150 lines
4.4 KiB
Lua
150 lines
4.4 KiB
Lua
local ListBox = require "core.modules.menusystem.listbox"
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local Widget = require "core.modules.menusystem.widgets"
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local MenuConstructor = Object:extend()
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local CharacterMenu = ListBox:extend()
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local CharMenuWidget = Widget.Text:extend()
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local BaseMenu = {"attack", "techs", "object", "defend", "flee", "back"}
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local MENUPOS_X1, MENUPOS_X2, MENUPOS_Y = 32, 32, 110
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local MENU_WIDTH, MENU_ITEM_HEIGHT = 112, 17
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local MENU_ITEM_NUMBER = 6
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function MenuConstructor:new( controller )
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self.controller = controller
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self.controller.assets:addFont("small", "assets/gui/fonts/PixelOperator.ttf", 16)
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end
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function MenuConstructor:reconstruct(character)
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self.controller.menusystem:reset()
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self:build(character)
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self.controller.menusystem:switchMenu("BaseMenu")
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end
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function MenuConstructor:build(character)
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self:buildBaseMenu(character)
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end
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function MenuConstructor:buildBaseMenu(character)
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CharacterMenu(self.controller, "BaseMenu", MENUPOS_X1 - 16, MENUPOS_Y)
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for i,v in ipairs(BaseMenu) do
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CharMenuWidget(self.controller, "BaseMenu", v, "", character)
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end
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self.controller.menusystem.menus["BaseMenu"]:setCancelWidget()
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end
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function MenuConstructor:set(currentCharacter)
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self:reconstruct(currentCharacter)
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end
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function MenuConstructor:buildSkillMenu()
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CharacterMenu(self.controller, "SkillMenu", MENUPOS_X1 - 16, MENUPOS_Y)
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local list = game.characters:getSkillList(self.character.charid)
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for k,v in pairs(list) do
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CharMenuWidget(self.controller, "SkillMenu", k, "", character)
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end
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CharMenuWidget(self.controller, "Back", v, "", character)
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self.controller.menusystem.menus["SkillMenu"]:setCancelWidget()
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end
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function MenuConstructor:unset( )
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self.isActive = false
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end
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function MenuConstructor:update(dt)
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if (self.isActive) then
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end
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end
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function MenuConstructor:sendSignal(menu, id)
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--print(self.menu[menu][id])
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self.isActive = false
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if (menu == 1) then
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self.character:getSignal(BaseMenu[id], 1)
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else
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self.character:getSignal(BaseMenu[menu], id)
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end
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end
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function MenuConstructor:draw()
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-- remove in order to avoid crash
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end
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-- CHARACTER_MENU
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-- The actuals menus in the character menu
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function CharacterMenu:new(scene, name, x, y)
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self.scene = scene
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local w, h = MENU_WIDTH, MENU_ITEM_NUMBER * MENU_ITEM_HEIGHT
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CharacterMenu.super.new(self, scene.menusystem, name, x, y, w, h, MENU_ITEM_NUMBER)
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self.cursorTexture = love.graphics.newImage("assets/gui/cursor-menulist.png")
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self.cursorTransition = 1
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end
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function CharacterMenu:update(dt)
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CharacterMenu.super.update(self, dt)
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local relativecursor = self.widget.selected - self.view.firstSlot
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local transition = self.cursorTransition - relativecursor
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if math.abs(transition) < 0.1 then
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self.cursorTransition = relativecursor
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else
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self.cursorTransition = (self.cursorTransition) + ((relativecursor) - (self.cursorTransition)) * dt*45
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end
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end
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function CharacterMenu:drawCursor()
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local addition = 17
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love.graphics.draw(self.cursorTexture, self.x + 4, self.y + (self.cursorTransition) * addition )
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end
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-- WIDGETS
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-- All widgets used by the Characters menus
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function CharMenuWidget:new(scene, menu_name, label1, label2, character)
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self.character = character
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self.menuname = menu_name
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self.scene = scene
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local menu = scene.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
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local font = scene.assets.fonts["small"]
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CharMenuWidget.super.new(self, menu, font, label1)
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self.label2 = label2 or ""
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end
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function CharMenuWidget:drawCanvas()
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local h
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local asset = love.graphics.newImage("assets/gui/attacklist.png")
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love.graphics.draw(asset, 0, (self.height - 13) / 2)
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h = math.floor(self.height / 2) - (self.font:getHeight() / 2)
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love.graphics.setColor(0, 0, 0, .8)
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self.font:print(self.label, 17, h, "left")
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self.font:print(self.label2, self.width - 8, h, "right")
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utils.graphics.resetColor()
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self.font:print(self.label, 16, h, "left")
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self.font:print(self.label2, self.width - 9, h, "right")
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end
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function CharMenuWidget:action()
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self.character:getSignal(self.menuname, self.label)
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self.scene.menusystem:reset()
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end
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-- Submenu Widget
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function SubMenuWidget:new(scene, menu_name, label, newmenu, character)
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SubMenuWidget.super.new(self, scene, menu_name, label, "", character)
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self.newmenu = newmenu or "BaseMenu"
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end
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function SubMenuWidget:action()
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self.scene.menusystem:switchMenu(newmenu)
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end
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return MenuConstructor
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