local ListBox = require "core.modules.menusystem.listbox" local Widget = require "core.modules.menusystem.widgets" local MenuConstructor = Object:extend() local CharacterMenu = ListBox:extend() local BattleWidget = Widget.Text:extend() local ActionWidget = BattleWidget:extend() local SubMenuWidget = BattleWidget:extend() local BackMenuWidget = BattleWidget:extend() local SkillWidget = BattleWidget:extend() local MENUPOS_X1, MENUPOS_X2, MENUPOS_Y = 88, 32, 72 local MENU_WIDTH, MENU_ITEM_HEIGHT = 180, 17 local MENU_ITEM_NUMBER = 6 function MenuConstructor:new( controller ) self.scene = controller end function MenuConstructor:reconstruct(character) core.debug:print("cbs/menu", "Reconstructing the menu") self.scene.menusystem:reset() self:build(character) self.scene.menusystem:switchMenu("BaseMenu") end function MenuConstructor:build(character) core.debug:print("cbs/menu", "Building the menu") self:buildBaseMenu(character) self:buildSkillMenu(character) self:buildObjectMenu(character) self.scene.menusystem:setSoundFromSceneAssets("mBeep") self.scene.menusystem:activate() end function MenuConstructor:buildBaseMenu(character) CharacterMenu(self.scene, "BaseMenu", MENUPOS_X1 - 16, MENUPOS_Y) ActionWidget(character, "BaseMenu", "attack") SubMenuWidget(character, "BaseMenu", "skills", "SkillMenu") SubMenuWidget(character, "BaseMenu", "objects", "ObjectMenu") ActionWidget(character, "BaseMenu", "defend") ActionWidget(character, "BaseMenu", "flee") end function MenuConstructor:set(currentCharacter) self:reconstruct(currentCharacter) end function MenuConstructor:buildSkillMenu(character) CharacterMenu(self.scene, "SkillMenu", MENUPOS_X1 - 16, MENUPOS_Y) local list = character.abstract.skills for k, skill in pairs(list) do SkillWidget(character, "SkillMenu", skill.name, "") end SubMenuWidget(character, "SkillMenu", "back", "BaseMenu") self.scene.menusystem.menus["SkillMenu"]:setCancelWidget() end function MenuConstructor:buildObjectMenu(character) CharacterMenu(self.scene, "ObjectMenu", MENUPOS_X1 - 16, MENUPOS_Y) CharacterMenu(self.scene, "MedMenu", MENUPOS_X1 - 16, MENUPOS_Y) CharacterMenu(self.scene, "RingMenu", MENUPOS_X1 - 16, MENUPOS_Y) CharacterMenu(self.scene, "WispMenu", MENUPOS_X1 - 16, MENUPOS_Y) CharacterMenu(self.scene, "OtherMenu", MENUPOS_X1 - 16, MENUPOS_Y) SubMenuWidget(character, "ObjectMenu", "heal", "MedMenu") SubMenuWidget(character, "ObjectMenu", "rings", "RingMenu") SubMenuWidget(character, "ObjectMenu", "wisps", "WispMenu") SubMenuWidget(character, "ObjectMenu", "other", "OtherMenu") SubMenuWidget(character, "ObjectMenu", "back", "BaseMenu") SubMenuWidget(character, "MedMenu", "back", "ObjectMenu") SubMenuWidget(character, "RingMenu", "back", "ObjectMenu") SubMenuWidget(character, "WispMenu", "back", "ObjectMenu") SubMenuWidget(character, "OtherMenu", "back", "ObjectMenu") self.scene.menusystem.menus["ObjectMenu"]:setCancelWidget() self.scene.menusystem.menus["MedMenu"]:setCancelWidget() self.scene.menusystem.menus["RingMenu"]:setCancelWidget() self.scene.menusystem.menus["WispMenu"]:setCancelWidget() self.scene.menusystem.menus["OtherMenu"]:setCancelWidget() end function MenuConstructor:unset( ) self.isActive = false end -- CHARACTER_MENU -- The actuals menus in the character menu function CharacterMenu:new(scene, name, x, y) self.scene = scene local w, h = MENU_WIDTH, MENU_ITEM_NUMBER * MENU_ITEM_HEIGHT CharacterMenu.super.new(self, scene.menusystem, name, x, y, w, h, MENU_ITEM_NUMBER) self.cursorTexture = love.graphics.newImage("assets/gui/cursor-menulist.png") self.cursorTransition = 0 end function CharacterMenu:update(dt) CharacterMenu.super.update(self, dt) local relativecursor = self.widget.selected - self.view.firstSlot 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 end function CharacterMenu:drawCursor() local addition = 17 local x = self.x + 4 + ((self.cursorTransition) * addition * 0.5) local y = self.y + ((self.cursorTransition) * addition) love.graphics.draw(self.cursorTexture, x, y) end function CharacterMenu:draw() self:updateView() local widgety = self.y local widgetx = self.x for i,v in ipairs(self.widget.list) do if (i >= self.view.firstSlot) and (i < self.view.firstSlot + self.view.slotNumber) then v:draw(widgetx, widgety, self.w, self.widget.h) if self.widget.selected == i and self:haveFocus() == true then v:drawSelected(widgetx, widgety, self.w, self.widget.h) else v:draw(widgetx, widgety, self.w, self.widget.h) end widgety = widgety + self.widget.h widgetx = widgetx + (self.widget.h/2) end end end -- WIDGETS -- All widgets used by the Characters menus -- Basic Battle Widget -- The base used by all battle widgets function BattleWidget:new(character, menu_name, label1, label2, translationdata) local menu = self:getControllers(character, menu_name) local translationdata = translationdata or "battle" local label1 = label1 or "" local label2 = label2 or "" label1 = core.lang:translate(translationdata, label1) local font = self.assets.fonts["small"] BattleWidget.super.new(self, menu, font, label1) self.label2 = label2 end function BattleWidget:getControllers(character, menu_name) self.character = character or core.debug:error("cbs/widget", "character must not be nil") self.scene = self.character.turnSystem.scene self.assets = self.character.assets self.menusystem = self.scene.menusystem self.menuname = menu_name local menu = self.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist") return menu end -- Internal functions function BattleWidget:update(dt) BattleWidget.super.update(self, dt) end function BattleWidget:selectAction() -- Rien de base, à voir ensuite comment je gère end function BattleWidget:drawCanvas() local h local asset = love.graphics.newImage("assets/gui/attacklist.png") local sw, sh = asset:getDimensions() local startAsset = love.graphics.newQuad(0, 0, 16, sh, sw, sh) local midAsset = love.graphics.newQuad(16, 0, 1, sh, sw, sh) local endAsset = love.graphics.newQuad(sw-16, 0, 16, sh, sw, sh) local trueWidth = self.width - 32 love.graphics.draw(asset, startAsset, 0, (self.height - 13) / 2) love.graphics.draw(asset, endAsset, trueWidth-16, (self.height - 13) / 2) local iterations = trueWidth-32 for i=0,iterations do love.graphics.draw(asset, midAsset, 16+i, (self.height - 13) / 2) end h = math.floor(self.height / 2) - (self.font:getHeight() / 2) love.graphics.setColor(0, 0, 0, .8) self.font:print(self.label, 17, h, "left") self.font:print(self.label2, trueWidth - 8, h, "right") utils.graphics.resetColor() self.font:print(self.label, 16, h, "left") self.font:print(self.label2, trueWidth - 9, h, "right") end function BattleWidget:action() self.scene:flushKeys() self.scene.menusystem:deactivate() self:sendCharacterData() end -- External functions function BattleWidget:sendCharacterData() self.character:doNothing() end -- ActionWidget -- The basic action widget function ActionWidget:new(character, menu_name, action) self.actionType = action or "" ActionWidget.super.new(self, character, menu_name, action, "") end function ActionWidget:sendCharacterData() self.character:doBasicAction(self.actionType) end -- SubMenuWidget -- A simple widget to change menu function SubMenuWidget:new(character, menu_name, label, newmenu) local label2 = "" self.sfx = "mBack" if label ~= "back" then label2 = ">" self.sfx = "mBeep" end SubMenuWidget.super.new(self, character, menu_name, label, label2) self.newmenu = newmenu or "BaseMenu" end function SubMenuWidget:action() self.assets.sfx[self.sfx]:play() self.scene.menusystem:switchMenu(self.newmenu) end -- BackMenuWidget -- Quit the menu function BackMenuWidget:new(character, menu_name) BackMenuWidget.super.new(self, character, menu_name, "back", "") end function BackMenuWidget:sendCharacterData() self.assets.sfx["mBack"]:play() self.character:receiveBackSignal() end -- SkillWidget -- A widget to handle skills function SkillWidget:new(character, menu_name, skill) self.skillname = skill local label2 = "00" self.skilldata = game.skills:getSkillData(skill) if self.skilldata ~= nil then label2 = self.skilldata.cost or 0 if label2 < 10 then label2 = "0" .. label2 end end SkillWidget.super.new(self, character, menu_name, self.skillname, "-" .. label2, "skills") end function SkillWidget:sendCharacterData() if self.skilldata ~= nil then self.assets.sfx["mSelect"]:play() self.character:useSkill(self.skillname) else core.debug:warning("cbs/menu", "skill " .. self.skillname .. " doesn't exist") self.character:doNothing() self.assets.sfx["mError"]:play() end end return MenuConstructor