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authorAki <nthirtyone@gmail.com>2016-08-24 01:57:39 +0200
committerAki <nthirtyone@gmail.com>2016-08-24 01:57:39 +0200
commita1d3d14781565f226e7795e4d426c28614baab88 (patch)
tree3a3d3824a28ca2666c244593a247f1bfee649de6
parentdb941f6b371774b7b9f5de0e8db86a9b4f5a1d7b (diff)
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First steps in new selector
-rw-r--r--selector.lua147
1 files changed, 55 insertions, 92 deletions
diff --git a/selector.lua b/selector.lua
index afdfed7..9e2ad23 100644
--- a/selector.lua
+++ b/selector.lua
@@ -1,112 +1,75 @@
--- `Selector`
--- Used in menu; selecting nauts?
+-- `Selector` (Element)
+-- Used in Menu for selecting various things from list. Works for each Controller set or globally.
+--[[
+How to use `Selector` in `Menu` config file?
+selector:new(menu)
+ :setPosition(x, y)
+ :set("list", require "file_with_list")
+ :set("global", true/false) -- true: single selector; false: selector for each controller set present
+]]
+
Selector = {
- naut = 1,
+ parent,
x = 0,
y = 0,
- parent = nil,
- controlset = nil,
- locked = false
+ focused = false,
+ global = false,
+ list,
+ sets,
+ locks,
+ selections
}
-function Selector:new(menu)
+
+-- Constructor
+function Selector:new(parent)
local o = {}
setmetatable(o, self)
self.__index = self
- o.parent = menu
+ o.parent = parent
+ o.list = {}
+ o.sets = {}
+ o.locks = {}
+ o.selections = {}
return o
end
+
-- Position
-function Selector:setPosition(x,y)
- self.x = x
- self.y = y
-end
function Selector:getPosition()
return self.x, self.y
end
--- Control Sets
-function Selector:assignControlSet(set)
- self.controlset = set
- self.naut = 2
-end
-function Selector:getControlSet()
- if self.controlset ~= nil then
- return self.controlset
- end
+function Selector:setPosition(x,y)
+ self.x, self.y = x, y
+ return self
end
--- States
-function Selector:getState()
- if self:getControlSet() ~= nil then
- if self.locked then
- return 2 -- has controls and locked
- end
- return 1 -- has controls but not locked
+
+-- General setter for Menu configuration files
+function Selector:set(name, func)
+ if type(name) == "string" and func ~= nil then
+ self[name] = func
end
- return 0 -- no controls and not locked
-end
-function Selector:clear()
- self.controlset = nil
- self.naut = 1
- self.locked = false
-end
-function Selector:getSelectionName()
- return self.parent.nauts[self.naut]
+ return self
end
+-- Selecting functions
+function Selector:getSelection(n) end
+function Selector:next(n) end
+function Selector:previous(n) end
+
+-- Menu callbacks
+function Selector:focus() -- Called when Element gains focus
+ self.focused = true
+ return true
+end
+function Selector:blur() -- Called when Element loses focus
+ self.focused = false
+end
+
-- LÖVE2D callbacks
-function Selector:draw()
- -- portrait, sprite
- local name = self.parent.nauts[self.naut]
- local p = self.parent.portrait_sheet[name]
- local sprite = self.parent.portrait_sprite
- -- scale, position
- local scale = self.parent.scale
- local x,y = self:getPosition()
- -- arrows
- local arrowl = self.parent.portrait_sheet.arrow_left
- local arrowr = self.parent.portrait_sheet.arrow_right
- if not self.locked then
- love.graphics.draw(sprite, p.normal, x*scale, y*scale, 0, scale, scale)
- if self.controlset ~= nil then
- love.graphics.draw(sprite, arrowl, (x-2)* scale, (y+13)*scale, 0, scale, scale)
- love.graphics.draw(sprite, arrowr, (x+30)*scale, (y+13)*scale, 0, scale, scale)
- end
- else
- love.graphics.draw(sprite, p.active, x*scale, y*scale, 0, scale, scale)
- end
- if self.naut ~= 1 then
- love.graphics.printf(string.upper(name), (x-8)*scale, (y+33)*scale, 48, "center", 0, scale, scale)
- end
-end
+function Selector:draw(scale) end
+function Selector:update(dt) end
-- Controller callbacks
-function Selector:controlpressed(set, action, key)
- -- locals
- local n = #self.parent.nauts
- if set == self:getControlSet() then
- if action == "left" and not self.locked then
- if self.naut == 2 or self.naut == 1 then
- self.naut = n
- else
- self.naut = self.naut - 1
- end
- elseif action == "right" and not self.locked then
- if self.naut == n then
- self.naut = 2
- else
- self.naut = self.naut + 1
- end
- elseif action == "attack" then
- if self.naut ~= 1 then
- self.locked = true
- end
- elseif action == "jump" then
- if self.locked == true then
- self.locked = false
- else
- self:clear()
- end
- end
- end
-end
-function Selector:controlreleased(set, action, key)
-end \ No newline at end of file
+function Selector:controlpressed(set, action, key) end
+function Selector:controlreleased(set, action, key) end
+
+return Selector \ No newline at end of file