404 lines
11 KiB
Lua
404 lines
11 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()
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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.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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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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end
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function Hero:goTo(dx, dy, timerName)
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local DURATION = 0.66
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self.tweens:newTween(0, DURATION, {x = dx, y = dy}, 'inQuad')
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self.tweens:newTimer(DURATION + 0.02, timerName)
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end
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function Hero:updateSpeed(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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-- 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:useSkill(id)
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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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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.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.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 condition = nextAction[2]
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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 " .. nextAction[1])
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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 type = choregraphyAction[1] or "unknown"
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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(duration)
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elseif type == "setAnimation" then
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local animation = choregraphyAction[3]
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local blockProcess = choregraphyAction[4]
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self:changeAnimation(animation)
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if (blockProcess) then
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self.choregraphy.blockedBy = animation
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self.choregraphy.changeAction = false
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end
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elseif type == "sendDamage" then
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local xx = self.x + self.direction
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local yy = self.y
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local power = choregraphyAction[3]
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local accuracy = choregraphyAction[4]
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local isSpecial = choregraphyAction[5]
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local isAerial = choregraphyAction[6]
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self.choregraphy.haveSentDamage = self:sendDamage(xx, yy, power, accuracy, isSpecial, isAerial)
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elseif type == "addGFX" then
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local sprite = choregraphyAction[3]
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local dx = choregraphyAction[4]
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local dy = choregraphyAction[5]
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local affectedByDirection = choregraphyAction[6]
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if (affectedByDirection) then
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dx = dx * self.direction
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end
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local blockProcess = choregraphyAction[7]
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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 + dy, z, sprite, self, blockProcess)
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elseif type == "playSFX" then
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local sfx = choregraphyAction[3]
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self.assets.sfx[sfx]:play()
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else
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core.debug:warning("cbs/hero", "unknown action type " .. type)
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end
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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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x, y = self.maputils.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 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
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local y = self.world:getPlayerHUDPosition()
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self.assets.images["e_speedster"]:draw(x, y)
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core.screen:setScissor(x, y-16, 32, 40)
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self.assets.sprites[self.charid]:drawAnimation(x+14, y+14)
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core.screen:resetScissor( )
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self.assets.images["m_speedster"]:draw(x, y)
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self.assets.images["statusbar"]:draw(x+12, y-6)
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local hpmax = game.characters.list[self.charid].stats.hpmax
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local ppmax = game.characters.list[self.charid].stats.ppmax
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local bar1 = math.floor((self.hp/hpmax)*107)
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local bar2 = math.floor((self.pp/ppmax)*108)
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love.graphics.setColor(248/255, 160/255, 0, 1)
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gui.drawBar(x+29, y+5, bar1, 7)
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love.graphics.setColor(0, 248/255, 248/255, 1)
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gui.drawBar(x+17, y+17, bar2, 7)
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utils.graphics.resetColor()
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self.assets.fonts["hudnbrs_small"]:set()
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love.graphics.print(math.floor(self.hp) .. "/" .. hpmax, x+34, y+5)
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love.graphics.print(math.floor(self.pp) .. "/" .. ppmax, x+28, y+17)
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local lvl = game.characters.list[self.charid].stats.level
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if lvl < 100 then
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lvl = "0" .. lvl
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end
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love.graphics.print(lvl, x+122, y-5)
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end
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return Hero
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