Files
LoveDOS-Dungeon-Crawler/src/gstates/menu.lua

137 lines
4.0 KiB
Lua

------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local love = require 'love'
local assets = require 'src.utils.asstmngr'
local sound_manager = require 'src.sound.sndmngr'
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 Cursor = require 'src.ui.cursor'
local Font = require 'src.ui.font'
local SoundEffect = require 'src.sound.sfx'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
local Menu = make_class(GameState)
------------------------------------------------------------------------------
-- Class methods
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function Menu:_init(name, index)
GameState._init(self, name, 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.btn_font = Font('fonts/Concrete.ttf')
self.title_font = Font('fonts/BBrick.ttf', 35)
-- Create a mouse cursor object at the current mouse position.
local mx, my = love.mouse.getPosition()
self.cursor = Cursor(mx, my)
-- 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.cursor)
assets:register(self.name, self.bgm)
end
function Menu:update(dt)
if not self.bgm:isPlaying() then sound_manager:play_music(self.bgm) end
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 Menu:draw()
if self.all_loaded then
self.menus[self.current_menu]:draw()
self.cursor:draw()
self.fade:draw()
else
assets:draw()
end
end
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 Menu:mousepressed(x, y, btn)
if self.fade.done then
self.menus[self.current_menu]:mousepressed(x, y, btn)
end
end
function Menu:mousereleased(x, y, btn)
if self.fade.done then
self.menus[self.current_menu]:mousereleased(x, y, btn)
end
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return Menu