Added options menu and menu transitions.
This commit is contained in:
@@ -20,13 +20,14 @@ local GameState = make_class(Drawable)
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function GameState:_init(name, index)
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Drawable._init(self)
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self.name = name
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self.index = index
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self.name = name
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self.index = index
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self.next_state = self.index
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end
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function GameState:update(_)
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return self.index
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return self.next_state
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end
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@@ -5,82 +5,101 @@
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local love = require 'love'
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local assets = require 'src.utils.asstmngr'
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local make_class = require 'src.utils.classes'
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local constants = require 'src.gstates.menus.const'
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local GameState = require 'src.gstates.gstate'
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local MainMenu = require 'src.gstates.menus.mainmenu'
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local OptionsMenu = require 'src.gstates.menus.options'
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local Fader = require 'src.graphics.fader'
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local Sprite = require 'src.graphics.sprite'
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local Cursor = require 'src.ui.cursor'
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local Font = require 'src.ui.font'
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local SoundEffect = require 'src.sound.sfx'
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local VBox = require 'src.ui.vbox'
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local Color = require 'src.utils.color'
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------------------------------------------------------------------------------
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-- Class definitions
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------------------------------------------------------------------------------
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local MainMenu = make_class(GameState)
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local Menu = make_class(GameState)
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------------------------------------------------------------------------------
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-- Class methods
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-- Class methods
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------------------------------------------------------------------------------
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function MainMenu:_init(name, index)
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function Menu:_init(name, index)
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GameState._init(self, name, index)
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self.next_state = self.index
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self.fade = Fader()
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self.fade = Fader()
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self.current_menu = constants.MAIN_MENU
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self.next_menu = constants.MAIN_MENU
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self.all_loaded = false
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-- Create sprites and buttons.
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self.background = Sprite('imgs/concb03.png')
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self.btn_font = Font('fonts/Concrete.ttf')
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self.title_font = Font('fonts/BBrick.ttf', 35)
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-- Create UI elements.
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self.btns = VBox(15, 5, love.graphics.getWidth())
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self.btns:add_label('LoveDOS', self.title_font, Color(215, 0, 0), true)
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self.btns:add_text_button('New Game', self.btn_font)
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self.btns:add_text_button('Load Game', self.btn_font)
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self.btns:add_text_button('Options', self.btn_font)
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self.btns:add_text_button('Help & Story', self.btn_font)
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self.btns:add_text_button('Quit', self.btn_font, function() self.next_state = -1 end)
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-- Create a mouse cursor object at the current mouse position.
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local mx, my = love.mouse.getPosition()
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self.cursor = Cursor(mx, my)
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self.cursor = Cursor(mx, my)
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-- Create sound effects.
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self.bgm = SoundEffect('bgm/eskisky.wav')
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-- Create the sub-menus.
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self.menus = { }
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self.menus[constants.MAIN_MENU] = MainMenu(self, self.title_font, self.btn_font)
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self.menus[constants.OPTIONS_MENU] = OptionsMenu(self, self.title_font, self.btn_font)
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-- Register all assets.
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assets:register(self.name, self.btn_font)
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assets:register(self.name, self.title_font)
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assets:register(self.name, self.background)
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assets:register(self.name, self.cursor)
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assets:register(self.name, self.bgm)
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assets:register(self.name, self.btns)
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end
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function MainMenu:update(dt)
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if assets:done(self.name) then
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if not self.bgm:isPlaying() then self.bgm:play() end
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function Menu:update(dt)
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if not self.bgm:isPlaying() then self.bgm:play() end
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if self.all_loaded then
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self.menus[self.current_menu]:update(dt)
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-- If the game state changed then trigger a fade out.
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if self.next_menu ~= self.current_menu and self.fade.done then
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self.fade:fade_out()
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end
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-- Update the fader.
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self.fade:update(dt)
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-- Update the game state.
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if self.menus[self.next_menu] == nil then
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error(string.format('%s: switched to unknown menu', self.next_menu))
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else
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-- If the new state exists then unload it's data and set the new state.
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if self.next_menu ~= self.current_menu and self.fade.done then
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self.current_menu = self.next_menu
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self.fade:fade_in()
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end
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end
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else
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local done = true
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assets:update(self.name)
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for _, v in pairs(self.menus) do
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assets:update(v.name)
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done = done and assets:done(v.name)
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end
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self.all_loaded = assets:done(self.name) and done
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end
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return self.next_state
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end
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function MainMenu:draw()
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if assets:done(self.name) then
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self.background:draw()
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self.btns:draw()
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function Menu:draw()
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if self.all_loaded then
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self.menus[self.current_menu]:draw()
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self.cursor:draw()
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self.fade:draw()
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else
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@@ -89,23 +108,23 @@ function MainMenu:draw()
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end
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function MainMenu:keypressed(_)
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end
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function MainMenu:mousemoved(x, y, dx, dy)
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self.btns:mousemoved(x, y, dx, dy)
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function Menu:mousemoved(x, y, dx, dy)
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self.menus[self.current_menu]:mousemoved(x, y, dx, dy)
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self.cursor:mousemoved(x, y, dx, dy)
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end
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function MainMenu:mousepressed(x, y, btn)
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self.btns:mousepressed(x, y, btn)
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function Menu:mousepressed(x, y, btn)
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if self.fade.done then
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self.menus[self.current_menu]:mousepressed(x, y, btn)
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end
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end
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function MainMenu:mousereleased(x, y, btn)
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self.btns:mousereleased(x, y, btn)
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function Menu:mousereleased(x, y, btn)
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if self.fade.done then
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self.menus[self.current_menu]:mousereleased(x, y, btn)
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end
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end
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@@ -113,4 +132,4 @@ end
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-- Module return
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------------------------------------------------------------------------------
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return MainMenu
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return Menu
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75
src/gstates/menus/base.lua
Normal file
75
src/gstates/menus/base.lua
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@@ -0,0 +1,75 @@
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------------------------------------------------------------------------------
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-- Imports
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------------------------------------------------------------------------------
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local love = require 'love'
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local assets = require 'src.utils.asstmngr'
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local make_class = require 'src.utils.classes'
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local GameState = require 'src.gstates.gstate'
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local Sprite = require 'src.graphics.sprite'
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local VBox = require 'src.ui.vbox'
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------------------------------------------------------------------------------
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-- Class definitions
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------------------------------------------------------------------------------
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local BaseMenu = make_class(GameState)
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------------------------------------------------------------------------------
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-- Class methods
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------------------------------------------------------------------------------
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function BaseMenu:_init(parent, name, index, bckg)
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GameState._init(self, name, index)
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self.parent = parent
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-- Create background sprite and container.
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self.background = Sprite(bckg)
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self.container = VBox(15, 5, love.graphics.getWidth())
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-- Register the background and container into the asset manager.
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assets:register(self.name, self.background)
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assets:register(self.name, self.container)
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end
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function BaseMenu:mousemoved(x, y, dx, dy)
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self.container:mousemoved(x, y, dx, dy)
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end
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function BaseMenu:mousepressed(x, y, btn)
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self.container:mousepressed(x, y, btn)
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end
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function BaseMenu:mousereleased(x, y, btn)
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self.container:mousereleased(x, y, btn)
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end
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function BaseMenu:update()
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if not assets:done(self.name) then
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assets:update(self.name)
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end
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end
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function BaseMenu:draw()
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if assets:done(self.name) then
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self.background:draw()
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self.container:draw()
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else
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assets:draw()
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end
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end
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------------------------------------------------------------------------------
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-- Module return
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------------------------------------------------------------------------------
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return BaseMenu
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17
src/gstates/menus/const.lua
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17
src/gstates/menus/const.lua
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@@ -0,0 +1,17 @@
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------------------------------------------------------------------------------
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-- Constants
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------------------------------------------------------------------------------
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local constants = {
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MAIN_MENU = 1,
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OPTIONS_MENU = 2,
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STORY = 3,
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LOAD_MENU = 4,
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}
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------------------------------------------------------------------------------
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-- Module return
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------------------------------------------------------------------------------
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return constants
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39
src/gstates/menus/mainmenu.lua
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39
src/gstates/menus/mainmenu.lua
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@@ -0,0 +1,39 @@
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------------------------------------------------------------------------------
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-- Imports
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------------------------------------------------------------------------------
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local make_class = require 'src.utils.classes'
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local constants = require 'src.gstates.menus.const'
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local BaseMenu = require 'src.gstates.menus.base'
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local Color = require 'src.utils.color'
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------------------------------------------------------------------------------
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-- Class definitions
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------------------------------------------------------------------------------
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local MainMenu = make_class(BaseMenu)
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------------------------------------------------------------------------------
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-- Main Menu Class methods
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------------------------------------------------------------------------------
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function MainMenu:_init(parent, title_font, button_font)
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BaseMenu._init(self, parent, "Main Menu", constants.MAIN_MENU, 'imgs/concb03.png')
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-- Create UI elements of the main menu.
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self.container:add_label('LoveDOS', title_font, Color(215, 0, 0), true)
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self.container:add_text_button('New Game', button_font)
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self.container:add_text_button('Load Game', button_font)
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self.container:add_text_button('Options', button_font, function() parent.next_menu = constants.OPTIONS_MENU end)
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self.container:add_text_button('Help & Story', button_font)
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self.container:add_text_button('Quit', button_font, function() parent.next_state = -1 end)
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end
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------------------------------------------------------------------------------
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-- Module return
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------------------------------------------------------------------------------
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return MainMenu
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39
src/gstates/menus/options.lua
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39
src/gstates/menus/options.lua
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@@ -0,0 +1,39 @@
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------------------------------------------------------------------------------
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-- Imports
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------------------------------------------------------------------------------
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local make_class = require 'src.utils.classes'
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local constants = require 'src.gstates.menus.const'
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local BaseMenu = require 'src.gstates.menus.base'
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local Color = require 'src.utils.color'
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------------------------------------------------------------------------------
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-- Class definitions
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------------------------------------------------------------------------------
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local OptionsMenu = make_class(BaseMenu)
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------------------------------------------------------------------------------
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-- Class methods
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------------------------------------------------------------------------------
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function OptionsMenu:_init(parent, title_font, button_font)
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BaseMenu._init(self, parent, "Options Menu", constants.OPTIONS_MENU, 'imgs/cpu.png')
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-- Create UI elements of the main menu.
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self.container:add_label('Options', title_font, Color(215, 0, 0), true)
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self.container:add_label('Enable Permadeath', button_font)
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self.container:add_label('Controls', button_font)
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self.container:add_label('Sound Volume', button_font)
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self.container:add_label('Music Volume', button_font)
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self.container:add_text_button('Go Back', button_font, function() parent.next_menu = constants.MAIN_MENU end)
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end
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------------------------------------------------------------------------------
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-- Module return
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------------------------------------------------------------------------------
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return OptionsMenu
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@@ -26,7 +26,9 @@ end
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function SoundEffect:load()
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self.sfx = love.audio.newSource(self.file_name)
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if not self:is_loaded() then
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self.sfx = love.audio.newSource(self.file_name)
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end
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end
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@@ -36,6 +38,11 @@ function SoundEffect:unload()
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end
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function SoundEffect:is_loaded()
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return self.sfx ~= nil
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end
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function SoundEffect:setVolume(volume)
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if self.sfx ~= nil then self.sfx:setVolume(volume) end
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end
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@@ -2,8 +2,8 @@
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-- Imports
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------------------------------------------------------------------------------
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local Intro = require 'src.gstates.intro'
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local MainMenu = require 'src.gstates.menu'
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local Intro = require 'src.gstates.intro'
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local Menu = require 'src.gstates.menu'
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------------------------------------------------------------------------------
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@@ -13,7 +13,7 @@ local MainMenu = require 'src.gstates.menu'
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-- Table of all valid game states.
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local states = {
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Intro('intro', 1),
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MainMenu('menu', 2),
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Menu('menu', 2),
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}
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@@ -65,14 +65,18 @@ end
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function AssetManager:update(owner)
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if self.assets[owner] ~= nil then
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if self.co == nil then
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self.co = coroutine.create(_load)
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if self.assets[owner].co == nil then
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self.assets[owner].co = coroutine.create(_load)
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end
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local errorfree, retval = coroutine.resume(self.co, self, owner)
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local errorfree, retval = coroutine.resume(self.assets[owner].co, self, owner)
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if errorfree then
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self.assets[owner].done = retval
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if retval then
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self.assets[owner].co = nil
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end
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else
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error(retval)
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end
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@@ -96,6 +100,7 @@ function AssetManager:register(owner, asset)
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if self.assets[owner] == nil then
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self.assets[owner] = {
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done = false,
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co = nil,
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}
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end
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Reference in New Issue
Block a user