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
|
-- `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:draw ()
-- portrait, sprite
local p = self.parent.portrait_sheet[self.parent.nauts[self.naut]]
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, 1*scale, 1*scale)
if self.controller ~= nil then
love.graphics.draw(sprite, arrowl, (x-5)* scale, (y+13)*scale, 0, scale, scale)
love.graphics.draw(sprite, arrowr, (x+33)*scale, (y+13)*scale, 0, scale, scale)
end
else
love.graphics.draw(sprite, p.active, x*scale, y*scale, 0, 1*scale, 1*scale)
end
end
function Selector:assignController(controller)
controller:setParent(self)
self.controller = controller
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
function Selector:controllerPressed(control, controller)
local n = #self.parent.nauts
if control == "left" and not self.state then
if self.naut == 1 then
self.naut = n
else
self.naut = self.naut - 1
end
elseif control == "right" and not self.state then
self.naut = (self.naut % n) + 1
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
end
-- It just must be here
function Selector:controllerReleased(control, controller)
end
|