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
|
--- `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 = require "not.Scene":extends()
Menu.scale = getScale()
Menu.elements = --[[{not.Element}]]nil
Menu.active = 1
Menu.music = --[[not.Music]]nil
Menu.sprite = --[[love.graphics.newImage]]nil
Menu.background = --[[love.graphics.newImage]]nil
Menu.asteroids = --[[love.graphics.newImage]]nil
Menu.stars = --[[love.graphics.newImage]]nil
Menu.asteroids_bounce = 0
Menu.stars_frame = 1
Menu.stars_delay = 0.8
Menu.allowMove = true
Menu.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)
},
}
function Menu:new (name)
-- Load statically.
if Menu.sprite == nil then
Menu.sprite = love.graphics.newImage("assets/menu.png")
Menu.background = love.graphics.newImage("assets/backgrounds/menu.png")
Menu.asteroids = love.graphics.newImage("assets/asteroids.png")
Menu.stars = love.graphics.newImage("assets/stars.png")
end
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
return Menu
|