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")
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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()
self.menusystem = MenuSystem()
self.keys = core.input:getKeyList()
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self.inputLocked = false
self.inputLockedTimer = 0
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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
function Scene:update(dt)
-- Empty function, is just here to avoid crash
end
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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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function Scene:draw()
end
function Scene:clear()
end
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function Scene:setKeys()
if (self.inputLocked) then
self.keys = core.input.fakekeys
self.inputLockedTimer = self.inputLockedTimer - 1
if (self.inputLockedTimer <= 0 ) then
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self.inputLocked = false
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end
else
self.keys = core.input.keys
end
self.menusystem.keys = self.keys
end
function Scene:getKeys()
if (self.inputLocked) then
return self.keys
else
return core.input.fakekeys
end
end
function Scene:flushKeys()
core.input:flushKeys()
self.keys = core.input.keys
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self.inputLockedTimer = 1
self.inputLocked = true
end
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return Scene