local ListBox = require "core.modules.menusystem.listbox" local Widget = require "core.modules.menusystem.widgets" local MenuConstructor = Object:extend() local CharacterMenu = ListBox:extend() local CharMenuWidget = Widget.Text:extend() local BaseMenu = {"attack", "techs", "object", "defend", "flee", "back"} local MENUPOS_X1, MENUPOS_X2, MENUPOS_Y = 32, 32, 110 local MENU_WIDTH, MENU_ITEM_HEIGHT = 112, 17 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) self.controller.menusystem:reset() self:build(character) self.controller.menusystem:switchMenu("BaseMenu") end function MenuConstructor:build(character) self:buildBaseMenu(character) end function MenuConstructor:buildBaseMenu(character) CharacterMenu(self.controller, "BaseMenu", MENUPOS_X1 - 16, MENUPOS_Y) for i,v in ipairs(BaseMenu) do CharMenuWidget(self.controller, "BaseMenu", "small", v, "", character) end 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"} end function MenuConstructor:getSkillList() local list = game.characters:getSkillList(self.character.charid) local skillmenu = {} for k,v in pairs(list) do table.insert(skillmenu, k) end table.insert(skillmenu, "back") return skillmenu end function MenuConstructor:unset( ) self.isActive = false 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 function MenuConstructor:sendSignal(menu, id) --print(self.menu[menu][id]) self.isActive = false if (menu == 1) then self.character:getSignal(BaseMenu[id], 1) else self.character:getSignal(BaseMenu[menu], id) end 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 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) end function CharacterMenu:drawCursor() CharacterMenu.super.drawCursor(self) --local addition = 16 --love.graphics.draw(self.cursorTexture, self.x - 12, self.y + (self.cursorTransition) * addition + 2 ) end -- WIDGETS -- All widgets used by the Characters menus function CharMenuWidget:new(scene, menu_name, font_name, label1, label2, character) self.character = character local menu = scene.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist") local font = scene.assets.fonts[font_name] or error("font " ..font_name .. " doesn't exist") CharMenuWidget.super.new(self, menu, font, label1) self.label2 = label2 or "" end function CharMenuWidget:drawCanvas() local h local asset = love.graphics.newImage("assets/gui/attacklist.png") love.graphics.draw(asset, 0, (self.height - 13) / 2) 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, self.width - 8, h, "right") utils.graphics.resetColor() self.font:print(self.label, 16, h, "left") self.font:print(self.label2, self.width - 9, h, "right") end return MenuConstructor