battlesystem: kill entirely old menu system

This commit is contained in:
Kazhnuz 2019-03-31 17:02:02 +02:00
parent 5aa8b2da36
commit d77dc0057c

View file

@ -13,19 +13,7 @@ local MENU_ITEM_NUMBER = 6
function MenuConstructor:new( controller )
self.controller = controller
self.isActive = false
self.techList = {}
self.menu = {}
self.menu[1] = BaseMenu
self.texture = love.graphics.newImage("assets/gui/attacklist.png")
self.cursorTexture = love.graphics.newImage("assets/gui/cursor-menulist.png")
self.font = love.graphics.newFont("assets/gui/fonts/PixelOperator.ttf", 16)
self.controller.assets:addFont("small", "assets/gui/fonts/PixelOperator.ttf", 16)
self.cursor = 1
self.cursorTransition = 1
self.view = 1
end
function MenuConstructor:reconstruct(character)
@ -47,18 +35,7 @@ function MenuConstructor:buildBaseMenu(character)
end
function MenuConstructor:set(currentCharacter)
self.isActive = true
self.cursor = 1
self.cursorTransition = 0
self.activeMenu = 1
self.character = currentCharacter
--self:reconstruct(currentCharacter)
self.menu[2] = self:getSkillList()
self.menu[3] = {"healitems", "rings", "wisps", "other", "back"}
self:reconstruct(currentCharacter)
end
function MenuConstructor:getSkillList()
@ -79,70 +56,6 @@ end
function MenuConstructor:update(dt)
if (self.isActive) then
local keys = self.controller.keys
if self.cursor < self.view then
self.view = self.cursor
end
if self.cursor > self.view + 5 then
self.view = self.cursor - 5
end
local relativecursor = self.cursor - self.view
local transition = self.cursorTransition - relativecursor
if math.abs(transition) < 0.1 then
self.cursorTransition = relativecursor
else
self.cursorTransition = (self.cursorTransition) + ((relativecursor) - (self.cursorTransition)) * dt*45
end
if (keys["up"].isPressed) then
if (self.cursor == 1) then
self.cursor = #self.menu[self.activeMenu]
else
self.cursor = self.cursor - 1
end
end
if (keys["down"].isPressed) then
if (self.cursor == #self.menu[self.activeMenu]) then
self.cursor = 1
else
self.cursor = self.cursor + 1
end
end
if keys["left"].isPressed then
self.character.direction = -1
end
if keys["right"].isPressed then
self.character.direction = 1
end
if (keys["A"].isPressed) then
if self.activeMenu == 1 then
if (self.cursor == 2 or self.cursor == 3) then
self.activeMenu = self.cursor
self.cursor = 1
else
self:sendSignal(self.activeMenu, self.cursor)
end
else
self:sendSignal(self.activeMenu, self.cursor)
end
end
if (keys["B"].isPressed) then
if self.activeMenu == 1 then
self:sendSignal(1, 6)
else
self.cursor = self.activeMenu
self.activeMenu = 1
end
end
end
end
@ -157,33 +70,7 @@ function MenuConstructor:sendSignal(menu, id)
end
function MenuConstructor:draw()
if (self.isActive) then
local x, y, addition
x = 32
y = 32
addition = 16
local currentMenu = self.menu[self.activeMenu]
-- MENUPOS_X1, MENUPOS_X2, MENUPOS_Y
local MENUPOS_X = MENUPOS_X1
local maxView = math.min(#currentMenu, (self.view + 5))
for i = self.view, maxView do
love.graphics.draw(self.texture, MENUPOS_X - 16, MENUPOS_Y + (i-self.view)*addition + 3)
love.graphics.setFont(self.font)
love.graphics.setColor(0, 0, 0, .8)
love.graphics.print(currentMenu[i], MENUPOS_X + 1, MENUPOS_Y + (i-self.view)*addition + 1)
if (i == self.cursor) then
love.graphics.setColor(1, 1, 1, 1)
else
love.graphics.setColor(1, 1, 1, 1)
end
love.graphics.print(currentMenu[i], MENUPOS_X, MENUPOS_Y + (i-self.view)*addition)
love.graphics.setColor(1, 1, 1, 1)
end
love.graphics.draw(self.cursorTexture, MENUPOS_X - 12, MENUPOS_Y + (self.cursorTransition) * addition + 2 )
end
-- remove in order to avoid crash
end
-- CHARACTER_MENU