sonic-radiance/sonic-radiance.love/scenes/debug/menu/init.lua

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local Scene = require "core.modules.scenes"
local menu = require "scenes.debug.menu.menu"
local DebugMenu = Scene:extend()
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local panels = require "scenes.debug.menu.infopanel"
local battleutils = require "game.utils.battle"
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local itemutils = require "game.utils.items"
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function DebugMenu:new()
DebugMenu.super.new(self)
self.assets:batchImport("scenes.debug.commons.assets")
menu.commons.DebugMenu(self, "BaseMenu")
menu.commons.SceneWidget(self, "BaseMenu", scenes.title, "Launch Game")
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self:buildBattleMenu()
self:buildOverworldMenu()
self:buildSaveMenu()
self:buildOtherMenu()
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menu.commons.SceneWidget(self, "BaseMenu", scenes.options, "Options")
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menu.ExitWidget(self, "BaseMenu")
self.menusystem.menus["BaseMenu"]:finalize()
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self.menusystem:activate()
self.menusystem:switchMenu("BaseMenu")
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self.panel = panels.Gamedata()
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end
function DebugMenu:buildOverworldMenu()
self:addSubMenu("overworld", "BaseMenu", "Overworld")
menu.commons.SceneWidget(self, "overworld", scenes.overworld, "Launch Overworld")
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end
function DebugMenu:buildBattleMenu()
self:addSubMenu("combat", "BaseMenu", "Battle System")
self:addSubMenu("launchBattle", "combat", "Launch Battle")
local listCat = battleutils.listCategories()
for i,battleCat in ipairs(listCat) do
self:addBattles(battleCat)
end
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menu.commons.SceneWidget(self, "combat", scenes.debug.viewers.battleBack, "Background Viewer")
menu.commons.SceneWidget(self, "combat", scenes.debug.viewers.choregraphy, "Ennemies' Action Viewer")
end
function DebugMenu:addBattles(battleCat)
local menuName = "b_" .. battleCat
self:addSubMenu(menuName, "launchBattle", battleCat)
for i,battleName in ipairs(battleutils.getBattleFromCategory(battleCat)) do
local data = battleutils.getBattleData(battleCat, battleName)
menu.commons.SceneWidget(self, menuName, scenes.cbs, "Launch " .. battleName, data)
end
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end
function DebugMenu:buildSaveMenu()
self:addSubMenu("save", "BaseMenu", "Save System", panels.Gamedata, nil)
self:addSubMenu("characters", "save", "Characters", panels.Gamedata, nil)
self:addSubMenu("team", "save", "Team Formation", panels.Team, nil)
menu.ChangeLeaderWidget(self, "team")
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for name, data in pairs(game.characters.list) do
self:addCharacterMenu(name, data)
menu.AddRemoveWidget(self, "team", data)
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end
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self:addInventory()
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self:addSubMenu("load", "save", "Load Saves")
for i=1, game.slotNumber do
menu.LoadWidget(self, "load", i)
end
menu.SaveWidget(self, "save")
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end
function DebugMenu:addCharacterMenu(name, data)
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self:addSubMenu(name, "characters", data.fullname, panels.Character, data)
menu.LevelUpWidget(self, name, data)
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end
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function DebugMenu:addInventory()
self:addSubMenu("inventory", "save", "Inventory")
for i,pocket in ipairs(game.loot.inventory) do
self:addSubMenu(pocket.name, "inventory", pocket.fullname)
for j, item in ipairs(itemutils.getItemsFromCategory(pocket.name)) do
menu.ItemWidget(self, pocket.name, itemutils.getItemData(pocket.name, item))
end
end
end
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function DebugMenu:buildOtherMenu()
self:addSubMenu("other", "BaseMenu", "Other gameplay")
self:addSubMenu("battle", "other", "Sonic Battle Maps")
local mapList = require "datas.gamedata.maps.battle"
for i, name in ipairs(mapList) do
local mapData = require("datas.gamedata.maps.battle." .. name)
local trueName = mapData.name
menu.commons.SceneWidget(self, "battle", scenes.test, trueName, name)
end
menu.commons.SceneWidget(self, "other", scenes.test2, "Shadow Shot Maps")
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end
function DebugMenu:update(dt)
if (love.keyboard.isDown("space") and (not self.menusystem.isActive)) then
self.menusystem:activate()
end
end
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function DebugMenu:addSubMenu(submenu, parent, name, panel, panelArgument)
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local parent = parent or "BaseMenu"
self.menusystem.menus[parent]:addSubMenu(submenu, name)
if (panel ~= nil) then
self.menusystem.menus[submenu]:setPanel(panel, panelArgument)
end
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end
function DebugMenu:draw()
if (self.menusystem.isActive) then
self.assets.fonts["small"]:print("## SONIC RADIANCE - DEBUG MENU ##", 424/2, 8, "center")
self.assets.fonts["small"]:print("v" .. game.version, 424 - 8, 240 - 22, "right")
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self.panel:draw(240, 48)
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end
end
return DebugMenu;