214 lines
4.9 KiB
Lua
214 lines
4.9 KiB
Lua
local Cursor = Object:extend()
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local maputils = require "scenes.battlesystem.utils"
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local TweenManager = require "game.modules.tweenmanager"
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function Cursor:new(world)
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self.world = world
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self.scene = world.scene
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self.assets = world.assets
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self.tweens = TweenManager(self)
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self.x = 1
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self.y = 1
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self.isActive = false
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self.tx = 1
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self.ty = 1
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self.signal = ""
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self.grid = maputils.newEmptyMap()
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end
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function Cursor:set(x, y, signal, subSignal)
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self.x = math.max(math.min(x, 12), 1)
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self.y = math.max(math.min(y, 07), 1)
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self.initialx = self.x
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self.initialy = self.y
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self:placeInGrid()
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self.tx = self.x
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self.ty = self.y
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self.isActive = true
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self.signal = signal or ""
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self.subSignal = subSignal or ""
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self.world:setActiveGridFromGrid(self.grid)
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end
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function Cursor:placeInGrid()
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while (self.grid[self.y][self.x] == 0) do
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core.debug:print("cursor", "testing position " .. self.x .. " " .. self.y)
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-- On teste d'abord les position > initialx
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if self.x >= self.initialx then
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if self.x >= 12 then
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-- cependant, si on est au maximum, on se place juste avant
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self.x = self.initialx - 1
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else
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self.x = self.x + 1
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end
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else
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if self.x <= 1 then
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-- cependant, si on est au minimum, on doit tester une autre ligne
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self.x = self.initialx
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if self.y >= self.initialy then
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-- on test d'abord les positions en dessous de la position initiales
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if self.y >= 7 then
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self.y = self.initialy - 1
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else
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self.y = self.y + 1
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end
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else
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if self.y <= 1 then
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core.debug:error("cursor", "map was empty")
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else
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self.y = self.y - 1
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end
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end
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else
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-- sinon, on test les positions avant
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self.x = self.x - 1
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end
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end
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end
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end
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function Cursor:setGrid(ox, oy, shape, size, direction, whitelistedEntity)
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self.grid = maputils.newEmptyMap()
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for y, line in ipairs(self.grid) do
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for x, case in ipairs(line) do
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if not maputils.isInMask(x, y, ox, oy, shape, size, direction) then
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self.grid[y][x] = 0
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else
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if (self:testPoint(x, y, whitelistedEntity)) then
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self.grid[y][x] = 1
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else
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self.grid[y][x] = 0
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end
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end
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end
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end
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self.world:setActiveGridFromGrid(self.grid)
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end
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function Cursor:setGridIgnoreActor(ox, oy, shape, size, direction)
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self.grid = maputils.newEmptyMap()
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for y, line in ipairs(self.grid) do
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for x, case in ipairs(line) do
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if maputils.isInMask(x, y, ox, oy, shape, size, direction) then
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self.grid[y][x] = 1
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end
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end
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end
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self.world:setActiveGridFromGrid(self.grid)
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end
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function Cursor:testPoint(x, y, whitelistedActor)
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if ((self.world:getActorInCase(x, y) == nil) or
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(self.world:getActorInCase(x, y) == whitelistedActor) and (whitelistedActor ~= nil)) and
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(self.world.map:getTerrain(x, y) ~= 3) then
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return true
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else
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return false
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end
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end
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function Cursor:gridIsActive(x, y)
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if self.grid[y] ~= nil then
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return (self.grid[y][x] == 1)
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else
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return false
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end
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end
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function Cursor:getGrid()
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if (self.isActive) then
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return self.grid
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else
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return maputils.newFullMap()
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end
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end
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function Cursor:resetGrid()
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self.grid = EmptyGrid
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end
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function Cursor:unset()
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self.isActive = false
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end
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function Cursor:update(dt)
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if (self.isActive) then
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local keys = self.scene:getKeys(1)
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if (keys["up"].isDown and self.y == self.ty) then
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dy = math.max(self.y - 1, 1)
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if (self.grid[dy][self.x] == 1) then
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self.y = dy
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self:addTween()
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end
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end
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if (keys["down"].isDown and self.y == self.ty) then
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dy = math.min(self.y + 1, 7)
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if (self.grid[dy][self.x] == 1) then
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self.y = dy
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self:addTween()
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end
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end
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if (keys["left"].isDown and self.x == self.tx) then
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dx = math.max(self.x - 1, 1)
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if (self.grid[self.y][dx] == 1) then
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self.x = dx
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self:addTween()
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end
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end
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if (keys["right"].isDown and self.x == self.tx) then
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dx = math.min(self.x + 1, 12)
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if (self.grid[self.y][dx] == 1) then
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self.x = dx
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self:addTween()
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end
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end
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if (keys["A"].isPressed and self.x == self.tx and self.y == self.ty) then
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self.world:sendSignalToCurrentBattler(self.signal, self.subSignal)
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end
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self.tweens:update(dt)
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end
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end
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function Cursor:addTween()
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self.tweens:newTween(0, 0.2, {tx = self.x, ty = self.y}, 'linear')
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end
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function Cursor:drawBottom()
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if (self.isActive) then
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local x, y, frame
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x, y = maputils.gridToPixel(self.tx, self.ty, true)
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self.assets.sprites["cursorground"]:drawAnimation(x, y, 0, 1, 1, 14, 6)
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end
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end
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function Cursor:drawTop()
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if (self.isActive) then
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local x, y
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x, y = maputils.gridToPixel(self.tx, self.ty, true)
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self.assets.images["cursorpeak"]:draw(x, y - 24, 0, 1, 1, 7, 26)
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end
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end
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return Cursor
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