1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
|
-- `Menu`
-- It is one of the last things I will need to mess around with. I'm happy and surprised everything works so far.
-- For sure I have learnt a lot about lua during this journey. Still a lot ahead. I will continue writing in the same style though, to not make it even worse.
-- WHOLE CODE HAS FLAG OF "need a cleanup"
require "selector"
-- Metatable of `Menu`
Menu = {
-- move selectors to one table; make functions to retrieve selectors w or w/o controller
selectors = nil,
nauts = require "nautslist",
portrait_sprite = nil,
portrait_sheet = require "portraits",
scale = getScale(),
countdown = 10,
maplist = require "maplist",
map = 1,
header_move = 0
}
-- Constructor of `Menu`
function Menu:new()
-- Meta
local o = {}
setmetatable(o, self)
self.__index = self
-- initialize
o.selectors = {}
o.portrait_sprite = love.graphics.newImage("assets/portraits.png")
-- selectors
for i=0,3 do
o:newSelector()
end
-- music
o.music = Music:new("ROFLmenu.ogg")
return o
end
-- Destructor
function Menu:delete()
self.music:delete()
end
-- Naut selector
function Menu:newSelector()
local selector = Selector:new(self)
local w, h = love.graphics.getWidth()/self.scale, love.graphics.getHeight()/self.scale
local n = #self.selectors - 1
table.insert(self.selectors, selector)
local x = (w-76)/2+n*44
local y = h/2-8
selector:setPosition(x, y)
end
-- Selectors tables getters
-- 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: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: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 (1.) and if it is locked (2.)
function Menu:isSetUsed(set)
for k,selector in pairs(self:getSelectorsActive()) do
if selector:getControlSet() == set then
if selector:getState() == 2 then
return true, true
else
return true, false
end
end
end
return false, false
end
-- Header get bounce move
function Menu:getBounce(f)
local f = f or 1
return math.sin(self.header_move*f*math.pi)
end
-- Speed up countdown
function Menu:countdownJump()
if self.countdown ~= Menu.countdown then -- Menu.countdown is initial
self.countdown = self.countdown - 1
end
end
-- Get table of nauts currently selected by locked selectors
function Menu:getNauts()
local nauts = {}
for _,selector in pairs(self:getSelectorsLocked()) do
table.insert(nauts, {selector:getSelectionName(), selector:getControlSet()})
end
return nauts
end
-- WARUDO
function Menu:startGame()
local world = World:new(self.maplist[self.map], self:getNauts())
changeScene(world)
end
-- LÖVE2D callbacks
-- Update
function Menu:update(dt)
if #self:getSelectorsLocked() > 1 then
self.countdown = self.countdown - dt
else
self.countdown = Menu.countdown -- Menu.countdown is initial
end
if self.countdown < 0 then
self:startGame()
end
-- Bounce header
self.header_move = self.header_move + dt
if self.header_move > 2 then
self.header_move = self.header_move - 2
end
end
-- Draw
function Menu:draw()
-- locals
local w, h = love.graphics.getWidth()/self.scale, love.graphics.getHeight()/self.scale
local scale = self.scale
-- map selection
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:getSelectors()) do
selector:draw()
end
-- header
love.graphics.setFont(Bold)
local angle = self:getBounce(2)
local dy = self:getBounce()*4
love.graphics.printf("ROFLNAUTS2",(w/2)*scale,(32+dy)*scale,336,"center",(angle*5)*math.pi/180,scale,scale,168,12)
-- footer
love.graphics.setFont(Font)
love.graphics.printf("Use W,S,A,D,G,H or Arrows,Enter,Rshift or Gamepad\n\nA game by the Awesomenauts community\nSeltzy, PlasmaWisp, ParaDoX, MilkingChicken, Burningdillo, Bronkey, Aki, 04font\nBased on a game by Jan Willem Nijman, Paul Veer and Bits_Beats XOXO", (w/2)*scale, (h-42)*scale, 336, "center", 0, scale, scale, 168, 4)
-- countdown
local countdown = math.floor(self.countdown)
if self.countdown < Menu.countdown then -- Menu.countdown is initial
love.graphics.setFont(Bold)
love.graphics.print(countdown,(w/2-6.5)*self.scale,(h/2+30)*self.scale,0,self.scale,self.scale)
end
end
-- Controller callbacks
function Menu:controlpressed(set, action, key)
local used, locked = self:isSetUsed(set)
-- Pass to active selectors
for k,selector in pairs(self:getSelectorsActive()) do
selector:controlpressed(set, action, key)
end
if not used then
if action == "attack" then
self:getSelectorsInactive()[1]:assignControlSet(set)
end
-- 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
if action ~= "jump" then
if set == nil or locked then
self:countdownJump() -- that's funny isn't it? if not jump then jump
end
end
end
function Menu:controlreleased(set, action, key)
end
|