sonic-radiance/sonic-radiance.love/scenes/battlesystem/actors/hero.lua
2019-08-31 11:18:56 +02:00

541 lines
15 KiB
Lua

local Battler = require("scenes.battlesystem.actors.battler")
local Hero = Battler:extend()
local gui = require "game.modules.gui"
-- INIT FUNCTIONS
-- Initialize the hero
function Hero:new(world, x, y, charid, charnumber)
Hero.super.new(self, world, x, y, 0)
self.isHero = true
self:initMovementSystem()
self:initCharacter(charid)
self:initSprite()
self:initChoregraphySystem()
self:initVoices()
end
-- CHARACTER FUNCTIONS
-- All functions related to character handling
function Hero:initCharacter(charid)
if charid == nil then
core.debug:error("FATAL ERROR: charid not set")
end
self.charid = charid
self.charnumber = charnumber or 1
self.hp = game.characters.list[self.charid].stats.hp
self.pp = game.characters.list[self.charid].stats.pp
self.actionPerTurn = game.characters.list[self.charid].turns
self.turnAction = nil
end
function Hero:getStats()
return game.characters.list[self.charid].stats
end
function Hero:setHP(value, relative)
if relative == true then
value = game.characters.list[self.charid].stats.hp + value
end
game.characters.list[self.charid].stats.hp = value
self.tweens:newTween(0, 0.3, {hp = game.characters.list[self.charid].stats.hp}, 'linear')
end
function Hero:setPP(value, relative)
if relative == true then
value = game.characters.list[self.charid].stats.pp + value
end
game.characters.list[self.charid].stats.pp = value
self.tweens:newTween(0, 0.3, {pp = game.characters.list[self.charid].stats.pp}, 'linear')
end
-- ACTIVITY FUNCTION
-- Function to set or unset activity to the character
function Hero:setActive()
core.debug:print("cbs/hero", "hero " .. self.charid .. " is now active")
local gridsize = game.characters.list[self.charid].move
if (gridsize == nil) then
gridsize = 3
core.debug:warning("cbs/character", "move value is nil")
end
self.world.cursor:setGrid(self.x, self.y, "circle", gridsize, 1, self)
self.x, self.y = utils.math.round(self.x), utils.math.round(self.y)
self.startx, self.starty = self.x, self.y
self.world.cursor:set(self.startx, self.starty, "cursorMove")
self:talk("turnstart")
self.directionPrevious = self.direction
end
-- UPDATE FUNCTION
-- Update the hero
function Hero:update(dt)
Hero.super.update(self, dt)
-- Get keys to have some keyboard functions
self.keys = self.scene:getKeys(1)
-- Calculate speed to calculate animation speed
self:updateSpeed(dt)
if (self.isChoregraphyActive) then
self:updateChoregraphy()
end
if (self.scene:haveMenus()) then
self:changeDirection(dt)
end
self.xprevious = self.x
self.yprevious = self.y
end
-- MOVE FUNCTIONS
-- All functions handling the moving
local MOVEMENT_DURATION = 0.20
function Hero:initMovementSystem()
self.startx, self.starty = self.x, self.y
self.xprevious, self.yprevious = self.x, self.y
self.direction = 1
self.directionPrevious = 1
self:initJump()
end
function Hero:getMovementDuration(dx, dy, duration)
local duration = duration or MOVEMENT_DURATION
local coef = 0.8
local dx, dy = dx, dy
local distance = utils.math.pointDistance(self.x, self.y, dx, dy) * coef
return duration * distance
end
function Hero:goTo(dx, dy, timerName, duration)
local duration = math.max(self:getMovementDuration(dx, dy, duration), 0.30)
if duration > 0 then
self.tweens:newTween(0, duration, {x = dx, y = dy}, 'inOutQuad')
end
self.tweens:newTimer(duration + 0.02, timerName)
end
function Hero:jumpTo(dx, dy, size, timerName, spinjump, duration)
local duration = math.max(self:getMovementDuration(dx, dy, duration), 0.30)
self.tweens:newTween(0, duration, {x = dx, y = dy}, 'inOutQuad')
self.tweens:newTimer(duration + 0.02, timerName)
self:setJump(size, spinjump, duration)
end
function Hero:updateSpeed(dt)
self:applyMotion(dt)
self.xspeed = self.x - self.xprevious
self.yspeed = self.y - self.yprevious
self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2)
-- Handle direction
if math.abs(self.xspeed) > 0 then
self.direction = utils.math.sign(self.xspeed)
end
self:setCustomSpeed(self.gspeed * 320)
end
function Hero:changeDirection(dt)
-- Change direction by pressing left or right when selecting the next action
if (self.keys["left"].isPressed) then
self.direction = -1
elseif (self.keys["right"].isPressed) then
self.direction = 1
end
end
function Hero:initJump()
self.jump = {}
self.jump.spin = false
end
function Hero:setJump(size, spinjump, duration)
local tweenDuration = duration / 2
self.tweens:newTween(0, tweenDuration, {z = size}, 'outQuad')
self.tweens:newTween(tweenDuration, tweenDuration, {z = 0}, 'inQuad')
end
function Hero:setMotionX(direction, speed)
self.motion = speed
self.motionDirection = direction
end
function Hero:applyMotion(dt)
if self.motion ~= 0 and self.motion ~= nil then
local dx = self.x + self.motion * self.motionDirection * dt
-- {1, 0, "line", 5, true}
local ox = self.choregraphy.startx + (self.choregraphy.effectArea[1] * self.choregraphy.direction)
local oy = self.choregraphy.starty + self.choregraphy.effectArea[2]
local shape = self.choregraphy.effectArea[3]
local size = self.choregraphy.effectArea[4]
local direction = self.choregraphy.direction
local new_case_x = utils.math.round(dx)
local new_case_y = utils.math.round(self.y)
print(new_case_x, new_case_y, self.world:caseIsEmpty(new_case_x, new_case_y, self))
if self.maputils.isInMask(dx, self.y, ox, oy, shape, size, direction) and self.world:caseIsEmpty(new_case_x, new_case_y, self) then
self.x = dx
else
self.x = dx
self.motion = 0
if (self.choregraphy.blockedBy == 'action_dashForward') then
self.choregraphy.changeAction = true
self.direction = self.choregraphy.direction
end
end
end
end
-- SIGNAL FUNCTIONS
-- All functions related to signal receiving
function Hero:receiveSignal(action_type, id)
if id == nil then
core.debug:print("battler/hero", "action selected : " .. action_type)
else
core.debug:print("battler/hero", "action selected : " .. action_type .. " (" .. id .. ")")
end
if (action_type == "defend") then
self.turnAction = "defend"
self:switchActiveBattler( )
elseif (action_type == "attack") then
--self:changeAnimation("hit1")
self:attack()
elseif (action_type == "skill") then
self.world.cursor:unset( )
self:useSkill(id, self.world.cursor.x, self.world.cursor.y)
elseif (action_type == "cursorMove") then
self:changeAnimation("walk", true)
self:goTo(self.world.cursor.x, self.world.cursor.y, 'cursorMove')
self.world.cursor:unset( )
else
self:switchActiveBattler( )
end
end
function Hero:receiveBackSignal()
self.world.cursor:set(self.x, self.y, "cursorMove")
self:goTo(self.startx, self.starty, 'backMove')
self:changeAnimation("walk")
end
function Hero:timerResponse(timer)
if timer == "switchActiveBattler" then
self.world:switchActiveBattler()
elseif timer == "wait" then
self.choregraphy.changeAction = true
elseif timer == "cursorMove" then
self:changeAnimation("idle")
self.world:resetActiveGrid()
self.scene.menu:set( self )
elseif timer == 'backMove' then
self:changeAnimation("idle")
self.direction = self.directionPrevious
elseif timer == self.choregraphy.blockedBy and self.choregraphy.changeAction == false then
self.choregraphy.changeAction = true
end
end
-- ACTION FUNCTIONS
-- All functions related to actions
function Hero:switchActiveBattler()
self.tweens:newTimer(0.15, "switchActiveBattler")
end
-- CHOREGRAPHY FUNCTIONS
-- All functions related to the choregraphy system
function Hero:initChoregraphySystem()
self.choregraphy = {}
self.choregraphy.current = 0
self.choregraphy.isFinished = false
self.choregraphy.changeAction = true
self.choregraphy.data = {}
self.choregraphy.effectArea = nil
self.choregraphy.dx = self.x
self.choregraphy.dy = self.y
self.choregraphy.blockedBy = ""
self.choregraphy.startx = self.x
self.choregraphy.starty = self.y
self.choregraphy.direction = self.direction
self.isChoregraphyActive = false
end
function Hero:attack(id, dx, dy)
local skill = game.skills:getSkillData("attack")
self:startChoregraphy(skill, dx, dy)
end
function Hero:useSkill(id, dx, dy)
local skill = game.skills:getSkillData(id)
self:setPP(skill.cost * -1, true)
self:startChoregraphy(skill, dx, dy)
end
function Hero:startChoregraphy(skill, dx, dy)
local skill = skill
self.choregraphy.current = 0
self.choregraphy.isFinished = false
self.choregraphy.changeAction = true
self.choregraphy.data = skill.choregraphy
self.choregraphy.effectArea = skill.effectArea
self.choregraphy.startx = self.x
self.choregraphy.starty = self.y
self.choregraphy.direction = self.direction
self.choregraphy.dx = dx or self.x
self.choregraphy.dy = dy or self.y
self.choregraphy.haveSentDamage = false
self.isChoregraphyActive = true
end
function Hero:updateChoregraphy(dt)
if (self.choregraphy.changeAction) then
self:switchAction()
end
end
function Hero:switchAction()
self.choregraphy.current = self.choregraphy.current + 1
local nextAction = self.choregraphy.data[self.choregraphy.current]
if nextAction == nil then
self.isChoregraphyActive = false
self:switchActiveBattler()
else
local args = game.skills:getActionArguments(nextAction)
local condition = args.condition
if (condition == "sentDamage") and (not self.choregraphy.haveSentDamage) then
core.debug:print("cbs/hero", "you didn't do damage, skipping " .. args.name)
self:switchAction()
else
self:doChoregraphyAction(nextAction)
end
end
end
function Hero:doChoregraphyAction(choregraphyAction)
local args = game.skills:getActionArguments(choregraphyAction)
local type = args.type or "unknown"
local effectArea = self.choregraphy.effectArea
self.choregraphy.changeAction = true
if type == "wait" then
local duration = choregraphyAction[3] or 1
self:wait(args.duration)
elseif type == "setAnimation" then
self:chorSetAnimation(args)
elseif type == "sendDamage" then
self:sendDamageToArea(effectArea, args.power, args.accuracy, args.isSpecial, args.isAerial)
elseif type == "sendDamageToPoint" then
self:chorSendDamageToPoint(args)
elseif type == "addGFX" then
self:chorAddGFX(args)
elseif type == "playSFX" then
self.assets.sfx[args.sfx]:play()
elseif type == "dashForward" then
self:setMotionX(self.direction, args.speed)
self:blockChoregraphy(args.blockProcess, "action_dashForward")
elseif type == "jump" then
self:chorJump(args)
else
core.debug:warning("cbs/hero", "unknown action type " .. type .. ' (' .. args.name .. ')')
end
end
function Hero:chorSetAnimation(args)
self:changeAnimation(args.animation)
self:blockChoregraphy(args.blockProcess, args.animation)
end
function Hero:chorAddGFX(args)
local dx = args.dx
if (args.affectedByDirection) then
dx = dx * self.direction
end
local x = self.x
local y = self.y
local z = 0
self.world.obj.GFX(self.world, x + dx, y + args.dy, z, args.sprite, self, args.blockProcess)
end
function Hero:chorSendDamageToPoint(args)
local xx, yy
if args.name == "sendDamageFromCursor" then
xx = self.choregraphy.dx
yy = self.choregraphy.dy
elseif args.name == "sendDamageFromPos" then
xx = utils.math.round(self.x)
yy = utils.math.round(self.y)
end
local dx = args.dx
if (args.affectedByDirection) then
dx = dx * self.choregraphy.direction
end
xx = xx + dx
yy = yy + args.dy
self.choregraphy.haveSentDamage = self:sendDamage(xx, yy, args.power, args.accuracy, args.isSpecial, args.isAerial)
end
function Hero:chorJump(args)
local xx, yy
if args.name == "jumpBack" then
xx, yy = self.choregraphy.startx, self.choregraphy.starty
elseif args.name == "jumpToCursor" then
xx, yy = self.choregraphy.dx, self.choregraphy.dy
end
self:jumpTo(xx, yy, 48, "action_jumpBack", false)
self:blockChoregraphy(args.blockProcess, "action_jumpBack")
end
function Hero:blockChoregraphy(isBlocked, blockedBy)
if (isBlocked) then
self.choregraphy.blockedBy = blockedBy
self.choregraphy.changeAction = false
end
end
function Hero:sendDamageToArea(effectArea, power, accuracy, isSpecial, isAerial)
local dx = effectArea[1]
if effectArea[5] then
dx = dx * self.choregraphy.direction
end
local ox = self.choregraphy.startx + dx
local oy = self.choregraphy.starty + effectArea[2]
local grid = self.maputils.maskToMap(ox, oy, effectArea[3], effectArea[4], self.choregraphy.direction)
local test = false
for i, line in ipairs(grid) do
for j, case in ipairs(line) do
if grid[i][j] == 1 then
test = self:sendDamage(j, i, power, accuracy, isSpecial, isAerial)
end
end
end
self.choregraphy.haveSentDamage = test
end
function Hero:wait(time)
self.tweens:newTimer(time, "wait")
self.choregraphy.changeAction = false
end
-- ASSETS FUNCTIONS
-- Load and play assets needed by the character
function Hero:initSprite()
self.assets:addSprite(self.charid, "datas/gamedata/characters/" .. self.charid .. "/sprites")
self.assets.sprites[self.charid]:setCustomSpeed(16)
self:setSprite(self.charid, 32, 48, true)
self:cloneSprite()
self:changeAnimation("idle")
end
function Hero:animationEnded(animation)
if (animation == self.choregraphy.blockedBy) then
self.choregraphy.blockedBy = ""
self.choregraphy.changeAction = true
end
end
function Hero:initVoices()
self:addVoiceEffect("move")
self:addVoiceEffect("turnstart")
end
function Hero:addVoiceEffect(name)
local completename = self.charid .. "_" .. name
local path = "datas/gamedata/characters/" .. self.charid .. "/voices/" .. name .. ".wav"
self.assets:newSFX(completename, path)
end
function Hero:talk(name)
local completename = self.charid .. "_" .. name
self.assets.sfx[completename]:play()
end
-- DRAW FUNCTIONS
-- Draw everything related to the hero
function Hero:draw()
self:drawSprite(0, -self.z)
end
function Hero:drawIcon(x, y)
local iconID = 1
self.assets.tileset["charicons"]:drawTile(iconID, x, y)
end
function Hero:drawHUD()
local HUDBASE = 8
local HUDSEP = 152
local x = HUDBASE + (self.charnumber-1)*HUDSEP
local y = self.world:getPlayerHUDPosition()
self.assets.images["e_speedster"]:draw(x, y)
core.screen:setScissor(x, y-16, 32, 40)
self.assets.sprites[self.charid]:drawAnimation(x+14, y+14)
core.screen:resetScissor( )
self.assets.images["m_speedster"]:draw(x, y)
self.assets.images["statusbar"]:draw(x+12, y-6)
local hpmax = game.characters.list[self.charid].stats.hpmax
local ppmax = game.characters.list[self.charid].stats.ppmax
local bar1 = math.floor((self.hp/hpmax)*107)
local bar2 = math.floor((self.pp/ppmax)*108)
love.graphics.setColor(248/255, 160/255, 0, 1)
gui.drawBar(x+29, y+5, bar1, 7)
love.graphics.setColor(0, 248/255, 248/255, 1)
gui.drawBar(x+17, y+17, bar2, 7)
utils.graphics.resetColor()
self.assets.fonts["hudnbrs_small"]:set()
love.graphics.print(math.floor(self.hp) .. "/" .. hpmax, x+34, y+5)
love.graphics.print(math.floor(self.pp) .. "/" .. ppmax, x+28, y+17)
local lvl = game.characters.list[self.charid].stats.level
if lvl < 100 then
lvl = "0" .. lvl
end
love.graphics.print(lvl, x+122, y-5)
end
return Hero