feat: add basic game over scene

This commit is contained in:
Kazhnuz 2020-08-07 11:17:10 +02:00
parent 053c9ca641
commit 58cd72ac45
6 changed files with 129 additions and 1 deletions

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@ -32,7 +32,11 @@ return {
{"hudturn", "assets/gui/strings/hudturn.png"}, {"hudturn", "assets/gui/strings/hudturn.png"},
{"battlecompleted", "assets/gui/strings/battle_completed.png" }, {"battlecompleted", "assets/gui/strings/battle_completed.png" },
{"egghead", "assets/gui/egghead.png"} {"egghead", "assets/gui/egghead.png"},
{"game", "assets/gui/strings/game.png"},
{"over", "assets/gui/strings/over.png"},
{"arrow", "assets/gui/arrow.png"},
}, },
["fonts"] = { ["fonts"] = {
{"small", "assets/gui/fonts/PixelOperator.ttf", 16}, {"small", "assets/gui/fonts/PixelOperator.ttf", 16},

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@ -42,6 +42,13 @@ function TurnController:finishBattle()
self.scene:finishBattle() self.scene:finishBattle()
end end
function TurnController:looseBattle()
self.isActive = false
self.actionlist = {}
self.hud:movePlayerHUD(false)
self.scene:looseBattle()
end
function TurnController:update(dt) function TurnController:update(dt)
self.player:update(dt) self.player:update(dt)
self.ennemies:update(dt) self.ennemies:update(dt)
@ -52,6 +59,8 @@ function TurnController:update(dt)
else else
if (self.player:countAlive() > 0) then if (self.player:countAlive() > 0) then
self:nextAction() self:nextAction()
else
self:looseBattle()
end end
end end
end end

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@ -7,6 +7,7 @@ local MenuSystem = require "scenes.battlesystem.menu"
local Turns = require "scenes.battlesystem.controllers" local Turns = require "scenes.battlesystem.controllers"
local VictoryScreen = require "scenes.battlesystem.screens.victory" local VictoryScreen = require "scenes.battlesystem.screens.victory"
local GameOverScreen = require "scenes.battlesystem.screens.gameover"
function BattleSystem:new(battleData) function BattleSystem:new(battleData)
BattleSystem.super.new(self) BattleSystem.super.new(self)
@ -46,6 +47,10 @@ function BattleSystem:finishBattle()
self.screen = VictoryScreen(self) self.screen = VictoryScreen(self)
end end
function BattleSystem:looseBattle()
self.screen = GameOverScreen(self)
end
function BattleSystem:haveMenus() function BattleSystem:haveMenus()
for k,v in pairs(self.menusystem.menus) do for k,v in pairs(self.menusystem.menus) do
return true return true

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@ -0,0 +1,110 @@
local VictoryScreen = Object:extend()
local TweenManager = require "game.modules.tweenmanager"
local BATTLECOMPLETE_START = 2
local BATTLECOMPLETE_STOP = 4
local gui = require "game.modules.gui"
local charutils = require "game.utils.characters"
local tw, th = 128, 32
function VictoryScreen:new(scene)
self.scene = scene
self.assets = scene.assets
self.turnSystem = scene.turns
self:setVariables()
self.continueBox = gui.newTextBox("assets/gui/dialogbox.png", tw, th)
self.tweens = TweenManager(self)
self:prepareAnimation()
end
function VictoryScreen:setVariables()
-- Vignette Opacity
self.vignetteOpacity = 0
-- Battle FInished Label
self.labelOpacity = 0
local width, height = core.screen:getDimensions()
self.labelX = width/2
-- Infobox
self.tbSize = 0.6
self.tbOpacity = 0
self.continue = false
self.continueValue = -1
end
function VictoryScreen:prepareAnimation()
-- Vignette
self.tweens:newTween(0, 0.6, {vignetteOpacity=0.75}, 'inExpo')
-- Label
self.tweens:newTween(0, 0.6, {labelOpacity=1}, 'inExpo')
self.tweens:newTween(0.9, 0.4, {labelX=4}, 'inExpo')
-- Infobox
self.tweens:newTween(1.4, 0.4, {tbSize=1, tbOpacity=1}, 'inExpo')
self.tweens:newSwitch(1.8, {"continue"})
end
function VictoryScreen:update(dt)
self.tweens:update(dt)
if (self.continue) then
local keys = self.scene:getKeys(1)
if (keys["left"].isPressed) then
self.continueValue = -1
end
if (keys["right"].isPressed) then
self.continueValue = 1
end
if (keys["A"].isPressed) then
--placeholder, pour l'instant on retourne juste au menu
scenes.debug.menu()
end
end
end
function VictoryScreen:draw()
local width, height = core.screen:getDimensions()
self:drawVignette(width, height)
self:drawLabel(width/2, height/4, self.labelX, self.labelOpacity)
self:drawContinueBox(width/2, height/2 + 32, self.continueValue, self.tbSize, self.tbOpacity)
end
function VictoryScreen:drawVignette(width, height)
love.graphics.setColor(0, 0, 0, self.vignetteOpacity)
love.graphics.rectangle("fill", 0, 0, width, height)
end
function VictoryScreen:drawLabel(x, y, x2, opacity)
love.graphics.setColor(1, 1, 1, opacity)
local w, h = self.assets.images["game"]:getDimensions()
self.assets.images["game"]:draw(x - x2, y, 0, 1, 1, w, h/2)
self.assets.images["over"]:draw(x + x2, y, 0, 1, 1, 0, h/2)
end
function VictoryScreen:drawContinueBox(x, y, continueValue, size, opacity)
love.graphics.setColor(1, 1, 1, opacity)
love.graphics.draw(self.continueBox, x, y, 0, size, size, tw/2, th/2)
local text = "continue"
if (continueValue == 1) then
text = "quit"
end
self.assets.images["arrow"]:draw(x - continueValue*64, y, math.rad(-90) * continueValue, continueValue, 1, 13, 13)
self.assets.fonts["SA2font"]:print(text, x, y-13, "center")
end
return VictoryScreen