sonic-radiance/sonic-radiance.love/scenes/battlesystem/actors/movable.lua
2021-08-07 11:39:34 +02:00

263 lines
6.1 KiB
Lua

local ParentObject = require "scenes.battlesystem.actors.parent"
local Movable = ParentObject:extend()
local MOVEMENT_NONE = "none"
local MOVEMENT_MOTION = "motion"
local MOVEMENT_TARGET = "target"
local ZGRAVITY = 12
local MIDDLE_ARENA = 6
function Movable:new(world, x, y, z)
Movable.super.new(self, world, x, y, z)
self.direction = utils.math.sign(MIDDLE_ARENA - x)
self.start = {}
self.start.x = x
self.start.y = y
self.start.z = z
self.start.direction = self.direction
self:resetMovement()
end
-- MOVE FUNCTIONS
-- All functions handling the moving
function Movable:resetMovement()
self:resetMotion()
self:resetJump()
self:resetDirection()
self:resetTarget()
end
function Movable:resetMovementType()
self.movementType = MOVEMENT_NONE
end
function Movable:stopMoving()
self:resetMotion()
self:finishAction("goTo")
end
function Movable:update(dt)
Movable.super.update(self, dt)
self:updateMotion(dt)
self:updateDirection()
self:updatePreviousPosition()
end
function Movable:updatePreviousPosition()
self.xprevious = self.x
self.yprevious = self.y
self.zprevious = self.z
end
-- GoTo movement functions
function Movable:goTo(dx, dy, duration)
self:resetMotion()
self:setTarget(dx, dy)
local speed = utils.math.pointDistance(self.x, self.y, dx, dy) / duration
self:setMotionToPoint(speed, dx, dy)
self.movementType = MOVEMENT_TARGET
end
function Movable:goTo3D(dx, dy, dz, duration)
self:resetMotion()
self:resetJump()
self:setTarget(dx, dy, dz)
local speed = utils.math.pointDistance3D(self.x, self.y, self.z, dx, dy, dz) / duration
self:setMotionToPoint(speed, dx, dy, dz)
self.movementType = MOVEMENT_TARGET
end
-- MOTION HANDLING
function Movable:resetMotion()
self.speed, self.angle = 0, 0
self:updatePreviousPosition()
self:resetMovementType()
end
function Movable:setMotion(speed, angle, vertAngle)
self.speed = speed
self.angle = angle
self.motion3D = (vertAngle ~= nil)
if (self.motion3D) then
self.vertAngle = vertAngle
end
self.movementType = MOVEMENT_MOTION
end
function Movable:setMotionToPoint(speed, dx, dy, dz)
local angle = utils.math.pointDirection(self.x, self.y, dx, dy)
local vertAngle = nil
if (dz ~= nil) then
local distance2D = utils.math.pointDistance(self.x, self.y, dx, dy)
vertAngle = utils.math.pointDirection(0, self.z, distance2D, dz)
end
self:setMotion(speed, angle, vertAngle)
end
function Movable:updateMotion(dt)
self:checkTarget(dt)
self.xspeed, self.yspeed, self.zspeed = self:getMotionCoord()
self.x = self.x + (self.xspeed) * dt
self.y = self.y + (self.yspeed) * dt
self.z = self.z + (self.zspeed) * dt
self:checkGround()
end
function Movable:getMotionCoord()
local gspeed, xspeed, yspeed, zspeed
if (self.motion3D) then
gspeed, zspeed = utils.math.lengthdir(self.speed, self.vertAngle)
xspeed, yspeed = utils.math.lengthdir(gspeed, self.angle)
else
xspeed, yspeed = utils.math.lengthdir(self.speed, self.angle)
zspeed = self:getJumpMotion()
end
return xspeed, yspeed, zspeed
end
-- Target handling
function Movable:setTarget(x, y, z)
self.target = {}
self.target.x = x
self.target.y = y
self.target.z = z
end
function Movable:isTargetActive()
return (self.target ~= nil)
end
function Movable:resetTarget()
self.target = nil
end
function Movable:isNearTarget(distance)
if (not self:isTargetActive()) then
return false
end
if (self.target.z == nil) then
return (utils.math.pointDistance(self.x, self.y, self.target.x, self.target.y) <= distance)
else
return (utils.math.pointDistance3D(self.x, self.y, self.z, self.target.x, self.target.y, self.target.z) <= distance)
end
end
function Movable:checkTarget(dt)
if (self:isTargetActive()) then
local isNearTarget = self:isNearTarget(self.speed * dt)
if (isNearTarget) then
self:finishTarget()
end
end
end
function Movable:finishTarget()
-- TODO: add a one-time signal to target handling
if (self.movementType == MOVEMENT_TARGET) then
self.x = self.target.x
self.y = self.target.y
if (self.target.z ~= nil) then
self.z = self.target.z
end
self:stopMoving()
end
self:resetTarget()
end
-- Direction handling
function Movable:resetDirection()
self.direction = self.start.direction
self.directionPrevious = self.start.direction
self.directionLocked = false
end
function Movable:updateDirection()
-- Handle direction
if math.abs(self.xspeed) >= 0.01 then
if (self.directionLocked == false) then
self.direction = utils.math.sign(self.xspeed)
end
end
end
-- Jump system
function Movable:resetJump()
self.jump = {}
self.jump.useDefaultAnimation = true
self.jump.isJumping = false
self.jump.bounceNumber = 0
self.jump.stopWhenLanding = false
self.zspeed = 0
self.motion3D = false
self.vertAngle = 0
end
function Movable:stopJumping()
self.tweens:newTimer(0.01, "jump")
if (self.jump.stopWhenLanding) then
self:resetMotion()
end
self:resetJump()
self:land()
end
function Movable:land()
-- Empty function
end
function Movable:setJump(power, bounceNumber, useDefaultAnimation)
self.zspeed = (power * 60)
self.jump.useDefaultAnimation = useDefaultAnimation
self.jump.bounceNumber = bounceNumber
self.jump.isJumping = true
end
function Movable:jumpTo(dx, dy, height, speed, useDefaultAnimation)
height = height or 4
self:setMotionToPoint(speed, dx, dy)
self:setJump(height, 0, useDefaultAnimation)
self.jump.stopWhenLanding = true
end
function Movable:jumpBack(height, speed)
self:jumpTo(self.start.x, self.start.y, height, speed, true)
end
function Movable:getJumpMotion()
if (self.jump.isJumping) then
return self.zspeed - ZGRAVITY
else
return 0
end
end
function Movable:checkGround()
if (self.z <= 0 and self.jump.isJumping) then
if (self.jump.bounceNumber > 0) then
self.zspeed = self.zspeed * -0.5
self.jump.bounceNumber = self.jump.bounceNumber - 1
else
self:stopJumping()
end
end
end
return Movable