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--- `Menu`
-- It creates single screen of a menu
-- I do know that model I used here and in `World` loading configuration files is not flawless but I did not want to rewrite `World`s one but wanted to keep things similar at least in project scope.
Menu = {
	scale = getScale(),
	elements = --[[{not.Element}]]nil,
	active = 1,
	music = --[[not.Music]]nil,
	sprite = --[[love.graphics.newImage]]nil,
	background = --[[love.graphics.newImage]]nil,
	asteroids = --[[love.graphics.newImage]]nil,
	stars = --[[love.graphics.newImage]]nil,
	asteroids_bounce = 0,
	stars_frame = 1,
	stars_delay = 0.8,
	allowMove = true,
	quads = { -- TODO: Could be moved to config file or perhaps QuadManager to manage all quads for animations etc.
		button = {
			normal = love.graphics.newQuad(0, 0, 58,15, 80,130),
			active = love.graphics.newQuad(0, 0, 58,15, 80,130)
		},
		portrait = {
			normal = love.graphics.newQuad( 0, 15, 32,32, 80,130),
			active = love.graphics.newQuad(32, 15, 32,32, 80,130)
		},
		panorama = {
			normal = love.graphics.newQuad(0,47, 80,42, 80,130),
			active = love.graphics.newQuad(0,88, 80,42, 80,130)
		},
		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)
		},
	}
}

Menu.__index = Menu

require "not.MusicPlayer"

function Menu:new (name)
	local o = setmetatable({}, self)
	-- Load statically.
	if self.sprite == nil then
		self.sprite = love.graphics.newImage("assets/menu.png")
		self.background = love.graphics.newImage("assets/backgrounds/menu.png")
		self.asteroids = love.graphics.newImage("assets/asteroids.png")
		self.stars = love.graphics.newImage("assets/stars.png")
	end
	o:init(name)
	return o
end

function Menu:init (name)
	self.music = MusicPlayer("menu.ogg")
	self:open(name)
end

function Menu:delete ()
	self.music: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()
end

-- Return reference to quads table and menu sprite
function Menu:getSheet ()
	return self.sprite, self.quads
end

-- Cycle elements
function Menu:next ()
	self.elements[self.active]:blur()
	self.active = (self.active%#self.elements)+1
	if not self.elements[self.active]:focus() then
		self:next()
	end
end
function Menu:previous ()
	self.elements[self.active]:blur()
	if self.active == 1 then
		self.active = #self.elements
	else
		self.active = self.active - 1
	end
	if not self.elements[self.active]:focus() then
		self:previous()
	end
end

-- LÖVE2D callbacks
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)
	end
end

-- Controller callbacks
function Menu:controlpressed (set, action, key)
	if self.allowMove then
		if action == "down" then
			self:next()
		end
		if action == "up" then
			self:previous()
		end
	end
	for _,element in pairs(self.elements) do
		element:controlpressed(set, action, key)
	end
end
function Menu:controlreleased (set, action, key)
	for _,element in pairs(self.elements) do
		element:controlreleased(set, action, key)
	end
end