65 lines
1.6 KiB
Lua
65 lines
1.6 KiB
Lua
local SelectionSystem = Object:extend()
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function SelectionSystem:new(owner, fighterSide, onlyAlive)
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self.fighterList = fighterSide:getTargets(onlyAlive)
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self.owner = owner
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self.assets = self.owner.assets
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self.selectedTarget = 1
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end
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function SelectionSystem:update(dt)
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--Faire en sorte que cela permette de choisir la cible
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local keys = self.owner.turnSystem.scene:getKeys(1)
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self:purgeTarget()
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if (keys["up"].isPressed) then
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if (self.selectedTarget == 1) then
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self.selectedTarget = #self.fighterList
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else
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self.selectedTarget = self.selectedTarget - 1
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end
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self.assets.sfx["mBeep"]:play()
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end
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if (keys["down"].isPressed) then
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if (self.selectedTarget == #self.fighterList) then
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self.selectedTarget = 1
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else
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self.selectedTarget = self.selectedTarget + 1
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end
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self.assets.sfx["mBeep"]:play()
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end
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self:updateTarget()
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if (keys["A"].isPressed) then
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self.assets.sfx["mSelect"]:play()
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self:selectTarget()
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end
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if (keys["B"].isPressed) then
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self.assets.sfx["mBack"]:play()
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self:goBack()
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end
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end
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function SelectionSystem:purgeTarget()
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local target = self.fighterList[self.selectedTarget]
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target.actor.isSelected = false
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end
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function SelectionSystem:updateTarget()
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local target = self.fighterList[self.selectedTarget]
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target.actor.isSelected = true
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end
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function SelectionSystem:selectTarget()
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self:purgeTarget()
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self.owner:receiveTarget(self.fighterList[self.selectedTarget])
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end
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function SelectionSystem:goBack()
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self:purgeTarget()
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self.owner:goBackToMenu()
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end
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return SelectionSystem
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