diff options
-rw-r--r-- | button.lua | 56 | ||||
-rw-r--r-- | element.lua | 50 | ||||
-rw-r--r-- | header.lua | 45 | ||||
-rw-r--r-- | selector.lua | 78 |
4 files changed, 105 insertions, 124 deletions
@@ -1,51 +1,48 @@ --- `Button` --- Button used in `Menu` - +--- `Button` +-- Menu element that can be activated by user. Button = { - text = "", - focused = false, + parent = --[[not.Menu]]nil, x = 0, y = 0, + text = "", + focused = false, sprite, quads, delay = 2, parent, } -function Button:new(parent) - local o = {} - setmetatable(o, self) - self.__index = self +-- `Button` is a child of `Element`. +require "element" +Button.__index = Button +setmetatable(Button, Element) + +function Button:new (parent) + local o = setmetatable({}, self) o.parent = parent o.sprite, o.quads = parent:getSheet() return o end -function Button:setText(text) + +function Button:setText (text) self.text = text or "" return self end -function Button:setPosition(x, y) - self.x = x or 0 - self.y = y or 0 - return self -end -function Button:getPosition() return self.x,self.y end + function Button:focus(next) self.focused = true return true end -function Button:blur() +function Button:blur () self.focused = false end -function Button:active() end -function Button:isEnabled() return true end -function Button:set(name, func) - if type(name) == "string" and type(func) == "function" then - self[name] = func - end - return self + +function Button:active () end +function Button:isEnabled () + return true end -function Button:draw(scale) + +function Button:draw (scale) local x,y = self:getPosition() local quad = self.quads local sprite = self.sprite @@ -62,17 +59,18 @@ function Button:draw(scale) love.graphics.setFont(Font) love.graphics.printf(self.text, (x+2)*scale, (y+4)*scale, 54, "center", 0, scale, scale) end -function Button:update(dt) + +function Button:update (dt) self.delay = self.delay + dt if self.delay > Button.delay then -- Button.delay is initial self.delay = self.delay - Button.delay end end -function Button:controlpressed(set, action, key) + +function Button:controlpressed (set, action, key) if action == "attack" and self.focused and self:isEnabled() then self:active() end end -function Button:controlreleased(set, action, key) end -return Button
\ No newline at end of file +return Button diff --git a/element.lua b/element.lua index f9d1c3d..e6d91da 100644 --- a/element.lua +++ b/element.lua @@ -1,42 +1,50 @@ --- `Element` --- Empty element for `Menu` creation. Can be anything. +--- `Element` +-- Empty element used inside `Menu`. Element = { + parent = --[[not.Menu]]nil, x = 0, - y = 0, - parent + y = 0 } -function Element:new(parent) - local o = {} - setmetatable(o, self) - self.__index = self + +Element.__index = Element + +function Element:new (parent) + local o = setmetatable({}, self) o.parent = parent return o end -function Element:delete() end -- deletes Element -function Element:getPosition() return self.x, self.y end -- gives x,y of Element -function Element:setPosition(x,y) - self.x, self.y = x, y + +function Element:delete () end -- deletes Element + +function Element:getPosition () + return self.x, self.y +end +function Element:setPosition (x, y) + self.x = x or 0 + self.y = y or 0 return self end -function Element:set(name, func) + +function Element:set (name, func) if type(name) == "string" and func ~= nil then self[name] = func end return self end --- Menu callbacks -function Element:focus() -- Called when Element gains focus +-- Called when menu tries to focus on this element. +-- If it will return false then menu will skip element and go to next in list. +function Element:focus () return false end -function Element:blur() end -- Called when Element loses focus +function Element:blur () end -- Called when Element loses focus. -- LÖVE2D callbacks -function Element:draw(scale) end -function Element:update(dt) end +function Element:draw (scale) end +function Element:update (dt) end -- Controller callbacks -function Element:controlpressed(set, action, key) end -function Element:controlreleased(set, action, key) end +function Element:controlpressed (set, action, key) end +function Element:controlreleased (set, action, key) end -return Element
\ No newline at end of file +return Element @@ -1,41 +1,36 @@ --- `Header` --- It dances! - +--- `Header` +-- Swinging title. Header = { + parent = --[[not.Menu]]nil, x = 0, y = 0, text = "", - parent, bounce = 2, } -function Header:new(parent) - local o = {} - setmetatable(o, self) - self.__index = self + +-- `Header` is a child of `Element`. +require "element" +Header.__index = Header +setmetatable(Header, Element) + +function Header:new (parent) + local o = setmetatable({}, self) o.parent = parent return o end -function Header:setText(text) + +function Header:setText (text) self.text = text or "" return self end -function Header:setPosition(x, y) - self.x = x or 0 - self.y = y or 0 - return self -end -function Header:getBounce(f) + +function Header:getBounce (f) local f = f or 1 return math.sin(self.bounce*f*math.pi) end -function Header:getPosition() return self.x,self.y end -- gives x,y of Element -function Header:focus() - return false -end -function Header:blur() end -- Called when Element loses focus -- LÖVE2D callbacks -function Header:draw(scale) +function Header:draw (scale) local angle = self:getBounce(2) local dy = self:getBounce()*4 local x,y = self:getPosition() @@ -43,15 +38,11 @@ function Header:draw(scale) love.graphics.setFont(Bold) love.graphics.printf(string.upper(self.text),x*scale,(y+dy)*scale,400,"center",(angle*5)*math.pi/180,scale,scale,200,12) end -function Header:update(dt) +function Header:update (dt) self.bounce = self.bounce + dt*0.7 if self.bounce > Header.bounce then -- Header.bounce is initial self.bounce = self.bounce - Header.bounce end end --- Controller callbacks -function Header:controlpressed(set, action, key) end -function Header:controlreleased(set, action, key) end - -return Header
\ No newline at end of file +return Header diff --git a/selector.lua b/selector.lua index 03be918..1a449ed 100644 --- a/selector.lua +++ b/selector.lua @@ -1,4 +1,4 @@ --- `Selector` (Element) +--- `Selector` -- Used in Menu for selecting various things from list. Works for each Controller set or globally. --[[ How to use `Selector` in `Menu` config file? @@ -12,9 +12,8 @@ selector:new(menu) :set("global", false) -- true: single selector; false: selector for each controller set present :init() ]] - Selector = { - parent, + parent = --[[not.Menu]]nil, x = 0, y = 0, width = 0, @@ -35,53 +34,39 @@ Selector = { icons_q } +-- `Selector` is a child of `Element`. +require "element" +Selector.__index = Selector +setmetatable(Selector, Element) + -- Constructor -function Selector:new(parent) - local o = {} - setmetatable(o, self) - self.__index = self +function Selector:new (parent) + local o = setmetatable({}, self) o.parent = parent o.sprite, o.quads = parent:getSheet() return o end --- Position -function Selector:getPosition() - return self.x, self.y -end -function Selector:setPosition(x,y) - self.x, self.y = x, y - return self -end - -- Size of single block -function Selector:getSize() +function Selector:getSize () return self.width, self.height end -function Selector:setSize(width, height) +function Selector:setSize (width, height) self.width, self.height = width, height return self end -- Spacing between two blocks -function Selector:getMargin() +function Selector:getMargin () return self.margin end -function Selector:setMargin(margin) +function Selector:setMargin (margin) self.margin = margin return self end --- General setter for Menu configuration files -function Selector:set(name, func) - if type(name) == "string" and func ~= nil then - self[name] = func - end - return self -end - -- Initialize Selector with current settings. -function Selector:init() +function Selector:init () -- Make sure that there is list present if self.list == nil then self.list = {} @@ -105,17 +90,17 @@ function Selector:init() end -- Cycle through list on given number -function Selector:next(n) +function Selector:next (n) local current = self.selections[n] self:setSelection(n, current + 1) end -function Selector:previous(n) +function Selector:previous (n) local current = self.selections[n] self:setSelection(n, current - 1) end -- Get number associated with a given set -function Selector:checkNumber(set) +function Selector:checkNumber (set) if self.global then return 1 end -- For global Selector for n,check in pairs(self.sets) do if check == set then return n end @@ -123,13 +108,13 @@ function Selector:checkNumber(set) end -- Check if given number is locked -function Selector:isLocked(n) +function Selector:isLocked (n) local n = n or 1 return self.locks[n] end -- Sets value of selection of given number. Returns old. -function Selector:setSelection(n, new) +function Selector:setSelection (n, new) -- Functception. It sounds like fun but it isn't. local function limit(new, total) if new > total then @@ -147,18 +132,18 @@ function Selector:setSelection(n, new) end -- Get value of selection of given number -function Selector:getSelection(n) +function Selector:getSelection (n) local n = n or 1 return self.selections[n] end -- Get value from list by selection -function Selector:getListValue(i) +function Selector:getListValue (i) return self.list[i] end -- Checks if selection of given number is unique within Selector scope. -function Selector:isUnique(n) +function Selector:isUnique (n) local selection = self:getSelection(n) for fn,v in pairs(self.selections) do if fn ~= n and self:isLocked(fn) and v == selection then @@ -169,7 +154,7 @@ function Selector:isUnique(n) end -- Get list of selections, checks if not locked are allowed. -function Selector:getFullSelection(allowed) +function Selector:getFullSelection (allowed) local allowed = allowed if allowed == nil then allowed = false end local t = {} @@ -186,7 +171,7 @@ function Selector:getFullSelection(allowed) end -- Rolls and returns random selection from list that is not locked. -function Selector:rollRandom(avoids) +function Selector:rollRandom (avoids) -- Me: You should make it simpler. -- Inner me: Nah, it works. Leave it. -- Me: Ok, let's leave it as it is. @@ -209,7 +194,7 @@ function Selector:rollRandom(avoids) end -- Draw single block of Selector -function Selector:drawBlock(n, x, y, scale) +function Selector:drawBlock (n, x, y, scale) if self.quads == nil or self.sprite == nil then return end local x, y = x or 0, y or 0 local name = self:getListValue(self:getSelection(n)) @@ -249,16 +234,16 @@ function Selector:drawBlock(n, x, y, scale) end -- Menu callbacks -function Selector:focus() -- Called when Element gains focus +function Selector:focus () -- Called when Element gains focus self.focused = true return true end -function Selector:blur() -- Called when Element loses focus +function Selector:blur () -- Called when Element loses focus self.focused = false end -- LÖVE2D callbacks -function Selector:draw(scale) +function Selector:draw (scale) local x,y = self:getPosition() local margin = self:getMargin() local width = self:getSize() @@ -267,7 +252,7 @@ function Selector:draw(scale) self:drawBlock(n, x+(margin+width)*(n-1)+margin*n, y, scale) end end -function Selector:update(dt) +function Selector:update (dt) self.delay = self.delay + dt if self.delay > Selector.delay then -- Selector.delay is initial self.delay = self.delay - Selector.delay @@ -276,7 +261,7 @@ end -- Controller callbacks -- TODO: Add action to perform when key is pressed and selector is locked in e.g. to move into character selection from map selection. -function Selector:controlpressed(set, action, key) +function Selector:controlpressed (set, action, key) if set and self.focused then local n = self:checkNumber(set) local locked = self:isLocked(n) @@ -301,6 +286,5 @@ function Selector:controlpressed(set, action, key) end end end -function Selector:controlreleased(set, action, key) end -return Selector
\ No newline at end of file +return Selector |