238 lines
5.5 KiB
Lua
238 lines
5.5 KiB
Lua
local Battler = require("scenes.battlesystem.actors.battler")
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local Hero = Battler:extend()
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local MOVEMENT_NONE = "none"
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local MOVEMENT_TWEENER = "tweener"
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local MOVEMENT_MOTION = "motion"
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local ZGRAVITY = 0.2
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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)
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self.isHero = true
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self.owner = owner
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self:initMovementSystem()
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self:initSprite()
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self.side = "heroes"
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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:updateMovement(dt)
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self:updateAnimation(dt)
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end
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-- MOVE FUNCTIONS
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-- All functions handling the moving
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local MOVEMENT_DURATION = 0.20
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function Hero:initMovementSystem()
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self.xprevious, self.yprevious, self.zprevious = self.x, self.y, self.z
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self.xspeed, self.yspeed, self.zspeed = 0,0,0
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self.direction = 1
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self.directionPrevious = 1
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self.directionLocked = false
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self.movementType = MOVEMENT_NONE
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self:initJump()
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end
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function Hero:updateMovement(dt)
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if (self.movementType == MOVEMENT_TWEENER) then
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self:updateTweenerSpeed(dt)
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elseif (self.movementType == MOVEMENT_MOTION) then
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self:updateMotion(dt)
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end
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self.gspeed = math.sqrt(self.xspeed^2 + self.yspeed^2)
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self:updateDirection(dt)
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self:updateJump(dt)
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self:updatePreviousPosition(dt)
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end
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function Hero:updatePreviousPosition()
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self.xprevious = self.x
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self.yprevious = self.y
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self.zprevious = self.z
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end
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-- Tweener movement functions
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function Hero:goTo(dx, dy, duration, easing)
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local easing = easing or 'inOutQuad'
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if duration > 0 then
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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end
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self.tweens:newTimer(duration + 0.02, "goTo")
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self.tweens:newTimer(duration + 0.02, "resetMovement")
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self.movementType = MOVEMENT_TWEENER
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end
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function Hero:jumpTo(dx, dy, sizeFactor, duration, spinjump, easing)
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local easing = easing or 'inOutQuad'
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local dist = utils.math.pointDistance(self.x, self.y, dx, dy)
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local jumpHeight = dist * 8 * sizeFactor
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self.tweens:newTween(0, duration, {x = dx, y = dy}, easing)
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self.tweens:newTimer(duration + 0.02, "jumpTo")
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self:setJump(jumpHeight, spinjump, duration)
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end
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function Hero:updateTweenerSpeed(dt)
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self.xspeed = (self.x - self.xprevious) / dt
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self.yspeed = (self.y - self.yprevious) / dt
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end
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-- MOTION HANDLING
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function Hero:setMotion(xspeed, yspeed)
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self.xspeed = xspeed
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self.yspeed = yspeed
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self.movementType = MOVEMENT_MOTION
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end
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function Hero:updateMotion(dt)
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self.x = self.x + (self.xspeed) * dt
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self.y = self.y + (self.yspeed) * dt
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end
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function Hero:endMotion()
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self.movementType = MOVEMENT_NONE
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self.xspeed = 0
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self.yspeed = 0
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end
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-- Direction handling
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function Hero:updateDirection()
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-- Handle direction
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if math.abs(self.xspeed) > 0 then
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if (self.directionLocked == false) then
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self.direction = utils.math.sign(self.xspeed)
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end
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end
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end
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-- Jump system
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function Hero:initJump()
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self.jump = {}
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self.jump.useDefaultAnimation = true
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self.jump.isJumping = false
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self.jump.bounceNumber = 0
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self.jump.isJumpingBack = false
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end
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function Hero:setJump(power, bounceNumber, useDefaultAnimation)
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self.zspeed = power
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self.jump.spin = spinjump
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self.jump.bounceNumber = bounceNumber
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self.jump.isJumping = true
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end
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function Hero:jumpBack()
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self:setJump(3, 0, true)
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self:setMotion(-10, 0)
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self.jump.isJumpingBack = true
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end
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function Hero:updateJump(dt)
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if (self.jump.isJumping) then
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self.zspeed = self.zspeed - ZGRAVITY
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self.z = self.z + self.zspeed
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if (self.z <= 0) then
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if (self.jump.bounceNumber > 0) then
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self.zspeed = self.zspeed * -0.5
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self.jump.bounceNumber = self.jump.bounceNumber - 1
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else
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self.z = 0
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self.jump.isJumping = false
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self.jump.spin = false
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self:timerResponse("jump")
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if (self.jump.isJumpingBack) then
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self:endMotion()
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end
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self:changeAnimation("idle")
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end
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end
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end
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end
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-- CHOREGRAPHY FUNCTIONS
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-- All functions related to the choregraphy system
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function Hero:blockChoregraphy(isBlocking, currentlyBlocking, blockedBy)
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if (isBlocking) then
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self.currentlyBlocking = currentlyBlocking
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self.blockedBy = blockedBy
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end
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end
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function Hero:unblockChoregraphy()
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self.currentlyBlocking:finish()
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self.currentlyBlocking = nil
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end
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function Hero:timerResponse(signal)
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if ((self.currentlyBlocking ~= nil) and (signal == self.blockedBy)) then
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self:unblockChoregraphy()
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end
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if (signal == "resetMovement") then
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self.movementType = MOVEMENT_NONE
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end
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end
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function Hero:choregraphyEnded()
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self.direction = 1
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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:initSprite()
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self.assets:addSprite(self.owner.name, "datas/gamedata/characters/" .. self.owner.name .. "/sprites")
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self.assets.sprites[self.owner.name]:setCustomSpeed(16)
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self:setSprite(self.owner.name, 32, 48, true)
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self:cloneSprite()
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self:changeAnimation("idle")
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end
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function Hero:animationEnded(animation)
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if (self.currentlyBlocking ~= nil and self.blockedBy=="animation") then
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self:unblockChoregraphy()
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end
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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.gspeed * 320)
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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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end
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return Hero
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