Added options menu and menu transitions.

This commit is contained in:
2025-10-06 01:07:33 -04:00
parent 719a9cd0f6
commit 9561db2847
9 changed files with 253 additions and 51 deletions

View File

@@ -22,11 +22,12 @@ function GameState:_init(name, index)
Drawable._init(self)
self.name = name
self.index = index
self.next_state = self.index
end
function GameState:update(_)
return self.index
return self.next_state
end

View File

@@ -5,46 +5,38 @@
local love = require 'love'
local assets = require 'src.utils.asstmngr'
local make_class = require 'src.utils.classes'
local constants = require 'src.gstates.menus.const'
local GameState = require 'src.gstates.gstate'
local MainMenu = require 'src.gstates.menus.mainmenu'
local OptionsMenu = require 'src.gstates.menus.options'
local Fader = require 'src.graphics.fader'
local Sprite = require 'src.graphics.sprite'
local Cursor = require 'src.ui.cursor'
local Font = require 'src.ui.font'
local SoundEffect = require 'src.sound.sfx'
local VBox = require 'src.ui.vbox'
local Color = require 'src.utils.color'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
local MainMenu = make_class(GameState)
local Menu = make_class(GameState)
------------------------------------------------------------------------------
-- Class methods
------------------------------------------------------------------------------
function MainMenu:_init(name, index)
function Menu:_init(name, index)
GameState._init(self, name, index)
self.next_state = self.index
self.fade = Fader()
self.current_menu = constants.MAIN_MENU
self.next_menu = constants.MAIN_MENU
self.all_loaded = false
-- Create sprites and buttons.
self.background = Sprite('imgs/concb03.png')
self.btn_font = Font('fonts/Concrete.ttf')
self.title_font = Font('fonts/BBrick.ttf', 35)
-- Create UI elements.
self.btns = VBox(15, 5, love.graphics.getWidth())
self.btns:add_label('LoveDOS', self.title_font, Color(215, 0, 0), true)
self.btns:add_text_button('New Game', self.btn_font)
self.btns:add_text_button('Load Game', self.btn_font)
self.btns:add_text_button('Options', self.btn_font)
self.btns:add_text_button('Help & Story', self.btn_font)
self.btns:add_text_button('Quit', self.btn_font, function() self.next_state = -1 end)
-- Create a mouse cursor object at the current mouse position.
local mx, my = love.mouse.getPosition()
self.cursor = Cursor(mx, my)
@@ -52,35 +44,62 @@ function MainMenu:_init(name, index)
-- Create sound effects.
self.bgm = SoundEffect('bgm/eskisky.wav')
-- Create the sub-menus.
self.menus = { }
self.menus[constants.MAIN_MENU] = MainMenu(self, self.title_font, self.btn_font)
self.menus[constants.OPTIONS_MENU] = OptionsMenu(self, self.title_font, self.btn_font)
-- Register all assets.
assets:register(self.name, self.btn_font)
assets:register(self.name, self.title_font)
assets:register(self.name, self.background)
assets:register(self.name, self.cursor)
assets:register(self.name, self.bgm)
assets:register(self.name, self.btns)
end
function MainMenu:update(dt)
if assets:done(self.name) then
function Menu:update(dt)
if not self.bgm:isPlaying() then self.bgm:play() end
-- Update the fader.
if self.all_loaded then
self.menus[self.current_menu]:update(dt)
-- If the game state changed then trigger a fade out.
if self.next_menu ~= self.current_menu and self.fade.done then
self.fade:fade_out()
end
self.fade:update(dt)
-- Update the game state.
if self.menus[self.next_menu] == nil then
error(string.format('%s: switched to unknown menu', self.next_menu))
else
-- If the new state exists then unload it's data and set the new state.
if self.next_menu ~= self.current_menu and self.fade.done then
self.current_menu = self.next_menu
self.fade:fade_in()
end
end
else
local done = true
assets:update(self.name)
for _, v in pairs(self.menus) do
assets:update(v.name)
done = done and assets:done(v.name)
end
self.all_loaded = assets:done(self.name) and done
end
return self.next_state
end
function MainMenu:draw()
if assets:done(self.name) then
self.background:draw()
self.btns:draw()
function Menu:draw()
if self.all_loaded then
self.menus[self.current_menu]:draw()
self.cursor:draw()
self.fade:draw()
else
@@ -89,23 +108,23 @@ function MainMenu:draw()
end
function MainMenu:keypressed(_)
end
function MainMenu:mousemoved(x, y, dx, dy)
self.btns:mousemoved(x, y, dx, dy)
function Menu:mousemoved(x, y, dx, dy)
self.menus[self.current_menu]:mousemoved(x, y, dx, dy)
self.cursor:mousemoved(x, y, dx, dy)
end
function MainMenu:mousepressed(x, y, btn)
self.btns:mousepressed(x, y, btn)
function Menu:mousepressed(x, y, btn)
if self.fade.done then
self.menus[self.current_menu]:mousepressed(x, y, btn)
end
end
function MainMenu:mousereleased(x, y, btn)
self.btns:mousereleased(x, y, btn)
function Menu:mousereleased(x, y, btn)
if self.fade.done then
self.menus[self.current_menu]:mousereleased(x, y, btn)
end
end
@@ -113,4 +132,4 @@ end
-- Module return
------------------------------------------------------------------------------
return MainMenu
return Menu

View File

@@ -0,0 +1,75 @@
------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local love = require 'love'
local assets = require 'src.utils.asstmngr'
local make_class = require 'src.utils.classes'
local GameState = require 'src.gstates.gstate'
local Sprite = require 'src.graphics.sprite'
local VBox = require 'src.ui.vbox'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
local BaseMenu = make_class(GameState)
------------------------------------------------------------------------------
-- Class methods
------------------------------------------------------------------------------
function BaseMenu:_init(parent, name, index, bckg)
GameState._init(self, name, index)
self.parent = parent
-- Create background sprite and container.
self.background = Sprite(bckg)
self.container = VBox(15, 5, love.graphics.getWidth())
-- Register the background and container into the asset manager.
assets:register(self.name, self.background)
assets:register(self.name, self.container)
end
function BaseMenu:mousemoved(x, y, dx, dy)
self.container:mousemoved(x, y, dx, dy)
end
function BaseMenu:mousepressed(x, y, btn)
self.container:mousepressed(x, y, btn)
end
function BaseMenu:mousereleased(x, y, btn)
self.container:mousereleased(x, y, btn)
end
function BaseMenu:update()
if not assets:done(self.name) then
assets:update(self.name)
end
end
function BaseMenu:draw()
if assets:done(self.name) then
self.background:draw()
self.container:draw()
else
assets:draw()
end
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return BaseMenu

View File

@@ -0,0 +1,17 @@
------------------------------------------------------------------------------
-- Constants
------------------------------------------------------------------------------
local constants = {
MAIN_MENU = 1,
OPTIONS_MENU = 2,
STORY = 3,
LOAD_MENU = 4,
}
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return constants

View File

@@ -0,0 +1,39 @@
------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local make_class = require 'src.utils.classes'
local constants = require 'src.gstates.menus.const'
local BaseMenu = require 'src.gstates.menus.base'
local Color = require 'src.utils.color'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
local MainMenu = make_class(BaseMenu)
------------------------------------------------------------------------------
-- Main Menu Class methods
------------------------------------------------------------------------------
function MainMenu:_init(parent, title_font, button_font)
BaseMenu._init(self, parent, "Main Menu", constants.MAIN_MENU, 'imgs/concb03.png')
-- Create UI elements of the main menu.
self.container:add_label('LoveDOS', title_font, Color(215, 0, 0), true)
self.container:add_text_button('New Game', button_font)
self.container:add_text_button('Load Game', button_font)
self.container:add_text_button('Options', button_font, function() parent.next_menu = constants.OPTIONS_MENU end)
self.container:add_text_button('Help & Story', button_font)
self.container:add_text_button('Quit', button_font, function() parent.next_state = -1 end)
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return MainMenu

View File

@@ -0,0 +1,39 @@
------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local make_class = require 'src.utils.classes'
local constants = require 'src.gstates.menus.const'
local BaseMenu = require 'src.gstates.menus.base'
local Color = require 'src.utils.color'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
local OptionsMenu = make_class(BaseMenu)
------------------------------------------------------------------------------
-- Class methods
------------------------------------------------------------------------------
function OptionsMenu:_init(parent, title_font, button_font)
BaseMenu._init(self, parent, "Options Menu", constants.OPTIONS_MENU, 'imgs/cpu.png')
-- Create UI elements of the main menu.
self.container:add_label('Options', title_font, Color(215, 0, 0), true)
self.container:add_label('Enable Permadeath', button_font)
self.container:add_label('Controls', button_font)
self.container:add_label('Sound Volume', button_font)
self.container:add_label('Music Volume', button_font)
self.container:add_text_button('Go Back', button_font, function() parent.next_menu = constants.MAIN_MENU end)
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return OptionsMenu

View File

@@ -26,7 +26,9 @@ end
function SoundEffect:load()
if not self:is_loaded() then
self.sfx = love.audio.newSource(self.file_name)
end
end
@@ -36,6 +38,11 @@ function SoundEffect:unload()
end
function SoundEffect:is_loaded()
return self.sfx ~= nil
end
function SoundEffect:setVolume(volume)
if self.sfx ~= nil then self.sfx:setVolume(volume) end
end

View File

@@ -3,7 +3,7 @@
------------------------------------------------------------------------------
local Intro = require 'src.gstates.intro'
local MainMenu = require 'src.gstates.menu'
local Menu = require 'src.gstates.menu'
------------------------------------------------------------------------------
@@ -13,7 +13,7 @@ local MainMenu = require 'src.gstates.menu'
-- Table of all valid game states.
local states = {
Intro('intro', 1),
MainMenu('menu', 2),
Menu('menu', 2),
}

View File

@@ -65,14 +65,18 @@ end
function AssetManager:update(owner)
if self.assets[owner] ~= nil then
if self.co == nil then
self.co = coroutine.create(_load)
if self.assets[owner].co == nil then
self.assets[owner].co = coroutine.create(_load)
end
local errorfree, retval = coroutine.resume(self.co, self, owner)
local errorfree, retval = coroutine.resume(self.assets[owner].co, self, owner)
if errorfree then
self.assets[owner].done = retval
if retval then
self.assets[owner].co = nil
end
else
error(retval)
end
@@ -96,6 +100,7 @@ function AssetManager:register(owner, asset)
if self.assets[owner] == nil then
self.assets[owner] = {
done = false,
co = nil,
}
end