sonic-bluestreak/sonic-boost.love/scenes/subgame/sonic-boost/controller/init.lua
Kazhnuz bcdd88b24b scenes/boost: comment out pause controller
For now, we don't support the old menu system. It'll be restored, but 
for now it simply wouldn't work.
2019-02-03 20:30:16 +01:00

163 lines
3.7 KiB
Lua

local Controller = Object:extend()
--local GUI = require "modules.gui"
local Assets = require "core.modules.assets"
local folder = "scenes.subgame.sonic-boost.controller."
local HUD = require(folder .. "hud")
local Background = require(folder .. "background")
local Camera = require(folder .. "camera")
local World = require(folder .. "world")
--local PauseMenu = require(folder .. "pause")
local CharacterManager = require(folder .. "characters")
local zoneDatas = require "datas.levels.zones"
local LoadAssets = require(folder .. "loader")
function Controller:new(levelid, character)
self:initMission()
self.assets = Assets()
--self.gui = GUI()
LoadAssets(self)
self:initManagers()
self:resetFont()
self.levelid = levelid
self.character = character
if self.datas.music ~= nil then
local filepath = "assets/music/" .. self.datas.music .. ".mp3"
print(filepath)
self.assets:setMusic(filepath)
self.assets:playMusic()
end
self.pause = false
self.initiated = false
self.world:loadWorld()
self.characters:newPlayer("sonic", 2)
--self.characters:newDummy("sonic", 0)
--self.characters:newDummy("sonic", 1)
--self.characters:newDummy("sonic", 3)
--self.characters:newDummy("sonic", 4)
end
function Controller:restartLevel()
self:new(self.levelid, self.character)
end
function Controller:exitLevel()
Gamestate.switch(Scenes.options)
end
function Controller:initManagers()
--self.loader = Loader()
self.world = World(self)
self.hud = HUD(self)
self.camera = Camera(self, 0, 0)
self.background = Background(self)
self.characters = CharacterManager(self)
--self.pausemenu = PauseMenu(self)
end
function Controller:destroy()
self.world:destroy()
self.world = nil
self.hud = nil
self.camera = nil
self.background = nil
self.characters = nil
--self.pausemenu = nil
self.assets:clear()
end
function Controller:initMission(levelid)
self:getLevelData(levelid)
self.mission = {}
self.mission.timer = 0
self.mission.completed = false
end
function Controller:startMission()
self.initiated = true
end
function Controller:getLevelData(file)
local file = file or "testlevel.test1"
local level = require("datas.levels." .. file)
self.zone = level.datas.zone
local zone_data = zoneDatas[self.zone]
local bypass_data = level.datas.bypass_data
self.datas = {}
if (level.datas.bypass_zone) then
self.datas.name = bypass_data.name or zone_data.name
self.datas.borders = bypass_data.borders or zone_data.borders
self.datas.tiles = bypass_data.tiles or zone_data.tiles
self.datas.background = bypass_data.background or zone_data.background
self.datas.music = bypass_data.music or zone_data.music
else
self.datas = zone_data
end
self.layout = level.layout
self.parts = level.parts
self.endless_parts = level.endless_parts
self.missiondata = level.datas.missiondata
end
function Controller:update(dt)
if self.pause == false then
self.assets:update(dt)
self.mission.timer = self.mission.timer + dt
self.world:update(dt)
self.camera:update(dt)
else
--self.pausemenu:update(dt)
end
if game.input.keys["start"].isPressed then
self.pause = (self.pause == false)
end
end
function Controller:draw()
self.background:draw()
self.camera.view:attach()
self.world:draw()
self.camera.view:detach()
utils.draw.resetColor()
self.hud:draw()
if self.pause == true then
--self.pausemenu:draw(dt)
end
end
function Controller:resetFont()
self.assets.fonts["text"]:set()
end
return Controller