scenes/map: draw level name on focus
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07d2bda40a
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@ -14,6 +14,7 @@ function WorldMap:new()
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self.cursor.x, self.cursor.y = 0, 0
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self.cursor.drawx, self.cursor.drawy = 0, 0
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self.cursor.canMove = true
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self.cursor.dotAtPoint = nil
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self:addLevels()
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self:register()
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@ -71,8 +72,10 @@ function WorldMap:update(dt)
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end
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if (self.cursor.drawy == self.cursor.y) and (self.cursor.drawx == self.cursor.x) then
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self.cursor.canMove = true
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self.cursor.canMove = true
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end
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self.cursor.dotAtPoint = self:getDotAtPoint(self.cursor.x, self.cursor.y)
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end
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function WorldMap:mousemoved(x, y)
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@ -88,6 +91,17 @@ function WorldMap:mousemoved(x, y)
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end
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end
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function WorldMap:getDotAtPoint(x, y)
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local dot = nil
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for i,v in ipairs(self.leveldots) do
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if (v.data.x == x) and (v.data.y == y) then
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dot = v
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end
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end
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return dot
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end
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function WorldMap:draw()
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self.assets:drawImage("background", 0, 0)
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@ -95,6 +109,10 @@ function WorldMap:draw()
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v:draw()
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end
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if (self.cursor.dotAtPoint ~= nil) then
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self.cursor.dotAtPoint:drawName()
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end
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love.graphics.draw(self.banner, 0, 8)
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local x, y = 16 + self.cursor.drawx * 16 - CURSOR_PADDING,
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48 + self.cursor.drawy * 16 - CURSOR_PADDING
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@ -4,7 +4,7 @@ function LevelDot:new(scene, levelname)
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self.scene = scene
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self.data = require("datas.levels." .. levelname)
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self.isActive = self.data.isActive or true
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self:register()
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end
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@ -20,4 +20,9 @@ function LevelDot:draw()
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end
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end
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function LevelDot:drawName()
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local _, w, h = 0, core.screen:getDimensions()
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love.graphics.printf(self.data.name, 0, h-16, w, "center")
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end
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return LevelDot
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