sonic-radiance/sonic-radiance.love/scenes/battlesystem/menu.lua

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Lua
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local ListBox = require "core.modules.menusystem.listbox"
local Widget = require "core.modules.menusystem.widgets"
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local MenuConstructor = Object:extend()
local CharacterMenu = ListBox:extend()
local BattleWidget = Widget.Text:extend()
local ActionWidget = BattleWidget:extend()
local SubMenuWidget = BattleWidget:extend()
local BackMenuWidget = BattleWidget:extend()
local SkillWidget = BattleWidget:extend()
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local ItemWidget = BattleWidget:extend()
local MENUPOS_X1, MENUPOS_X2, MENUPOS_Y = 88, 32, 72
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local MENU_WIDTH, MENU_ITEM_HEIGHT = 180, 17
local MENU_ITEM_NUMBER = 6
gui = require "game.modules.gui"
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function MenuConstructor:new( controller )
self.scene = controller
end
function MenuConstructor:reconstruct(character)
core.debug:print("cbs/menu", "Reconstructing the menu")
self.scene.menusystem:reset()
self:build(character)
self.scene.menusystem:switchMenu("BaseMenu")
end
function MenuConstructor:build(character)
core.debug:print("cbs/menu", "Building the menu")
self:buildBaseMenu(character)
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self:buildSkillMenu(character)
self:buildObjectMenu(character)
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self.scene.menusystem:setSoundFromSceneAssets("mBeep")
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self.scene.menusystem:activate()
end
function MenuConstructor:buildBaseMenu(character)
CharacterMenu(self.scene, "BaseMenu", MENUPOS_X1 - 16, MENUPOS_Y)
ActionWidget(character, "BaseMenu", "attack")
SubMenuWidget(character, "BaseMenu", "skills", "SkillMenu")
SubMenuWidget(character, "BaseMenu", "objects", "ObjectMenu")
ActionWidget(character, "BaseMenu", "defend")
ActionWidget(character, "BaseMenu", "flee")
end
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function MenuConstructor:set(currentCharacter)
self:reconstruct(currentCharacter)
end
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function MenuConstructor:buildSkillMenu(character)
CharacterMenu(self.scene, "SkillMenu", MENUPOS_X1 - 16, MENUPOS_Y)
local list = character.abstract.skills
for k, skill in pairs(list) do
SkillWidget(character, "SkillMenu", skill.name, "")
end
SubMenuWidget(character, "SkillMenu", "back", "BaseMenu")
self.scene.menusystem.menus["SkillMenu"]:setCancelWidget()
end
function MenuConstructor:buildObjectMenu(character)
CharacterMenu(self.scene, "ObjectMenu", MENUPOS_X1 - 16, MENUPOS_Y)
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for i,pocket in ipairs(game.loot.inventory) do
if (pocket.inBattle) then
CharacterMenu(self.scene, pocket.name, MENUPOS_X1 - 16, MENUPOS_Y)
SubMenuWidget(character, "ObjectMenu", pocket.fullname, pocket.name)
for j,itemData in ipairs(pocket.list) do
ItemWidget(character, pocket.name, itemData.name)
end
SubMenuWidget(character, pocket.name, "back", "ObjectMenu")
self.scene.menusystem.menus[pocket.name]:setCancelWidget()
end
end
SubMenuWidget(character, "ObjectMenu", "back", "BaseMenu")
self.scene.menusystem.menus["ObjectMenu"]:setCancelWidget()
end
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function MenuConstructor:unset( )
self.isActive = false
end
-- CHARACTER_MENU
-- The actuals menus in the character menu
function CharacterMenu:new(scene, name, x, y)
self.scene = scene
local w, h = MENU_WIDTH, MENU_ITEM_NUMBER * MENU_ITEM_HEIGHT
CharacterMenu.super.new(self, scene.menusystem, name, x, y, w, h, MENU_ITEM_NUMBER)
self.cursorTexture = love.graphics.newImage("assets/gui/cursor-menulist.png")
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self.cursorTransition = 0
end
function CharacterMenu:update(dt)
CharacterMenu.super.update(self, dt)
local relativecursor = self.widget.selected - self.view.firstSlot
local transition = self.cursorTransition - relativecursor
if math.abs(transition) < 0.1 then
self.cursorTransition = relativecursor
else
self.cursorTransition = (self.cursorTransition) + ((relativecursor) - (self.cursorTransition)) * dt*45
end
end
function CharacterMenu:drawCursor()
local addition = 17
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local x = self.x + 4 + ((self.cursorTransition) * addition * 0.5)
local y = self.y + ((self.cursorTransition) * addition)
love.graphics.draw(self.cursorTexture, x, y)
end
function CharacterMenu:draw()
self:updateView()
local widgety = self.y
local widgetx = self.x
for i,v in ipairs(self.widget.list) do
if (i >= self.view.firstSlot) and (i < self.view.firstSlot + self.view.slotNumber) then
v:draw(widgetx, widgety, self.w, self.widget.h)
if self.widget.selected == i and self:haveFocus() == true then
v:drawSelected(widgetx, widgety, self.w, self.widget.h)
else
v:draw(widgetx, widgety, self.w, self.widget.h)
end
widgety = widgety + self.widget.h
widgetx = widgetx + (self.widget.h/2)
end
end
end
-- WIDGETS
-- All widgets used by the Characters menus
-- Basic Battle Widget
-- The base used by all battle widgets
function BattleWidget:new(character, menu_name, label1, label2, translationdata)
local menu = self:getControllers(character, menu_name)
local translationdata = translationdata or "battle"
local label1 = label1 or ""
local label2 = label2 or ""
label1 = core.lang:translate(translationdata, label1)
local font = self.assets.fonts["small"]
BattleWidget.super.new(self, menu, font, label1)
self.back = gui.newChoiceBack( (MENU_WIDTH - 16) )
self.label2 = label2
end
function BattleWidget:getControllers(character, menu_name)
self.character = character or core.debug:error("cbs/widget", "character must not be nil")
self.scene = self.character.turnSystem.scene
self.assets = self.character.assets
self.menusystem = self.scene.menusystem
self.menuname = menu_name
local menu = self.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
return menu
end
-- Internal functions
function BattleWidget:update(dt)
BattleWidget.super.update(self, dt)
end
function BattleWidget:selectAction()
-- Rien de base, à voir ensuite comment je gère
end
function BattleWidget:drawCanvas()
love.graphics.draw(self.back, 0, 0)
h = math.floor(self.height / 2) - (self.font:getHeight() / 2) - 1
love.graphics.setColor(0, 0, 0, .8)
self.font:print(self.label, 17, h, "left")
self.font:print(self.label2, self.width - 48 + 1, h, "right")
utils.graphics.resetColor()
self.font:print(self.label, 16, h, "left")
self.font:print(self.label2, self.width - 48, h, "right")
end
function BattleWidget:action()
self.scene:flushKeys()
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self.scene.menusystem:deactivate()
self:sendCharacterData()
end
-- External functions
function BattleWidget:sendCharacterData()
self.character:doNothing()
end
-- ActionWidget
-- The basic action widget
function ActionWidget:new(character, menu_name, action)
self.actionType = action or ""
ActionWidget.super.new(self, character, menu_name, action, "")
end
function ActionWidget:sendCharacterData()
self.character:doBasicAction(self.actionType)
end
-- SubMenuWidget
-- A simple widget to change menu
function SubMenuWidget:new(character, menu_name, label, newmenu)
local label2 = ""
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self.sfx = "mBack"
if label ~= "back" then
label2 = ">"
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self.sfx = "mBeep"
end
SubMenuWidget.super.new(self, character, menu_name, label, label2)
self.newmenu = newmenu or "BaseMenu"
end
function SubMenuWidget:action()
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self.assets.sfx[self.sfx]:play()
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self.scene.menusystem:switchMenu(self.newmenu)
end
-- BackMenuWidget
-- Quit the menu
function BackMenuWidget:new(character, menu_name)
BackMenuWidget.super.new(self, character, menu_name, "back", "")
end
function BackMenuWidget:sendCharacterData()
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self.assets.sfx["mBack"]:play()
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self.character:receiveBackSignal()
end
-- SkillWidget
-- A widget to handle skills
function SkillWidget:new(character, menu_name, skill)
self.skillname = skill
local label2 = "00"
self.skilldata = game.skills:getSkillData(skill)
if self.skilldata ~= nil then
label2 = self.skilldata.cost or 0
if label2 < 10 then
label2 = "0" .. label2
end
end
SkillWidget.super.new(self, character, menu_name, self.skillname, "-" .. label2, "skills")
end
function SkillWidget:sendCharacterData()
if self.skilldata ~= nil then
self.assets.sfx["mSelect"]:play()
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self.character:useSkill(self.skillname)
else
core.debug:warning("cbs/menu", "skill " .. self.skillname .. " doesn't exist")
self.character:doNothing()
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self.assets.sfx["mError"]:play()
end
end
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-- ItemWidget
-- A widget to handle items
function ItemWidget:new(character, menu_name, item)
self.itemname = item
local label2 = "00"
self.number = game.loot:getItemNumber(menu_name, item)
self.itemdata = game.loot:getItemData(menu_name, item)
label2 = self.number
ItemWidget.super.new(self, character, menu_name, self.itemdata.fullname, "x" .. label2, "skills")
end
function ItemWidget:sendCharacterData()
self.character:doNothing()
self.assets.sfx["mError"]:play()
end
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return MenuConstructor