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d7dcda1ada
| Author | SHA1 | Date | |
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| d7dcda1ada | |||
| f82e12cfa0 | |||
| cbf6754e24 |
5 changed files with 158 additions and 38 deletions
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@ -1,4 +0,0 @@
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{
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"$SCHEMA": "https://raw.githubusercontent.com/sumneko/vscode-lua/master/setting/schema.json",
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"diagnostics.globals": [ "love" ]
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}
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@ -57,7 +57,7 @@ end
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function Button:checkPoint( point )
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function Button:checkPoint( point )
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local px, py = point:coords()
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local px, py = point:coords()
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local sx, sy = self.position:coords()
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local sx, sy = self.position:coords()
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local ex, ey = self.position:coords()
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local ex, ey = self.size:coords()
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ex = ex + sx
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ex = ex + sx
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ey = ey + sy
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ey = ey + sy
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return px >= sx and px <= ex and py >= sy and py <= ey
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return px >= sx and px <= ex and py >= sy and py <= ey
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@ -69,15 +69,14 @@ end
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function Button:update( dt, point, pressed )
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function Button:update( dt, point, pressed )
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self.prevPressed = self.lastPressed
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self.prevPressed = self.lastPressed
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self.lastPressed = pressed
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self.lastPressed = pressed
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if self.lastPressed and not self.prevPressed then
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local inBounds = self:checkPoint( point )
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local inBounds = self:checkPoint( point )
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if inBounds then
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if inBounds then
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if self.lastPressed and not self.prevPressed then
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self:pressed()
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self:pressed()
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end
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elseif self.lastPressed and self.prevPressed then
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elseif self.lastPressed and self.prevPressed then
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self:held( dt )
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self:held( dt )
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elseif not self.lastPressed and self.prevPressed then
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elseif not self.lastPressed and self.prevPressed then
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self:released()
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self:released()
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end
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end
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end
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end
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end
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@ -7,6 +7,7 @@ require 'tablefuncs'
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---@field cellSize number Size of each grid cell
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---@field cellSize number Size of each grid cell
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---@field lineStyle string love2d line style setting
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---@field lineStyle string love2d line style setting
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---@field lineWidth number love2d line width setting
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---@field lineWidth number love2d line width setting
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---@field menuLineWidth number love2d line width for buttons
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---@field dragSensivity number drag sensivity, px
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---@field dragSensivity number drag sensivity, px
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Config = {
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Config = {
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pointRadius = 0.3,
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pointRadius = 0.3,
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@ -17,6 +18,7 @@ Config = {
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lineStyle = "smooth",
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lineStyle = "smooth",
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lineWidth = 0.1,
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lineWidth = 0.1,
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menuLineWidth = 4,
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dragSensivity = 5
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dragSensivity = 5
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}
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}
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50
main.lua
50
main.lua
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@ -4,56 +4,56 @@ require 'line'
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require 'mouse'
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require 'mouse'
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require 'levelhandler'
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require 'levelhandler'
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require 'button'
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require 'button'
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require 'menu'
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Input = require 'input'
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Input = require 'input'
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InMenu = true
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local function updateCellSize()
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local width, height = love.graphics.getDimensions()
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local gridX, gridY = GameGrid.size:coords();
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local isWidthBased = (width / height) / (gridX / gridY)
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Config.cellSize = math.floor(isWidthBased and height / gridY or width / gridX)
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love.graphics.setLineWidth( Config.cellSize * Config.lineWidth )
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end
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function love.load()
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function love.load()
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love.window.setMode( 800, 480 )
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love.window.setMode( 800, 480 )
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local menuButtonReleased = function()
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InMenu = true
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InMenu = false
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GameGrid = LevelHandler:first()
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updateCellSize()
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end
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MenuStartButton = Button:new( Point:new( 240, 120 ), Point:new( 320, 80 ), nil, nil, menuButtonReleased )
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love.graphics.setLineStyle( Config.lineStyle )
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love.graphics.setLineStyle( Config.lineStyle )
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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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InMenu = Menu.current_state ~= MenuStateIndex.hidden
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Mouse:update()
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Mouse:update()
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Input:update()
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Input:update()
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if InMenu then
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MenuStartButton:update( dt, Point:new( Mouse.x, Mouse.y ), Mouse.pressed )
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else
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if Input:actionReleased( 'exit' ) then
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love.event.quit()
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end
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local exit = Input:actionReleased( 'exit' )
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if InMenu then
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Menu:update( dt, Point:new( Mouse.x, Mouse.y ), Mouse.pressed )
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else
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if Input:actionReleased( 'nextlevel' ) then
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if Input:actionReleased( 'nextlevel' ) then
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if GameGrid:isCompleted() then
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if GameGrid:isCompleted() then
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GameGrid = LevelHandler:next()
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GameGrid = LevelHandler:next()
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updateCellSize()
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Menu.updateCellSize()
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end
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end
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end
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end
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end
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end
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-- Switch menu state or exit
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if exit then
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if not InMenu then
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Menu.current_state = MenuStateIndex.pause
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elseif Menu.current_state == MenuStateIndex.start then
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love.event.quit()
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elseif Menu.current_state == MenuStateIndex.pause then
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Menu.current_state = MenuStateIndex.hidden
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elseif Menu.current_state == MenuStateIndex.levels then
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Menu.current_state = MenuStateIndex.start
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end
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end
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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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if InMenu then
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if InMenu then
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MenuStartButton:draw()
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love.graphics.setLineWidth( Config.menuLineWidth )
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Menu:draw()
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else
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else
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love.graphics.setLineWidth( Config.cellSize * Config.lineWidth )
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GameGrid:draw()
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GameGrid:draw()
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local text = string.format( "%d:%d global\n%d:%d local\n%d:%d from start", Mouse.x, Mouse.y, Mouse.point.x, Mouse.point.y, Mouse.startX - Mouse.x, Mouse.startY - Mouse.y )
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local text = string.format( "%d:%d global\n%d:%d local\n%d:%d from start", Mouse.x, Mouse.y, Mouse.point.x, Mouse.point.y, Mouse.startX - Mouse.x, Mouse.startY - Mouse.y )
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123
menu.lua
Normal file
123
menu.lua
Normal file
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@ -0,0 +1,123 @@
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require 'config'
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require 'button'
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-- Menu state class
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---@class MenuState
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---@field buttons Button[]
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MenuState = {
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buttons = {}
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}
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-- Factory function
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---@param buttons Button[] | nil
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---@return MenuState
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function MenuState:new( buttons )
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local state = {
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buttons = buttons or MenuState.buttons
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}
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setmetatable( state, { __index = self } )
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return state
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end
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-- Draw buttons
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function MenuState:draw()
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for _, button in ipairs(self.buttons) do
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button:draw()
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end
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end
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-- Update buttons
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---@param dt number
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---@param point Point
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---@param pressed boolean
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function MenuState:update( dt, point, pressed )
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for _, button in pairs(self.buttons) do
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button:update( dt, point, pressed )
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end
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end
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---@enum MenuStateIndex
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MenuStateIndex = {
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start = 'start',
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pause = 'pause',
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levels = 'levels',
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hidden = 'hidden'
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}
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local startButton = Button:new(
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Point:new( 240, 120 ),
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Point:new( 320, 80 ),
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nil,
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nil,
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function()
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Menu.current_state = MenuStateIndex.hidden
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GameGrid = LevelHandler:first()
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Menu.updateCellSize()
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end
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)
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local exitToMenuButton = Button:new(
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Point:new( 240, 200 ),
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Point:new( 320, 80 ),
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nil,
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nil,
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function()
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Menu.current_state = MenuStateIndex.start
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end
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)
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local exitGameButton = Button:new(
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Point:new( 240, 240 ),
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Point:new( 320, 80 ),
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nil,
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nil,
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function()
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love.event.quit()
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end
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)
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-- Menu handler
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---@class Menu
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---@field states MenuState[]
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---@field current_state MenuStateIndex
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Menu = {
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states = {
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-- Main menu
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[MenuStateIndex.start] = MenuState:new({
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startButton, exitGameButton
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}),
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-- Pause menu
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[MenuStateIndex.pause] = MenuState:new({
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exitToMenuButton
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}),
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-- Level selector
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[MenuStateIndex.levels] = MenuState:new({
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}),
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-- Empty state
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[MenuStateIndex.hidden] = MenuState:new()
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},
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current_state = MenuStateIndex.start
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}
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-- Draw current state
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function Menu:draw()
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self.states[self.current_state]:draw()
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end
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-- Update current state
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---@param dt number
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---@param point Point
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---@param pressed boolean
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function Menu:update( dt, point, pressed )
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self.states[self.current_state]:update( dt, point, pressed )
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end
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function Menu.updateCellSize()
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local width, height = love.graphics.getDimensions()
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local gridX, gridY = GameGrid.size:coords();
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local isWidthBased = (width / height) / (gridX / gridY)
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Config.cellSize = math.floor(isWidthBased and height / gridY or width / gridX)
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love.graphics.setLineWidth( Config.cellSize * Config.lineWidth )
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end
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