diff options
Diffstat (limited to 'menu.lua')
-rw-r--r-- | menu.lua | 83 |
1 files changed, 51 insertions, 32 deletions
@@ -55,28 +55,50 @@ function Menu:newSelector() end -- Selectors tables getters --- active: with controller; inactive: without controller -function Menu:getSelectorsAll() +-- all of them +function Menu:getSelectors() return self.selectors end +-- with control set function Menu:getSelectorsActive() local t = {} for _,selector in pairs(self.selectors) do - if selector:getController() ~= nil then + if selector:getState() ~= 0 then table.insert(t, selector) end end return t end +-- without control set function Menu:getSelectorsInactive() local t = {} for _,selector in pairs(self.selectors) do - if selector:getController() == nil then + if selector:getState() == 0 then table.insert(t, selector) end end return t end +-- with locked character +function Menu:getSelectorsLocked() + local t = {} + for _,selector in pairs(self.selectors) do + if selector:getState() == 2 then + table.insert(t, selector) + end + end + return t +end + +-- Tests if Control set is assigned to any selector +function Menu:isSetUsed(set) + for k,selector in pairs(self:getSelectorsActive()) do + if selector:getControlSet() == set then + return true + end + end + return false +end -- Header get bounce move function Menu:getBounce(f) @@ -91,11 +113,11 @@ function Menu:countdownJump() end end --- Get table of nauts currently selected by active selectors +-- Get table of nauts currently selected by locked selectors function Menu:getNauts() local nauts = {} - for _,selector in pairs(self:getSelectorsActive()) do - table.insert(nauts, {selector:getSelectionName(), selector:getController()}) + for _,selector in pairs(self:getSelectorsLocked()) do + table.insert(nauts, {selector:getSelectionName(), selector:getControlSet()}) end return nauts end @@ -109,20 +131,12 @@ end -- LÖVE2D callbacks -- Update function Menu:update(dt) - local state = true - if #self:getSelectorsActive() > 1 then - for _,selector in pairs(self:getSelectorsActive()) do - state = state and selector.state - end - else - state = false - end - if state then + if #self:getSelectorsLocked() > 1 then self.countdown = self.countdown - dt else self.countdown = Menu.countdown -- Menu.countdown is initial end - if state and self.countdown < 0 then + if self.countdown < 0 then self:startGame() end -- Bounce header @@ -140,7 +154,7 @@ function Menu:draw() love.graphics.setFont(Font) love.graphics.printf("Map: " .. self.maplist[self.map], (w/2)*scale, (h/2-22)*scale, 150, "center", 0, scale, scale, 75, 4) -- character selection - for _,selector in pairs(self:getSelectorsAll()) do + for _,selector in pairs(self:getSelectors()) do selector:draw() end -- header @@ -161,23 +175,28 @@ end -- Controller callbacks function Menu:controlpressed(set, action, key) - -- pass to selectors - for k,selector in pairs(Menu:getSelectorsAll()) do + -- Pass to active selectors + for k,selector in pairs(self:getSelectorsActive()) do selector:controlpressed(set, action, key) end - -- map selection chaos! - if action == "left" then - if self.map ~= 1 then - self.map = self.map - 1 - else - self.map = #self.maplist + if not self:isSetUsed(set) then + if action == "attack" then + self:getSelectorsInactive()[1]:assignControlSet(set) end - end - if action == "right" then - if self.map ~= #self.maplist then - self.map = self.map + 1 - else - self.map = 1 + -- map selection chaos! + if action == "left" then + if self.map ~= 1 then + self.map = self.map - 1 + else + self.map = #self.maplist + end + end + if action == "right" then + if self.map ~= #self.maplist then + self.map = self.map + 1 + else + self.map = 1 + end end end -- speed up the countdown |