlers) do
for i=1, v.actionPerTurn do
local action = {}
action.actor = v
action.number = i
table.insert(self.actionlist, action)
end
end
end
function World:countHeroes()
local count = 0
for i, battler in ipairs(self.battlers) do
if (battler.isHero) then
count = count + 1
end
end
return count
end
function World:countEnnemies()
local count = 0
for i, battler in ipairs(self.battlers) do
if (battler.isEnnemy) then
count = count + 1
end
end
return count
end
function World:getPlayerHUDPosition()
return self.playerHUDPosition
end
-- UPDATE FUNCTION
-- Update all actors
function World:update(dt)
for i, actor in ipairs(self.actors) do
actor:update(dt)
end
if (self.isBattleActive) then
self:updateTurns(dt)
end
self.cursor:update(dt)
self.tweens:update(dt)
self.map:update(dt)
end
function World:moveBattleCursor(dt)
local cursorSpeed = 16
if (self.turns.current == 1) then
cursorSpeed = 16 * 4
end
if math.abs(self.BattlerCursor - self.turns.current) > (cursorSpeed * dt) then
self.BattlerCursor = self.BattlerCursor - utils.math.sign(self.BattlerCursor - self.turns.current) * cursorSpeed * dt
else
self.BattlerCursor = self.turns.current
end
end
-- TURNS FUNCTIONS
-- Handle everything related to the turn system
function World:startBattle()
self.isBattleActive = true
self.tweens:newTween(0, 0.4, {playerHUDPosition = 36}, 'inCubic')
end
function World:recalculateTurns()
self:generateActionList()
table.sort(self.actionlist, maputils.sortBattlers)
end
function World:updateTurns(dt)
if (self.turns.changeBattler) then
self:switchActiveBattler( )
end
end
function World:switchActiveBattler()
if (self:countEnnemies()==0) then
self:finishBattle()
else
if (self.turns.isFinished) or (self.turns.current >= #self.actionlist) then
self:switchToNextTurn()
else
self.turns.current = self.turns.current + 1
core.debug:print("cbs/world", "switching to action number " .. self.turns.current)
end
self:selectNextAction()
self.turns.changeBattler = false
self.tweens:newTween(0, 0.2, {BattlerCursor = self.turns.current}, 'inCubic')
end
end
function World:switchToNextTurn()
core.debug:print("cbs/world", "turn finished")
self.turns.current = 1
self.turns.isFinished = false
self.turns.number = self.turns.number + 1
self:recalculateTurns()
end
function World:selectNextAction()
if (self.actionlist[self.turns.current].actor.isDestroyed == true) then
self:switchActiveBattler()
else
self.actionlist[self.turns.current].actor:setActive()
end
end
function World:finishBattle()
self.isBattleActive = false
self.tweens:newTween(0, 0.4, {playerHUDPosition = -64}, 'inCubic')
self.actionlist = {}
self.scene:finishBattle()
end
function World:sendSignalToCurrentBattler(signal, subSignal)
self.actionlist[self.turns.current].actor:receiveSignal(signal, subSignal)
end
-- ACTIVEGRID FUNCTIONS
-- Help to handle the activeGrid system
function World:resetActiveGrid()
self.activeGrid = maputils.newFullMap()
end
function World:setActiveGrid(ox, oy, shape, size, direction)
self.activeGrid = maputils.maskToMap(ox, oy, shape, size, direction)
end
function World:setActiveGridFromGrid(grid)
self.activeGrid = grid
end
function World:resetEffectGrid()
self.effectGrid = maputils.newEmptyMap()
end
function World:setEffectGrid(ox, oy, shape, size, direction)
self.effectGrid = maputils.maskToMap(ox, oy, shape, size, direction)
end
-- DRAW FUNCTION
-- Draw the world
function World:draw()
self.map:draw(self.activeGrid, self.effectGrid)
self.cursor:drawBottom()
self:drawShadows()
self:drawActors()
self.cursor:drawTop()
self:drawHUD()
end
function World:drawActors()
for i, actor in ipairs(self.actors) do
actor:draw()
end
end
function World:drawShadows()
for i, actor in ipairs(self.actors) do
actor:drawShadow()
end
end
function World:initHUD()
self.frame = gui.newBorder(424, 30, 4)
end
function World:drawHUD()
for i, battler in ipairs(self.battlers) do
battler:drawHUD()
end
for i, action in ipairs(self.actionlist) do
action.actor:drawIcon(4 + (i-1)*(20), 6)
end
local cursorx = self.BattlerCursor * 20 - 6
if #self.actionlist > 0 then
self.assets.images["menucursor"]:draw(cursorx, 26, math.rad(-90), 1, 1, 4, 8)
end
local x, y = 362, 3
love.graphics.draw(self.frame, 424, 20, 0, -1, -1)
self.assets.images["hudturn"]:draw(x, y)
self.assets.fonts["hudnbrs"]:set()
local turnnbr = self.turns.number
if (turnnbr < 10) then
turnnbr = "0" .. turnnbr
end
love.graphics.print(turnnbr, x + 33, y + 1)
end
return World