fysplane/menu_state.lua

257 lines
6.9 KiB
Lua

Gamestate = require 'hump.gamestate'
require 'level_state'
require 'settings'
require 'entities/label'
require 'entities/valuecontroller'
require 'entities/visrectangle'
require 'utils'
menu_state = {}
local font = love.graphics.newFont(18)
local midfont = love.graphics.newFont(40)
local titlefont = love.graphics.newFont(72)
local background = love.graphics.newImage('resources/graphics/sky.png')
local menuTime = 0
local currentlyChosen = nil
local bindingInfo = {
ccw = "Turn CW",
cw = "Turn CCW",
shoot = "Shoot",
accelerate = "Engine power up",
decelerate = "Engine power down",
flip = "Flip"
}
local joyBindingInfo = {
rotation = "Turn",
throttle = "Engine power"
}
local bindingOrder = { "ccw", "cw", "shoot", "accelerate", "decelerate", "flip" }
local joyBindingOrder = { "rotation", "throttle" }
function menu_state:enter()
menu_state.entity_list = {}
love.graphics.setBackgroundColor(0, 0, 0, 0)
local x = 40
for player = 1, 2, 1 do
local y = 300
Label(string.format("Player %d", player), midfont, { 255, 255, 255, 255 }, "left", 500, 0, x, y, menu_state)
y = y + 60
for idx, key in ipairs(bindingOrder) do
Label(bindingInfo[key], font, { 255, 255, 255, 255 }, "left", 190, 25, x, y, menu_state)
for bindingIdx, binding in ipairs(KEYMAP[player][key]) do
local label = Label(function() return KEYMAP[player][key][bindingIdx] end,
font, { 255, 255, 255, 255 }, "center", 100, 25, x + 200 + 100 * (bindingIdx - 1), y, menu_state)
label:onClick(function()
menu_state:adjustBindings(label, bindingIdx, player, key)
end)
end
y = y + 30
end
for idx, axis in ipairs(joyBindingOrder) do
local axisInfo = AXISMAP[player][axis]
Label(joyBindingInfo[axis], font, { 255, 255, 255, 255 }, "left", 190, 25, x, y, menu_state)
for bindingIdx, info in ipairs(axisInfo) do
local visAxisBaseX = (100 + 30) / 2 + x + 200 + 100 * (bindingIdx - 1)
local signLabel = Label(function()
if AXISMAP[player][axis][bindingIdx].flipped then
return "-"
else
return "+"
end
end, font, { 255, 255, 255, 255 }, "center", 20, 25, x + 200 + 100 * (bindingIdx - 1), y, menu_state)
signLabel:onClick(function()
menu_state:switchSign(player, axis, bindingIdx)
end)
local axisLabel = Label(function()
return AXISMAP[player][axis][bindingIdx].axis
end, font, { 255, 255, 255, 255 }, "center", 70, 25, x + 30 + 200 + 100 * (bindingIdx - 1), y, menu_state)
axisLabel:onClick(function()
menu_state:switchAxis(player, axis, bindingIdx)
end)
local visAxis = VisRectangle({ 40, 40, 0, 128 }, 10, 10, nil, visAxisBaseX, y + 11, menu_state)
ValueController(function ()
local joysticks = love.joystick.getJoysticks()
local axisIdx = AXISMAP[player][axis][bindingIdx].axis
if #joysticks >= player then
local j = joysticks[player]
if axisIdx > 0 and axisIdx <= j:getAxisCount() then
local direction = j:getAxis(axisIdx)
visAxis.x = visAxisBaseX + 30 * direction
end
end
end, menu_state)
end
y = y + 30
end
x = x + 500
end
end
function menu_state:switchSign(player, axis, bindingIdx)
AXISMAP[player][axis][bindingIdx].flipped = not AXISMAP[player][axis][bindingIdx].flipped
save_settings()
end
function menu_state:switchAxis(player, axis, bindingIdx)
local joysticks = love.joystick.getJoysticks()
if #joysticks >= player then
local joystick = joysticks[player]
local axisIdx = AXISMAP[player][axis][bindingIdx].axis
axisIdx = axisIdx + 1
if axisIdx > joystick:getAxisCount() then
axisIdx = 0
end
AXISMAP[player][axis][bindingIdx].axis = axisIdx
save_settings()
end
end
local blinkColor = function(t)
local seconds, subseconds = math.modf(menuTime)
return 255 * ((math.sin(math.pow((math.log(subseconds + 1) / math.log(2)), 2) * math.pi * 2) * 0.5 + 0.5));
end
function menu_state:adjustBindings(label, bindingIdx, player, key)
if currentlyChosen ~= nil then
currentlyChosen:delete()
end
currentlyChosen = ValueController(function ()
label.color[4] = blinkColor();
end, menu_state)
currentlyChosen.data = { bindingIdx = bindingIdx, player = player, key = key, label = label }
currentlyChosen.onDelete = function()
label.color[4] = 255;
end
end
function menu_state:draw()
love.graphics.setColor(128, 128, 128, 255)
love.graphics.draw(background, 0, 0, 0,
levelWidth() / background:getWidth(),
levelHeight() / background:getHeight())
local seconds, subseconds = math.modf(menuTime)
love.graphics.setColor(255,255,255,255)
love.graphics.setFont(titlefont)
love.graphics.printf("FYSPLANE", 0, 100, love.window.getWidth(), "center")
love.graphics.printf("PRESS ANY KEY TO BEGIN…", 0, 700, love.window.getWidth(), "center")
for key, entity in pairs(menu_state.entity_list) do
entity:draw()
end
end
function menu_state:update(dt)
menuTime = menuTime + dt
if currentlyChosen ~= nil then
local button = nil
local joysticks = love.joystick.getJoysticks()
if #joysticks >= currentlyChosen.data.player then
local buttons = getJoystickButtons(joysticks[currentlyChosen.data.player])
for i = 1, #buttons, 1 do
if buttons[i] then
button = i
end
end
end
if button ~= nil then
local key = string.format("button%d", button)
KEYMAP[currentlyChosen.data.player][currentlyChosen.data.key][currentlyChosen.data.bindingIdx] = key
currentlyChosen.data.label.label = key
currentlyChosen:delete()
currentlyChosen = nil
save_settings()
end
end
for key, entity in pairs(menu_state.entity_list) do
if entity.update then
entity:update(dt)
end
end
end
function menu_state:focus(bool)
end
function menu_state:keypressed(key, unicode)
if currentlyChosen == nil then
if key == "1" then
level_state.mode = "solo"
Gamestate.switch(level_state)
elseif key == "c" then
level_state.mode = "computer"
Gamestate.switch(level_state)
elseif key == "2" then
level_state.mode = "2player"
Gamestate.switch(level_state)
elseif key == "escape" then
love.event.quit()
else
Gamestate.switch(level_state)
end
elseif key == "escape" then
currentlyChosen:delete()
currentlyChosen = nil
else
if key == "backspace" then
key = "none"
end
KEYMAP[currentlyChosen.data.player][currentlyChosen.data.key][currentlyChosen.data.bindingIdx] = key
currentlyChosen:delete()
currentlyChosen = nil
save_settings()
end
end
function menu_state:keyreleased(key, unicode)
end
function menu_state:joystickpressed(key, button)
end
function menu_state:mousepressed(x, y, button)
for key, entity in pairs(menu_state.entity_list) do
if entity.mousePressed then
entity:mousePressed(x, y, button)
end
end
end
function menu_state:mousereleased(x, y, button)
end