sonic-radiance/sonic-radiance.love/scenes/battlesystem/menu.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 CharMenuWidget = Widget.Text:extend()
local SubMenuWidget = CharMenuWidget:extend()
local BackMenuWidget = CharMenuWidget:extend()
local SkillWidget = Widget.Text:extend()
local MENUPOS_X1, MENUPOS_X2, MENUPOS_Y = 32, 32, 110
local MENU_WIDTH, MENU_ITEM_HEIGHT = 112, 17
local MENU_ITEM_NUMBER = 6
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function MenuConstructor:new( controller )
self.controller = controller
end
function MenuConstructor:reconstruct(character)
self.controller.menusystem:reset()
self:build(character)
self.controller.menusystem:switchMenu("BaseMenu")
end
function MenuConstructor:build(character)
self:buildBaseMenu(character)
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self:buildSkillMenu(character)
self:buildObjectMenu(character)
end
function MenuConstructor:buildBaseMenu(character)
CharacterMenu(self.controller, "BaseMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharMenuWidget(self.controller, "BaseMenu", "attack", "", character)
SubMenuWidget(self.controller, "BaseMenu", "skills", "SkillMenu", character)
SubMenuWidget(self.controller, "BaseMenu", "objects", "ObjectMenu", character)
CharMenuWidget(self.controller, "BaseMenu", "defend", "", character)
CharMenuWidget(self.controller, "BaseMenu", "flee", "", character)
BackMenuWidget(self.controller, "BaseMenu", "back", character)
self.controller.menusystem.menus["BaseMenu"]:setCancelWidget()
end
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function MenuConstructor:set(currentCharacter)
self:reconstruct(currentCharacter)
end
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function MenuConstructor:buildSkillMenu(character)
CharacterMenu(self.controller, "SkillMenu", MENUPOS_X1 - 16, MENUPOS_Y)
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local list = game.characters:getSkillList(character.charid)
for k, skill in pairs(list) do
SkillWidget(self.controller, "SkillMenu", skill.name, "", character)
end
SubMenuWidget(self.controller, "SkillMenu", "back", "BaseMenu", character)
self.controller.menusystem.menus["SkillMenu"]:setCancelWidget()
end
function MenuConstructor:buildObjectMenu(character)
CharacterMenu(self.controller, "ObjectMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.controller, "MedMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.controller, "RingMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.controller, "WispMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharacterMenu(self.controller, "OtherMenu", MENUPOS_X1 - 16, MENUPOS_Y)
SubMenuWidget(self.controller, "ObjectMenu", "heal", "MedMenu", character)
SubMenuWidget(self.controller, "ObjectMenu", "rings", "RingMenu", character)
SubMenuWidget(self.controller, "ObjectMenu", "wisps", "WispMenu", character)
SubMenuWidget(self.controller, "ObjectMenu", "other", "OtherMenu", character)
SubMenuWidget(self.controller, "ObjectMenu", "back", "BaseMenu", character)
SubMenuWidget(self.controller, "MedMenu", "back", "ObjectMenu", character)
SubMenuWidget(self.controller, "RingMenu", "back", "ObjectMenu", character)
SubMenuWidget(self.controller, "WispMenu", "back", "ObjectMenu", character)
SubMenuWidget(self.controller, "OtherMenu", "back", "ObjectMenu", character)
self.controller.menusystem.menus["ObjectMenu"]:setCancelWidget()
self.controller.menusystem.menus["MedMenu"]:setCancelWidget()
self.controller.menusystem.menus["RingMenu"]:setCancelWidget()
self.controller.menusystem.menus["WispMenu"]:setCancelWidget()
self.controller.menusystem.menus["OtherMenu"]: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")
self.cursorTransition = 1
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
love.graphics.draw(self.cursorTexture, self.x + 4, self.y + (self.cursorTransition) * addition )
end
-- WIDGETS
-- All widgets used by the Characters menus
function CharMenuWidget:new(scene, menu_name, label1, label2, character)
self.character = character
self.menuname = menu_name
self.scene = scene
self.actionType = label1
local menu = scene.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
local font = scene.assets.fonts["small"]
CharMenuWidget.super.new(self, menu, font, core.lang:translate("battle", label1))
self.label2 = label2 or ""
self.isSelected = false
end
function CharMenuWidget:update(dt)
CharMenuWidget.super.update(self, dt)
end
function CharMenuWidget:selectAction()
self.isSelected = true
if self.actionType == "attack" then
self.scene.world:resetActiveGrid()
self.scene.world:setEffectGrid(self.character.x + self.character.direction, self.character.y, "point", 1, 1)
else
self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
end
end
function CharMenuWidget:drawCanvas()
local h
local asset = love.graphics.newImage("assets/gui/attacklist.png")
love.graphics.draw(asset, 0, (self.height - 13) / 2)
h = math.floor(self.height / 2) - (self.font:getHeight() / 2)
love.graphics.setColor(0, 0, 0, .8)
self.font:print(self.label, 17, h, "left")
self.font:print(self.label2, self.width - 8, h, "right")
utils.graphics.resetColor()
self.font:print(self.label, 16, h, "left")
self.font:print(self.label2, self.width - 9, h, "right")
end
function CharMenuWidget:action()
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self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
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self.character:receiveSignal(self.actionType)
self.scene:flushKeys()
self.scene.menusystem:reset()
end
-- Submenu Widget
function SubMenuWidget:new(scene, menu_name, label, newmenu, character)
SubMenuWidget.super.new(self, scene, menu_name, label, "", character)
self.newmenu = newmenu or "BaseMenu"
end
function SubMenuWidget:action()
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self.scene.menusystem:switchMenu(self.newmenu)
end
-- Back Widget
function BackMenuWidget:new(scene, menu_name, label, character)
BackMenuWidget.super.new(self, scene, menu_name, "back", "", character)
end
function BackMenuWidget:action()
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self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
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self.character:receiveBackSignal()
self.scene:flushKeys()
self.scene.menusystem:reset()
end
-- Skill Widget
function SkillWidget:new(scene, menu_name, label1, label2, character)
self.character = character
self.menuname = menu_name
self.scene = scene
self.actionType = label1
local menu = scene.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
local font = scene.assets.fonts["small"]
self.skilldata = game.skills:getSkillData(self.actionType)
CharMenuWidget.super.new(self, menu, font, core.lang:translate("skills", label1))
if self.skilldata ~= nil then
self.label2 = self.skilldata.cost or 0
if self.label2 < 10 then
self.label2 = "0" .. self.label2
end
else
self.label2 = "n"
end
end
function SkillWidget:selectAction()
if self.skilldata ~= nil then
if self.skilldata.target == nil then
local x = self.character.x + self.skilldata.effectArea[1]
local y = self.character.y + self.skilldata.effectArea[2]
local shape = self.skilldata.effectArea[3]
local size = self.skilldata.effectArea[4]
local direction = self.character.direction
self.scene.world:resetActiveGrid()
self.scene.world:setEffectGrid(x, y, shape, size, direction)
else
local x = self.character.x + self.skilldata.target[1]
local y = self.character.y + self.skilldata.target[2]
local shape = self.skilldata.target[3]
local size = self.skilldata.target[4]
local direction = self.character.direction
self.scene.world:setActiveGrid(x, y, shape, size, direction)
self.scene.world:resetEffectGrid()
end
else
self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
end
end
function SkillWidget:drawCanvas()
local h
local asset = love.graphics.newImage("assets/gui/attacklist.png")
love.graphics.draw(asset, 0, (self.height - 13) / 2)
h = math.floor(self.height / 2) - (self.font:getHeight() / 2)
love.graphics.setColor(0, 0, 0, .8)
self.font:print(self.label, 17, h, "left")
self.font:print(self.label2, self.width - 8, h, "right")
utils.graphics.resetColor()
self.font:print(self.label, 16, h, "left")
self.font:print(self.label2, self.width - 9, h, "right")
end
function SkillWidget:action()
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self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
if self.skilldata ~= nil then
if self.skilldata.target == nil then
self.character:useSkill(self.actionType, self.character.x, self.character.y)
else
local x = self.character.x + self.skilldata.target[1]
local y = self.character.y + self.skilldata.target[2]
local shape = self.skilldata.target[3]
local size = self.skilldata.target[4]
local direction = self.character.direction
self.scene.world.cursor:setGridIgnoreActor(x, y, shape, size, direction)
self.scene.world.cursor:set(self.character.x, self.character.y, "skill", self.actionType)
end
else
core.debug:warning("cbs/menu", "skill " .. self.actionType .. " doesn't exist")
self.character:receiveSignal("none")
end
self.scene:flushKeys()
self.scene.menusystem:reset()
end
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return MenuConstructor