diff options
Diffstat (limited to 'not')
-rw-r--r-- | not/Button.lua | 76 | ||||
-rw-r--r-- | not/Element.lua | 50 | ||||
-rw-r--r-- | not/Header.lua | 48 | ||||
-rw-r--r-- | not/Selector.lua | 290 |
4 files changed, 464 insertions, 0 deletions
diff --git a/not/Button.lua b/not/Button.lua new file mode 100644 index 0000000..91aca45 --- /dev/null +++ b/not/Button.lua @@ -0,0 +1,76 @@ +--- `Button` +-- Menu element that can be activated by user. +Button = { + parent = --[[not.Menu]]nil, + x = 0, + y = 0, + text = "", + focused = false, + sprite, + quads, + delay = 2, + parent, +} + +-- `Button` is a child of `Element`. +require "not.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) + self.text = text or "" + return self +end + +function Button:focus(next) + self.focused = true + return true +end +function Button:blur () + self.focused = false +end + +function Button:active () end +function Button:isEnabled () + return true +end + +function Button:draw (scale) + local x,y = self:getPosition() + local quad = self.quads + local sprite = self.sprite + if self:isEnabled() then + love.graphics.setColor(255, 255, 255, 255) + else + love.graphics.setColor(140, 140, 140, 255) + end + love.graphics.draw(sprite, quad.button.normal, x*scale, y*scale, 0, scale, scale) + if self.focused then + love.graphics.draw(sprite, quad.arrow_l, (x+54+math.floor(self.delay))*scale, (y+5)*scale, 0, scale, scale) + love.graphics.draw(sprite, quad.arrow_r, (x-2-math.floor(self.delay))*scale, (y+5)*scale, 0, scale, scale) + end + 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) + 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) + if action == "attack" and self.focused and self:isEnabled() then + self:active() + end +end + +return Button diff --git a/not/Element.lua b/not/Element.lua new file mode 100644 index 0000000..e6d91da --- /dev/null +++ b/not/Element.lua @@ -0,0 +1,50 @@ +--- `Element` +-- Empty element used inside `Menu`. +Element = { + parent = --[[not.Menu]]nil, + x = 0, + y = 0 +} + +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 +function Element:setPosition (x, y) + self.x = x or 0 + self.y = y or 0 + return self +end + +function Element:set (name, func) + if type(name) == "string" and func ~= nil then + self[name] = func + end + return self +end + +-- 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. + +-- LÖVE2D callbacks +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 + +return Element diff --git a/not/Header.lua b/not/Header.lua new file mode 100644 index 0000000..a563ab2 --- /dev/null +++ b/not/Header.lua @@ -0,0 +1,48 @@ +--- `Header` +-- Swinging title. +Header = { + parent = --[[not.Menu]]nil, + x = 0, + y = 0, + text = "", + bounce = 2, +} + +-- `Header` is a child of `Element`. +require "not.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) + self.text = text or "" + return self +end + +function Header:getBounce (f) + local f = f or 1 + return math.sin(self.bounce*f*math.pi) +end + +-- LÖVE2D callbacks +function Header:draw (scale) + local angle = self:getBounce(2) + local dy = self:getBounce()*4 + local x,y = self:getPosition() + love.graphics.setColor(255,255,255,255) + 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) + 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 + +return Header diff --git a/not/Selector.lua b/not/Selector.lua new file mode 100644 index 0000000..8e03457 --- /dev/null +++ b/not/Selector.lua @@ -0,0 +1,290 @@ +--- `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? +selector:new(menu) + :setPosition(x, y) + :setMargin(8) -- each block has marigin on both sides; they do stack + :setSize(32, 32) -- size of single graphics frame + :set("list", require "nautslist") + :set("icons_i", love.graphics.newImage("assets/portraits.png")) + :set("icons_q", require "portraits") + :set("global", false) -- true: single selector; false: selector for each controller set present + :init() +]] +Selector = { + parent = --[[not.Menu]]nil, + x = 0, + y = 0, + width = 0, + height = 0, + margin = 0, + focused = false, + global = false, + delay = 2, + first = false, + list, + sets, + locks, + selections, + shape = "portrait", + sprite, + quads, + icons_i, + icons_q +} + +-- `Selector` is a child of `Element`. +require "not.Element" +Selector.__index = Selector +setmetatable(Selector, Element) + +-- Constructor +function Selector:new (parent) + local o = setmetatable({}, self) + o.parent = parent + o.sprite, o.quads = parent:getSheet() + return o +end + +-- Size of single block +function Selector:getSize () + return self.width, self.height +end +function Selector:setSize (width, height) + self.width, self.height = width, height + return self +end + +-- Spacing between two blocks +function Selector:getMargin () + return self.margin +end +function Selector:setMargin (margin) + self.margin = margin + return self +end + +-- Initialize Selector with current settings. +function Selector:init () + -- Make sure that there is list present + if self.list == nil then + self.list = {} + end + -- Initialize global Selector + if self.global then + self.sets = {} + self.locks = {false} + self.selections = {1} + -- Initialize Selector for Controllers + else + self.sets = Controller.getSets() + self.locks = {} + self.selections = {} + for n=1,#self.sets do + self.locks[n] = false + self.selections[n] = 1 + end + end + return self +end + +-- Cycle through list on given number +function Selector:next (n) + local current = self.selections[n] + self:setSelection(n, current + 1) +end +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) + 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 + end +end + +-- Check if given number is locked +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) + -- Functception. It sounds like fun but it isn't. + local function limit(new, total) + if new > total then + return limit(new - total, total) + elseif new < 1 then + return limit(total + new, total) + else + return new + end + end + local n = n or 1 + local old = self.selections[n] + self.selections[n] = limit(new, #self.list) + return old +end + +-- Get value of selection of given number +function Selector:getSelection (n) + local n = n or 1 + return self.selections[n] +end + +-- Get value from list by selection +function Selector:getListValue (i) + return self.list[i] +end + +-- Checks if selection of given number is unique within Selector scope. +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 + return false + end + end + return true +end + +-- Get list of selections, checks if not locked are allowed. +function Selector:getFullSelection (allowed) + local allowed = allowed + if allowed == nil then allowed = false end + local t = {} + for n,v in pairs(self.selections) do + local name = self:getListValue(self:getSelection(n)) + local locked = self:isLocked(n) + if locked or allowed then + local a = {name} + if self.sets[n] then table.insert(a, self.sets[n]) end + table.insert(t, a) + end + end + return t +end + +-- Rolls and returns random selection from list that is not locked. +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. + local avoids = avoids or {} + local total = #self.list + local random = love.math.random(1, total) + local eligible = true + for _,avoid in ipairs(avoids) do + if random == avoid then + eligible = false + break + end + end + if not eligible or self:isLocked(random) then + table.insert(avoids, random) + return self:rollRandom(avoid) + else + return random + end +end + +-- Draw single block of Selector +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)) + local locked = self:isLocked(n) + local sprite = self.sprite + local quad = self.quads + local icon = self.icons_i + local iconq = self.icons_q[name] + local w,h = self:getSize() + local unique = self:isUnique(n) + if unique then + love.graphics.setColor(255, 255, 255, 255) + else + love.graphics.setColor(140, 140, 140, 255) + end + if not locked then + love.graphics.draw(sprite, quad[self.shape].normal, x*scale, y*scale, 0, scale, scale) + else + love.graphics.draw(sprite, quad[self.shape].active, x*scale, y*scale, 0, scale, scale) + end + love.graphics.draw(icon, iconq, (x+2)*scale, (y+3)*scale, 0, scale, scale) + if self.focused then + local dy = (h-6)/2 + if not locked then + love.graphics.draw(sprite, quad.arrow_l, (x+0-2-math.floor(self.delay))* scale, (y+dy)*scale, 0, scale, scale) + love.graphics.draw(sprite, quad.arrow_r, (x+w-4+math.floor(self.delay))*scale, (y+dy)*scale, 0, scale, scale) + else + love.graphics.draw(sprite, quad.arrow_r, (x+0-2-math.floor(self.delay))* scale, (y+dy)*scale, 0, scale, scale) + love.graphics.draw(sprite, quad.arrow_l, (x+w-4+math.floor(self.delay))*scale, (y+dy)*scale, 0, scale, scale) + end + end + if (self:getSelection(n) ~= 1 or self.first) then + love.graphics.setFont(Font) + love.graphics.setColor(255, 255, 255, 255) + love.graphics.printf(string.upper(name), (x-w)*scale, (y+h+1)*scale, w*3, "center", 0, scale, scale) + end +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 (scale) + local x,y = self:getPosition() + local margin = self:getMargin() + local width = self:getSize() + x = x - #self.selections*0.5*(margin+margin+width) + for n=1,#self.selections do + self:drawBlock(n, x+(margin+width)*(n-1)+margin*n, y, scale) + end +end +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 + end +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) + if set and self.focused then + local n = self:checkNumber(set) + local locked = self:isLocked(n) + if action == "left" and not locked then self:previous(n) end + if action == "right" and not locked then self:next(n) end + if action == "attack" then + local name = self:getListValue(self:getSelection(n)) + if name == "random" then + self:setSelection(n, self:rollRandom({1,2})) -- avoid empty naut + self.locks[n] = true + else + -- If not empty or if first is allowed. Additionaly must be unique selection. + if (self:getSelection(n) ~= 1 or self.first) and self:isUnique(n) then + self.locks[n] = true + end + end + end + if action == "jump" then + if locked then + self.locks[n] = false + end + end + end +end + +return Selector |