Add units menu + units file
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9dc81e02e3
commit
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53
main.lua
53
main.lua
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@ -3,6 +3,7 @@ local Animator = require "animator"
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local Atlas = require "atlas"
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local Atlas = require "atlas"
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local Font = require "font"
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local Font = require "font"
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local MultiMenu = require "multimenu"
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local MultiMenu = require "multimenu"
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local Units = require "units"
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local push = require "lib/push"
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local push = require "lib/push"
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local gameWidth, gameHeight = 480, 360
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local gameWidth, gameHeight = 480, 360
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@ -49,37 +50,69 @@ function love.load()
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local options = {}
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local options = {}
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for name, state in pairs(states) do
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for idx, unit in ipairs(Units) do
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local state_menu = {}
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for name, state in pairs(unit.states) do
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state_menu[#state_menu + 1] = {
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text = name,
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callback = function() ActiveUnit:setState(name) end
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}
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end
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options[#options + 1] = {
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options[#options + 1] = {
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text = name,
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text = unit.name,
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callback = function() LeafRanger:setState(name) end,
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callback = function() StateMenu = MultiMenu(BlockyFont, state_menu) end,
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}
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}
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end
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end
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Menu = MultiMenu(BlockyFont, options)
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UnitMenu = MultiMenu(BlockyFont, options)
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ActiveUnit = Animator(Units[1].states, "idle")
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end
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end
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function love.draw()
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function love.draw()
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push:start()
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push:start()
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Menu:draw()
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BlockyFont:draw("Hello, world!")
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BlockyFont:draw("Hello, world!")
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LeafRanger:draw(0, 0)
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ActiveUnit:draw()
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if StateMenu then
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StateMenu:draw()
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else
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UnitMenu:draw()
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end
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push:finish()
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push:finish()
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end
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end
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function love.update(dt)
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function love.update(dt)
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LeafRanger:update(dt)
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ActiveUnit:update(dt)
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end
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end
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function love.keypressed(key)
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function love.keypressed(key)
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local menu
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if StateMenu then
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menu = StateMenu
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else
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menu = UnitMenu
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end
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local changed = false
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if key == "up" then
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if key == "up" then
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Menu:up()
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menu:up()
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changed = true
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elseif key == "down" then
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elseif key == "down" then
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Menu:down()
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menu:down()
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changed = true
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elseif key == "space" then
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elseif key == "space" then
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Menu:select()
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menu:select()
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elseif key == "escape" then
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StateMenu = nil
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end
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if changed and not StateMenu then
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ActiveUnit = Animator(Units[UnitMenu.selected].states, "idle")
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end
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end
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end
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end
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@ -0,0 +1,22 @@
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local Animation = require "animation"
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local Atlas = require "atlas"
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local function spannedState(atlas, row, len, on_finish, next)
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local start = (row - 1) * atlas.w + 1
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local animation = Animation:new_spanned(atlas, start, start + len - 1)
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return { animation = animation, on_finish = on_finish, next = next }
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end
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local leafRanger = Atlas(love.graphics.newImage("assets/leaf-ranger.png"), 288, 128)
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return {
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{
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name = "Leaf Ranger",
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states = {
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idle = spannedState(leafRanger, 1, 12),
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run = spannedState(leafRanger, 2, 10),
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hurt = spannedState(leafRanger, 16, 6, "goto", "idle"),
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death = spannedState(leafRanger, 17, 19, "stop"),
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}
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}
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}
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