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local menu, background = ...
local Button = require "not.Button"
local Selector = require "not.Selector"
local Element = require "not.Element"
local Group = require "not.Group"
local width, height = love.graphics.getWidth()/getScale(), love.graphics.getHeight()/getScale()
local bx = width/2-29
local startButton = Button(menu)
if background == nil or not background:is(require "not.MenuBackground") then
background = require "not.MenuBackground"(menu)
end
-- TODO: loadConfigs and isAvailable are duplicated in menus/select and menus/host.
local
function isAvailable (item)
if item then
if debug then
return true
end
local at = type(item.available)
if at == "boolean" then
return item.available
end
if at == "string" then
return false
end
end
end
local
function loadConfigs (dir, process)
local items, icons = {}, {}
for _,file in pairs(love.filesystem.getDirectoryItems(dir)) do
local path = string.format("%s/%s", dir, file)
if love.filesystem.isFile(path) and file ~= "readme.md" then
local item = love.filesystem.load(path)()
if isAvailable(item) then
if process then
process(item, file, path)
end
table.insert(icons, love.graphics.newImage(item.portrait))
table.insert(items, item)
end
end
end
return items, icons
end
-- TODO: Clean-up menus/select, menus/host and Hero after portraits split.
local group, get
do
local nauts, icons = loadConfigs("config/nauts")
-- TODO: Find a better way to add empty and random entries to naut Selector.
table.insert(icons, 1, false)
table.insert(nauts, 1, {name = "empty"})
table.insert(icons, 2, love.graphics.newImage("assets/portraits/random.png"))
table.insert(nauts, 2, {name = "random"})
group = Group(menu)
local
function attack (self)
if not self.lock then
local selected = self:getSelected()
if selected.name == "empty" then
return
end
if selected.name == "random" then
self.index = self:rollRandom({1, 2})
end
if self:isUnique() then
self.lock = true
end
end
end
for i,_ in pairs(Controller.getSets()) do
group:addChild(Selector(nauts, group, menu))
:set("icons", icons)
:set("attack", attack)
:set("getText", function (self)
return string.upper(self:getSelected().name)
end)
end
group:set("margin", 16)
local gw, gh = group:getSize()
group:setPosition((width - gw)/2, 55)
function get ()
local selection = group:callEach("getLocked")
for i,naut in ipairs(selection) do
selection[i] = {naut, Controller.getSets()[i]}
end
return selection
end
end
return {
background,
group,
startButton
:setText("Force start")
:setPosition(bx,134)
:set("isEnabled", function ()
return #get() > 1
end)
:set("active", function (self)
sceneManager:changeScene(World(MAP, get()))
end)
,
Button(menu)
:setText("Go back")
:setPosition(bx,150)
:set("active", function (self)
self.parent:open("host")
end)
,
Element(menu)
:setPosition(bx, 101)
:set("the_final_countdown", 9)
:set("draw", function (self, scale)
if self.the_final_countdown ~= 9 then
local x,y = self:getPosition()
local countdown = math.max(1, math.ceil(self.the_final_countdown))
love.graphics.setColor(255, 255, 255, 255)
love.graphics.setFont(Font)
love.graphics.print("Autostart in:", (x-16)*scale, (y+10)*scale, 0, scale, scale)
love.graphics.setFont(Bold)
love.graphics.printf(countdown, (x+40)*scale, (y)*scale, 36, "center", 0, scale, scale)
end
end)
:set("update", function (self, dt)
if #get() > 1 then
self.the_final_countdown = self.the_final_countdown - dt
else
self.the_final_countdown = 9
end
if self.the_final_countdown < 0 then
startButton:active()
end
end)
,
}
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