161 lines
4.1 KiB
Lua
161 lines
4.1 KiB
Lua
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local MenuSystem = Object:extend()
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local BaseMenu = {"attack", "techs", "object", "defend", "flee", "back"}
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local MENUPOS_X1, MENUPOS_X2, MENUPOS_Y = 32, 32, 110
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function MenuSystem:new( controller )
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self.controller = controller
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self.isActive = false
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self.techList = {}
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self.menu = {}
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self.menu[1] = BaseMenu
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self.texture = love.graphics.newImage("assets/gui/attacklist.png")
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self.cursorTexture = love.graphics.newImage("assets/gui/cursor-menulist.png")
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self.font = love.graphics.newFont("assets/fonts/PixelOperator.ttf", 16)
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self.cursor = 1
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self.cursorTransition = 1
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self.view = 1
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end
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function MenuSystem:set(currentCharacter)
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self.isActive = true
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self.cursor = 1
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self.cursorTransition = 0
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self.activeMenu = 1
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self.character = currentCharacter
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self.menu[2] = self:getSkillList()
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self.menu[3] = {"healitems", "rings", "wisps", "other", "back"}
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end
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function MenuSystem:getSkillList()
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local list = game.characters:getSkillList(self.character.charid)
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local skillmenu = {}
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for k,v in pairs(list) do
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table.insert(skillmenu, k)
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end
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table.insert(skillmenu, "back")
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return skillmenu
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end
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function MenuSystem:unset( )
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self.isActive = false
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end
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function MenuSystem:update(dt)
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if (self.isActive) then
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local keys = game.input.keys
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if self.cursor < self.view then
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self.view = self.cursor
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end
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if self.cursor > self.view + 5 then
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self.view = self.cursor - 5
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end
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local relativecursor = self.cursor - self.view
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local transition = self.cursorTransition - relativecursor
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if math.abs(transition) < 0.1 then
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self.cursorTransition = relativecursor
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else
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self.cursorTransition = (self.cursorTransition) + ((relativecursor) - (self.cursorTransition)) * dt*45
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end
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if (keys["up"].isPressed) then
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if (self.cursor == 1) then
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self.cursor = #self.menu[self.activeMenu]
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else
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self.cursor = self.cursor - 1
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end
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end
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if (keys["down"].isPressed) then
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if (self.cursor == #self.menu[self.activeMenu]) then
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self.cursor = 1
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else
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self.cursor = self.cursor + 1
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end
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end
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if keys["left"].isPressed then
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self.character.direction = -1
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end
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if keys["right"].isPressed then
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self.character.direction = 1
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end
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if (keys["A"].isPressed) then
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if self.activeMenu == 1 then
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if (self.cursor == 2 or self.cursor == 3) then
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self.activeMenu = self.cursor
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self.cursor = 1
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else
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self:sendSignal(self.activeMenu, self.cursor)
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end
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else
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self:sendSignal(self.activeMenu, self.cursor)
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end
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end
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if (keys["B"].isPressed) then
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if self.activeMenu == 1 then
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self:sendSignal(1, 6)
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else
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self.cursor = self.activeMenu
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self.activeMenu = 1
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end
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end
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end
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end
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function MenuSystem:sendSignal(menu, id)
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--print(self.menu[menu][id])
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self.isActive = false
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if (menu == 1) then
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self.character:getSignal(BaseMenu[id], 1)
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else
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self.character:getSignal(BaseMenu[menu], id)
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end
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end
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function MenuSystem:draw()
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if (self.isActive) then
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local x, y, addition
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x = 32
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y = 32
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addition = 16
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local currentMenu = self.menu[self.activeMenu]
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-- MENUPOS_X1, MENUPOS_X2, MENUPOS_Y
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local MENUPOS_X = MENUPOS_X1
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local maxView = math.min(#currentMenu, (self.view + 5))
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for i = self.view, maxView do
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love.graphics.draw(self.texture, MENUPOS_X - 16, MENUPOS_Y + (i-self.view)*addition + 3)
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love.graphics.setFont(self.font)
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love.graphics.setColor(0, 0, 0, .8)
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love.graphics.print(currentMenu[i], MENUPOS_X + 1, MENUPOS_Y + (i-self.view)*addition + 1)
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if (i == self.cursor) then
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love.graphics.setColor(1, 1, 1, 1)
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else
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love.graphics.setColor(1, 1, 1, 1)
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end
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love.graphics.print(currentMenu[i], MENUPOS_X, MENUPOS_Y + (i-self.view)*addition)
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love.graphics.setColor(1, 1, 1, 1)
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end
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love.graphics.draw(self.cursorTexture, MENUPOS_X - 12, MENUPOS_Y + (self.cursorTransition) * addition + 2 )
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end
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end
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return MenuSystem
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