sonic-radiance/sonic-radiance.love/core/modules/scenes.lua

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-- scenes.lua :: the scene object, that aim to give a better control to the engine
-- to the different scene, without having to call too much boilerplate
--[[
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.
]]
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local cwd = (...):gsub('%.scenes$', '') .. "."
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local Scene = Object:extend()
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local Assets = require(cwd .. "assets")
local MenuSystem = require(cwd .. "menusystem")
-- INIT FUNCTIONS
-- Initialize and configure the scene
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function Scene:new()
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self.mouse = {}
self.mouse.x, self.mouse.y = core.screen:getMousePosition()
self.assets = Assets()
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self.menusystem = MenuSystem(self)
self.sources = core.input:getSources()
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self.inputLocked = true
self.inputLockedTimer = 2
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self.dialog = nil
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self:initWorld()
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self:register()
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end
function Scene:register()
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core.scenemanager:setScene(self)
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end
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function Scene:clear()
-- TODO: send automatic cleanups to the different elements of the scene
end
function Scene:restored()
end
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-- UPDATE FUNCTIONS
-- Handle stuff that happens every steps
function Scene:updateStart(dt)
end
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function Scene:update(dt)
-- Empty function, is just here to avoid crash
end
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function Scene:updateEnd(dt)
end
function Scene:updateWorld(dt)
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if ((self.world ~= nil) and (self.world.isActive) and (self.dialog == nil)) then
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self.world:update(dt)
end
end
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function Scene:updateDialog(dt)
if (self.dialog ~= nil) then
self.dialog:update(dt)
end
end
function Scene:updateMenus(dt)
if (self.menusystem ~= nil) then
self.menusystem:update(dt)
if (core.screen:isActive()) then
self.menusystem:keycheck()
end
end
end
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-- MOUSE FUNCTIONS
-- Make the scene support the pointer
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function Scene:mousemoved(x, y, dx, dy)
-- Empty function, is just here to avoid crash
end
function Scene:mousepressed( x, y, button, istouch )
-- Empty function, is just here to avoid crash
end
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-- WORLD FUNCTIONS
-- Basic functions to manage the world
function Scene:initWorld()
self.world = nil
end
function Scene:registerWorld(world)
self.world = world
end
-- KEYBOARD FUNCTIONS
-- Add send keys functions to the scene
function Scene:keypressed( key, scancode, isrepeat )
end
function Scene:keyreleased( key )
end
-- DRAW FUNCTIONS
-- Draw the scene and its content
function Scene:drawStart()
end
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function Scene:draw()
end
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function Scene:drawEnd()
end
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function Scene:drawOverTransition()
end
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function Scene:drawWorld(dt)
if (self.world ~= nil) then
self.world:draw()
end
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end
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function Scene:drawDialog(dt)
if (self.dialog ~= nil) then
self.dialog:draw()
end
end
function Scene:drawMenus()
if (self.menusystem ~= nil) then
self.menusystem:draw()
end
end
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-- INPUT FUNCTIONS
-- Handle inputs from keyboard/controllers
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function Scene:setKeys()
if (self.inputLocked) then
self.inputLockedTimer = self.inputLockedTimer - 1
if (self.inputLockedTimer <= 0 ) then
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self.inputLocked = false
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end
self.menusystem.keys = self:getKeys(1)
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else
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self.sources = core.input.sources
self.menusystem.keys = self:getKeys(1)
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end
end
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function Scene:getKeys(sourceid)
if sourceid == nil then
core.debug:warning("scene", "no sourceid detected, will default to 1")
end
local sourceid = sourceid or 1
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if (self.inputLocked) then
core.debug:print("scene", "inputs are currently locked")
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return core.input.fakekeys
else
return self.sources[sourceid].keys
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end
end
function Scene:flushKeys()
core.input:flushKeys()
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self.sources = core.input:getSources()
self.inputLockedTimer = 2
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self.inputLocked = true
end
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return Scene