2932a7d85a
Make them handled by a single screen, removing a lot of dispersed drawing code in the turns handler
42 lines
No EOL
1.2 KiB
Lua
42 lines
No EOL
1.2 KiB
Lua
local GuiScreen = require "birb.modules.gui.screen"
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local CbsScreen = GuiScreen:extend()
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local StatutBar = require "scenes.battlesystem.gui.hudelements.statutbar"
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local TurnBar = require "scenes.battlesystem.gui.hudelements.turnbar"
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local BattleMenu = require "scenes.battlesystem.gui.hudelements.menu"
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local Composite = require "birb.modules.gui.elements.composite"
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local Counter = require "birb.modules.gui.elements.counter"
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local Asset = require "birb.modules.gui.elements.assets"
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local show = {
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{"turns", "movement", 0.5, 0.6, 424/2, 80, "inOutQuart"},
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}
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function CbsScreen:new()
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CbsScreen.super.new(self, "hud")
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self:show()
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end
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function CbsScreen:buildMenu(character)
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self.elements["battleMenu"]:rebuild(character)
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end
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function CbsScreen:createElements()
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local turns = self.scene.turns
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local list = {
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{Composite("turns", 10, 10, {
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{Asset("turnImg", "images", "hudturn", -1, -1), 0, 0},
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{Counter("turnCnt", "hudnbrs", turns.turns, "number", 2, -1, -1), 33, 1},
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{TurnBar(), 62, -3},
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}), 0},
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{BattleMenu(), 0}
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}
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for i, fighter in ipairs(turns.player:getList()) do
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table.insert(list, {StatutBar(fighter, i), 0})
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end
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return list
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end
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return CbsScreen |