5b0bdc68ce
It's a special guiElement, as it's not drawn by the GUISystem, but the input handling code is usefull.
131 lines
3.1 KiB
Lua
131 lines
3.1 KiB
Lua
local FighterParent = require "scenes.battlesystem.fighters.fighter"
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local HeroFighter = FighterParent:extend()
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local SelectionSystem = require "scenes.battlesystem.fighters.character.selection"
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local actionList = require "scenes.battlesystem.fighters.character.actions"
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local HEROES_LINE = 2;
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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:initVoices()
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self.exp = self.abstract.exp
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end
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function HeroFighter:update(dt)
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HeroFighter.super.update(self, dt)
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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, ((self.id-1)*(4/(#game.characters.team-1))+1)
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local hero = self.world.obj.Hero(self.world, x, y, self)
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if (self.abstract.hp <= 0) then
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hero:setAsKo()
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end
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return hero
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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.gui.screens["hud"]:buildMenu( 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(category, item)
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self.action = actionList["item"](self, category, 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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SelectionSystem(self, self.owner.turnSystem.ennemies, true)
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else
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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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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.turnSystem.scene.gui:setFocus("battleMenu")
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end
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-- LIFE functions
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function HeroFighter:updatePP()
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local elem = self.turnSystem.scene.gui:getElement(self.abstract.name .. "StatutBar")
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elem:updatePP()
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end
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function HeroFighter:updateHP()
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local elem = self.turnSystem.scene.gui:getElement(self.abstract.name .. "StatutBar")
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elem:updateHP()
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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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return HeroFighter
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