sonic-radiance/sonic-radiance.love/scenes/menus/options/init.lua

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local Scene = require "game.scenes"
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local OptionsMenu = Scene:extend()
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local OptionMenu = require "scenes.menus.options.menu"
local Widgets = require "scenes.menus.options.widgets"
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local gui = require "game.modules.gui"
local MenuBack = require "game.modules.gui.menuback"
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function OptionsMenu:new()
OptionsMenu.super.new(self)
self:addMenu("main", true)
self:addSubMenu("video", "Video")
self:addSubMenu("audio", "Audio")
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--self:addSubMenu("langs", "langs")
self:addSubMenu("inputs", "Inputs")
self:addSubMenu("difficulty", "Difficulty")
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Widgets.Resolution(self, "video")
Widgets.Switch(self, "video", "fullscreen", "Fullscreen")
Widgets.Switch(self, "video", "borders", "Borders")
Widgets.Switch(self, "video", "vsync", "Vsync")
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self:addPlayerMenus()
self:addDifficultyMenu()
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--self:setLanguageMenu()
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Widgets.Audio(self, "audio", "sfx", "SFX")
Widgets.Audio(self, "audio", "music", "Music")
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Widgets.Delete(self, "main")
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Widgets.Exit(self, "main")
self.menusystem.menus["main"]:finalize()
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self.menusystem:switchMenu("main")
self.menusystem:setSoundFromSceneAssets("mBeep")
self.keyDetector = {}
self.keyDetector.widget = nil
self.borderY = 30
self.borders = gui.newBorder(424, 30, 8)
self.back = MenuBack()
end
function OptionsMenu:update(dt)
self.back:update(dt)
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end
-- MENU FUNCTION
-- Functions that serve the handling of menus
function OptionsMenu:addMenu(name, nobackbutton)
OptionMenu(self, name)
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end
function OptionsMenu:addSubMenu(name, fullname)
self.menusystem.menus["main"]:addSubMenu(name, fullname)
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end
function OptionsMenu:addDifficultyMenu()
Widgets.DiffSwitch(self, "difficulty", "hazardMakesKo", "Hazards can make KO")
Widgets.DiffSwitch(self, "difficulty", "playerKoChar", "Play KO characters on maps")
Widgets.DiffSwitch(self, "difficulty", "easierBattles", "Easier battles")
Widgets.DiffSwitch(self, "difficulty", "checkPointRegen", "Checkpoints heal you")
Widgets.DiffSwitch(self, "difficulty", "levelUpHeal", "Gaining a level heal")
Widgets.DiffSwitch(self, "difficulty", "allDamage", "Hazards damage everybody")
end
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function OptionsMenu:addPlayerMenus()
for i,v in ipairs(core.input.data) do
self.menusystem.menus["inputs"]:addSubMenu("player" .. i, "Player " .. i, "inputs")
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local keyList = require "datas.keys"
for j, key in ipairs(keyList) do
Widgets.Key(self, i, key)
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end
end
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end
function OptionsMenu:addScene(submenu, scene, fullname)
Widgets.Dummy(self, submenu, fullname)
end
function OptionsMenu:setLanguageMenu()
for i,v in ipairs(core.lang.data.available) do
Widgets.Lang(self, "langs", v)
end
end
function OptionsMenu:changeKey(widget)
self.keyDetector.isActive = true
self.keyDetector.widget = widget
end
function OptionsMenu:keypressed( key )
if (self.keyDetector.isActive) then
self.keyDetector.widget:receiveKey( key )
self.menusystem:activate()
self.keyDetector.isActive = false
end
end
function OptionsMenu:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 424, 240)
self.back:draw()
utils.graphics.resetColor()
self.assets.images["background"]:draw(0, 0)
end
function OptionsMenu:drawOverTransition()
love.graphics.draw(self.borders, 0, self.borderY, 0, 1, -1)
love.graphics.draw(self.borders, 424, 240 - self.borderY, 0, -1, 1)
self.assets.fonts["small"]:draw("v" .. game.version, 424 - 44, 240 + 10 - self.borderY)
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end
return OptionsMenu