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-- `Selector`
-- Used in menu; selecting nauts?
Selector = {
naut = 1,
x = 0,
y = 0,
parent = nil,
controller = nil,
state = false
}
function Selector:new(menu)
local o = {}
setmetatable(o, self)
self.__index = self
o.parent = menu
return o
end
function Selector:setPosition(x,y)
self.x = x
self.y = y
end
function Selector:getPosition()
return self.x, self.y
end
function Selector:assignController(controller)
controller:setParent(self)
self.controller = controller
self.naut = 2
end
function Selector:getController()
if self.controller ~= nil then
return self.controller
end
end
function Selector:clear()
self.controller = nil
self.naut = 1
self.state = false
end
function Selector:getSelectionName()
return self.parent.nauts[self.naut]
end
-- LÖVE2D callbacks
function Selector:draw()
-- portrait, sprite
local name = self.parent.nauts[self.naut]
local p = self.parent.portrait_sheet[name]
local sprite = self.parent.portrait_sprite
-- scale, position
local scale = self.parent.scale
local x,y = self:getPosition()
-- arrows
local arrowl = self.parent.portrait_sheet.arrow_left
local arrowr = self.parent.portrait_sheet.arrow_right
if not self.state then
love.graphics.draw(sprite, p.normal, x*scale, y*scale, 0, scale, scale)
if self.controller ~= nil then
love.graphics.draw(sprite, arrowl, (x-2)* scale, (y+13)*scale, 0, scale, scale)
love.graphics.draw(sprite, arrowr, (x+30)*scale, (y+13)*scale, 0, scale, scale)
end
else
love.graphics.draw(sprite, p.active, x*scale, y*scale, 0, scale, scale)
end
if self.naut ~= 1 then
love.graphics.printf(string.upper(name), (x-8)*scale, (y+33)*scale, 48, "center", 0, scale, scale)
end
end
-- Controller callbacks
function Selector:controlpressed(set, action, key)
local n = #self.parent.nauts
if control == "left" and not self.state then
if self.naut == 2 or self.naut == 1 then
self.naut = n
else
self.naut = self.naut - 1
end
elseif control == "right" and not self.state then
if self.naut == n then
self.naut = 2
else
self.naut = self.naut + 1
end
elseif control == "attack" then
if self.naut ~= 1 then
self.state = true
end
elseif control == "jump" then
if self.state == true then
self.state = false
else
self.parent:unselectSelector(self)
end
end
-- Speed up countdown
self.parent:countdownJump()
end
function Selector:controlreleased(set, action, key)
end
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