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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
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)
musicPlayer:setTrack("menu.ogg")
musicPlayer:play()
self:open(name)
end
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()
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
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