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-rw-r--r--not/Menu.lua35
-rw-r--r--not/MenuBackground.lua49
-rw-r--r--not/Scene.lua4
3 files changed, 59 insertions, 29 deletions
diff --git a/not/Menu.lua b/not/Menu.lua
index ea47993..a837045 100644
--- a/not/Menu.lua
+++ b/not/Menu.lua
@@ -8,12 +8,6 @@ Menu.elements = --[[{not.Element}]]nil
Menu.active = 1
Menu.music = --[[not.Music]]nil
Menu.sprite = --[[love.graphics.newImage]]nil
-Menu.background = --[[love.graphics.newImage]]nil
-Menu.asteroids = --[[love.graphics.newImage]]nil
-Menu.stars = --[[love.graphics.newImage]]nil
-Menu.asteroids_bounce = 0
-Menu.stars_frame = 1
-Menu.stars_delay = 0.8
Menu.allowMove = true
Menu.quads = { -- TODO: Could be moved to config file or perhaps QuadManager to manage all quads for animations etc.
button = {
@@ -30,22 +24,16 @@ Menu.quads = { -- TODO: Could be moved to config file or perhaps QuadManager to
},
arrow_l = love.graphics.newQuad(68, 0, 6, 6, 80,130),
arrow_r = love.graphics.newQuad(74, 0, 6, 6, 80,130),
- stars = {
- love.graphics.newQuad( 0, 0, 320, 200, 640,200),
- love.graphics.newQuad(320, 0, 320, 200, 640,200)
- },
}
function Menu:new (name)
-- Load statically.
if Menu.sprite == nil then
Menu.sprite = love.graphics.newImage("assets/menu.png")
- Menu.background = love.graphics.newImage("assets/backgrounds/menu.png")
- Menu.asteroids = love.graphics.newImage("assets/asteroids.png")
- Menu.stars = love.graphics.newImage("assets/stars.png")
end
musicPlayer:setTrack("menu.ogg")
musicPlayer:play()
+ self.elements = {}
self:open(name)
end
@@ -54,8 +42,11 @@ function Menu:delete () end
function Menu:open (name)
local name = name or "main"
self.active = Menu.active --Menu.active is initial
- self.elements = love.filesystem.load(string.format("config/menus/%s.lua", name))(self)
- self.elements[self.active]:focus()
+ self.elements = love.filesystem.load(string.format("config/menus/%s.lua", name))(self, self.elements[1])
+ -- Common with `next` method.
+ if not self.elements[self.active]:focus() then
+ self:next()
+ end
end
-- Return reference to quads table and menu sprite
@@ -88,24 +79,10 @@ function Menu:update (dt)
for _,element in pairs(self.elements) do
element:update(dt)
end
- self.asteroids_bounce = self.asteroids_bounce + dt*0.1
- if self.asteroids_bounce > 2 then self.asteroids_bounce = self.asteroids_bounce - 2 end
- self.stars_delay = self.stars_delay - dt
- if self.stars_delay < 0 then
- self.stars_delay = self.stars_delay + Menu.stars_delay --Menu.stars_delay is initial
- if self.stars_frame == 2 then
- self.stars_frame = 1
- else
- self.stars_frame = 2
- end
- end
end
function Menu:draw ()
local scale = self.scale
local scaler = getRealScale()
- love.graphics.draw(self.background, 0, 0, 0, scaler, scaler)
- love.graphics.draw(self.stars, self.quads.stars[self.stars_frame], 0, 0, 0, scaler, scaler)
- love.graphics.draw(self.asteroids, 0, math.floor(64+math.sin(self.asteroids_bounce*math.pi)*4)*scaler, 0, scaler, scaler)
love.graphics.setFont(Font)
for _,element in pairs(self.elements) do
element:draw(scale)
diff --git a/not/MenuBackground.lua b/not/MenuBackground.lua
new file mode 100644
index 0000000..83b409c
--- /dev/null
+++ b/not/MenuBackground.lua
@@ -0,0 +1,49 @@
+--- `MenuBackground`
+-- Represented as space background with blinking stars and moving asteroids.
+-- It might be too specific, but whatever. It is still better than hardcoded background in `Menu` class.
+MenuBackground = require "not.Element":extends()
+
+MenuBackground.BASE_STARS_DELAY = .8
+MenuBackground.QUAD_STARS = {
+ love.graphics.newQuad( 0, 0, 320, 200, 640,200),
+ love.graphics.newQuad(320, 0, 320, 200, 640,200)
+}
+
+function MenuBackground:new (parent)
+ MenuBackground.__super.new(parent)
+ self.starsFrame = 1
+ self.starsDelay = self.BASE_STARS_DELAY
+ self.asteroidsBounce = 0
+ -- Load statically.
+ if MenuBackground.IMAGE_BACKGROUND == nil then
+ MenuBackground.IMAGE_BACKGROUND = love.graphics.newImage("assets/backgrounds/menu.png")
+ MenuBackground.IMAGE_ASTEROIDS = love.graphics.newImage("assets/asteroids.png")
+ MenuBackground.IMAGE_STARS = love.graphics.newImage("assets/stars.png")
+ end
+end
+
+function MenuBackground:update (dt)
+ self.asteroidsBounce = self.asteroidsBounce + dt*0.1
+ if self.asteroidsBounce > 2 then
+ self.asteroidsBounce = self.asteroidsBounce - 2
+ end
+ self.starsDelay = self.starsDelay - dt
+ if self.starsDelay < 0 then
+ self.starsDelay = self.starsDelay + self.BASE_STARS_DELAY
+ if self.starsFrame == 2 then
+ self.starsFrame = 1
+ else
+ self.starsFrame = 2
+ end
+ end
+end
+
+function MenuBackground:draw ()
+ local scale = self.scale
+ local scaler = getRealScale()
+ love.graphics.draw(self.IMAGE_BACKGROUND, 0, 0, 0, scaler, scaler)
+ love.graphics.draw(self.IMAGE_STARS, self.QUAD_STARS[self.starsFrame], 0, 0, 0, scaler, scaler)
+ love.graphics.draw(self.IMAGE_ASTEROIDS, 0, math.floor(64+math.sin(self.asteroidsBounce*math.pi)*4)*scaler, 0, scaler, scaler)
+end
+
+return MenuBackground
diff --git a/not/Scene.lua b/not/Scene.lua
index c770fe4..3324284 100644
--- a/not/Scene.lua
+++ b/not/Scene.lua
@@ -7,6 +7,10 @@ function Scene:new ()
self.inputDisabled = false
end
+function Scene:delete () end
+function Scene:update (dt) end
+function Scene:draw () end
+
-- Following setters and getters are a little bit too much, I think. But they do follow general coding directions.
function Scene:setSleeping (sleeping)
self.sleeping = sleeping