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-- `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
-- active: with controller; inactive: without controller
function Menu:getSelectorsAll()
return self.selectors
end
function Menu:getSelectorsActive()
local t = {}
for _,selector in pairs(self.selectors) do
if selector:getController() ~= nil then
table.insert(t, selector)
end
end
return t
end
function Menu:getSelectorsInactive()
local t = {}
for _,selector in pairs(self.selectors) do
if selector:getController() == nil then
table.insert(t, selector)
end
end
return t
end
-- Selectors numbers getters
function Menu:getSelectorsNumberAll()
return #self.selectors
end
function Menu:getSelectorsNumberActive()
local n = 0
for _,selector in pairs(self.selectors) do
if selector:getController() ~= nil then
n = n + 1
end
end
return n
end
function Menu:getSelectorsNumberInactive()
local n = 0
for _,selector in pairs(self.selectors) do
if selector:getController() == nil then
n = n + 1
end
end
return n
end
-- Header get bounce move
function Menu:getBounce(f)
local f = f or 1
return math.sin(self.header_move*f*math.pi)
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:getSelectorsAll()) 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, 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
-- Upadte
function Menu:update(dt)
local state = true
if self:getSelectorsNumberActive() > 1 then
for _,selector in pairs(self:getSelectorsActive()) do
state = state and selector.state
end
else
state = false
end
if state then
self.countdown = self.countdown - dt
else
self.countdown = Menu.countdown -- Menu.countdown is initial
end
if state and 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
-- Speed up countdown
function Menu:countdownJump()
if self.countdown ~= Menu.countdown then -- Menu.countdown is initial
self.countdown = self.countdown - 1
end
end
--
function Menu:unselectSelector(selector)
local i = 0
for _,v in pairs(self:getSelectorsActive()) do
if v == selector then
i = _
break
end
end
if i ~= 0 then
self:assignController(selector:getController())
selector:clear()
end
end
-- Controllers
function Menu:assignController(controller)
controller:setParent(self)
end
function Menu:controllerPressed(control, controller)
-- assign to character selection
if control == "attack" then
local selector = self:getSelectorsInactive()[1]
if selector ~= nil then
selector:assignController(controller)
end
end
-- map selection chaos!
if control == "left" then
if self.map ~= 1 then
self.map = self.map - 1
else
self.map = #self.maplist
end
end
if control == "right" then
if self.map ~= #self.maplist then
self.map = self.map + 1
else
self.map = 1
end
end
end
-- It just must be here
function Menu:controllerReleased(control, controller)
end
function Menu:getNauts()
local nauts = {}
for _,selector in pairs(self:getSelectorsActive()) do
table.insert(nauts, {selector:getSelectionName(), selector:getController()})
end
return nauts
end
-- WARUDO
function Menu:startGame()
local world = World:new(self.maplist[self.map], self:getNauts())
changeScene(world)
end
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