sonic-radiance/sonic-radiance.love/birb/scenemanager.lua

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-- scene.lua :: a basic scene management system, that work by sending the different
-- core functions to the scene, normally without the scene itself having to manage
-- them.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local SceneManager = Object:extend()
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-- INIT FUNCTIONS
-- Initialize and configure the scene manager
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function SceneManager:new(controller)
self.controller = controller
self.currentScene = nil
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self.nextScene = nil
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self.storage = {}
end
function SceneManager:setScene(scene)
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--self.currentScene = nil
self.nextScene = scene
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end
function SceneManager:haveStoredScene(name)
return (self.storage[name] ~= nil)
end
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function SceneManager:storeCurrentScene(name)
self.storage[name] = self.currentScene
end
function SceneManager:setStoredScene(name)
local storedScene = self.storage[name]
if storedScene ~= nil then
self.currentScene = storedScene
self.storage[name] = nil
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collectgarbage()
self.currentScene:restored()
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end
end
function SceneManager:clearStorage()
self.storage = {}
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end
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function SceneManager:clearScene()
self.currentScene = nil
end
-- UPDATE FUNCTIONS
-- Update the current scene and its subobjects
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function SceneManager:update(dt)
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if (self.nextScene ~= nil) then
self.currentScene = self.nextScene
self.nextScene = nil
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collectgarbage()
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end
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if (self.currentScene ~= nil) then
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self.currentScene:updateStart(dt)
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self.currentScene:setKeys()
self.currentScene.assets:update(dt)
self.currentScene:updateMenus(dt)
self.currentScene:updateDialog(dt)
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self.currentScene:updateWorld(dt)
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self.currentScene:update(dt)
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self.currentScene:updateEnd(dt)
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end
end
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-- MOUSE FUNCTIONS
-- Send pointer data to the scene
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function SceneManager:mousemoved(x, y, dx, dy)
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if (self.currentScene ~= nil) then
self.currentScene.mouse.x,
self.currentScene.mouse.y = x, y
self.currentScene:mousemoved(x, y, dx, dy)
self.currentScene.menusystem:mousemoved(x, y, dx, dy)
end
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end
function SceneManager:mousepressed( x, y, button, istouch )
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if (self.currentScene ~= nil) then
self.currentScene:mousepressed( x, y, button, istouch )
self.currentScene.menusystem:mousepressed( x, y, button, istouch )
end
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end
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-- KEYBOARD FUNCTIONS
-- Add send keys functions to the scene
function SceneManager:keypressed( key, scancode, isrepeat )
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if (self.currentScene ~= nil) then
self.currentScene:keypressed( key, scancode, isrepeat )
end
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end
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function SceneManager:keyreleased( key )
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if (self.currentScene ~= nil) then
self.currentScene:keyreleased( key )
end
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end
-- DRAW FUNCTIONS
-- Draw the current scene
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function SceneManager:draw()
self.controller.screen:apply()
if (self.currentScene ~= nil) then
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self.currentScene:drawStart()
self.currentScene:drawWorld()
self.currentScene:draw()
self.currentScene:drawMenus()
self.currentScene:drawDialog()
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self.currentScene:drawEnd()
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self.controller.screen:drawTransition()
self.currentScene:drawOverTransition()
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end
self.controller.screen:cease()
end
return SceneManager