94 lines
1.8 KiB
Lua
94 lines
1.8 KiB
Lua
local Battler = require("scenes.battlesystem.actors.battler")
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local Hero = Battler:extend()
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-- INIT FUNCTIONS
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-- Initialize the hero
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function Hero:new(world, x, y, owner, charnumber)
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Hero.super.new(self, world, x, y, 0, owner)
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self:initSprite()
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self.isKo = false
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self.sprHeight = 32
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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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self:updateAnimation(dt)
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end
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-- HURT/DEATH FUNCTIONS
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function Hero:getHurt()
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self:changeAnimation("hurt")
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end
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function Hero:die()
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if (not self.isKo) then
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self:changeAnimation("getKo")
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self.isKo = true
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end
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end
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function Hero:revive()
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if (self.isKo) then
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self:changeAnimation("idle")
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self.isKo = false
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self.isDefending = false
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end
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end
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function Hero:setAsKo()
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self:changeAnimation("ko")
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self.isKo = true
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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:getSpritePath()
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return "datas/gamedata/characters/" .. self.owner.name .. "/sprites"
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end
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function Hero:updateAnimation(dt)
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if (self.z > 0 and self.jump.useDefaultAnimation) then
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if self.zspeed > 0 then
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self:changeAnimation("jump")
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else
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self:changeAnimation("fall")
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end
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end
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self:setCustomSpeed(self.speed * 160 * dt)
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end
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function Hero:getNewAnimation(animation)
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if (animation == "hurt") then
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self:changeAnimation("idle")
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end
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end
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function Hero:flee()
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if (not self.isKo) then
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self:changeAnimation("walk")
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self:goTo(-80, self.y, 3)
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end
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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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if (self.isSelected) then
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local x, y = self.world.map:gridToPixel(self.x, self.y, true)
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self.assets.images["cursorpeak"]:draw(x - 7, y - 24 - 32)
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end
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self:drawOutput()
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end
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return Hero
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