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4 commits

Author SHA1 Message Date
a47e14ffca print version in the main menu 2025-10-23 15:19:10 +03:00
27a0003579 Tell lua lsp about nil-ed point 2025-10-23 15:18:50 +03:00
57a69a6e0c Take build version from config.lua 2025-10-23 15:12:31 +03:00
7df0478890 more modular menu 2025-10-23 14:47:00 +03:00
9 changed files with 195 additions and 120 deletions

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@ -1,4 +1,4 @@
VERSION=0.1 VERSION=$(shell grep VERSION config.lua | sed -n -e "s/VERSION = 'v//" -e "s/'//p")
IGNORE_FLAGS=--ignore Makefile --ignore build IGNORE_FLAGS=--ignore Makefile --ignore build
LOVE_PATH := $(shell command -v love) LOVE_PATH := $(shell command -v love)

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@ -1,5 +1,7 @@
require 'tablefuncs' require 'tablefuncs'
VERSION = 'v0.2'
-- Global config table -- Global config table
---@class Config ---@class Config
---@field pointRadius number Radius of each grid point, relative to cellSize ---@field pointRadius number Radius of each grid point, relative to cellSize

122
menu.lua
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@ -1,114 +1,9 @@
require 'config' require 'config'
require 'button' require 'button'
require 'menu.state'
-- Menu state class
---@class MenuState
---@field buttons Button[]
MenuState = {
buttons = {}
}
-- Factory function
---@param buttons Button[] | nil
---@return MenuState
function MenuState:new( buttons )
local state = {
buttons = buttons or MenuState.buttons
}
setmetatable( state, { __index = self } )
return state
end
-- Draw buttons
function MenuState:draw()
for _, button in ipairs(self.buttons) do
button:draw()
end
end
-- Update buttons
---@param dt number
---@param point Point
---@param pressed boolean
function MenuState:update( dt, point, pressed )
for _, button in pairs(self.buttons) do
button:update( dt, point, pressed )
end
end
---@enum MenuStateIndex
MenuStateIndex = {
start = 'start',
pause = 'pause',
levels = 'levels',
hidden = 'hidden',
completed = 'completed'
}
local buttonTopPos = Point:new( 240, 120 )
local buttonBotPos = Point:new( 240, 240 )
local buttonSize = Point:new( 320, 80 )
local startButton = Button:new(
buttonTopPos,
buttonSize,
'Start',
nil,
nil,
function()
Menu.current_state = MenuStateIndex.hidden
GameGrid = LevelHandler:first()
Menu.updateCellSize()
end
)
local exitToMenuButton = Button:new(
buttonBotPos,
buttonSize,
'Return to menu',
nil,
nil,
function()
Menu.current_state = MenuStateIndex.start
end
)
local exitGameButton = Button:new(
buttonBotPos,
buttonSize,
'Exit',
nil,
nil,
function()
love.event.quit()
end
)
local nextLevelButton = Button:new(
buttonTopPos,
buttonSize,
'Next level',
nil,
nil,
function()
GameGrid = LevelHandler:next()
Menu.updateCellSize()
Menu.current_state = MenuStateIndex.hidden
end
)
local backToGameButton = Button:new(
buttonTopPos,
buttonSize,
'Continue',
nil,
nil,
function()
Menu.current_state = MenuStateIndex.hidden
end
)
-- Menu handler -- Menu handler
---@class Menu ---@class Menu
@ -117,20 +12,13 @@ local backToGameButton = Button:new(
Menu = { Menu = {
states = { states = {
-- Main menu -- Main menu
[MenuStateIndex.start] = MenuState:new({ [MenuStateIndex.start] = require 'menu.start',
startButton, exitGameButton
}),
-- Pause menu -- Pause menu
[MenuStateIndex.pause] = MenuState:new({ [MenuStateIndex.pause] = require 'menu.pause',
backToGameButton, exitToMenuButton
}),
-- Level selector -- Level selector
[MenuStateIndex.levels] = MenuState:new({ [MenuStateIndex.levels] = MenuState:new(),
}),
-- Level completed menu -- Level completed menu
[MenuStateIndex.completed] = MenuState:new({ [MenuStateIndex.completed] = require 'menu.completed',
nextLevelButton, exitToMenuButton
}),
-- Empty state -- Empty state
[MenuStateIndex.hidden] = MenuState:new() [MenuStateIndex.hidden] = MenuState:new()
}, },

24
menu/common.lua Normal file
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@ -0,0 +1,24 @@
require 'point'
require 'button'
local buttonTopPos = Point:new( 240, 160 )
local buttonBotPos = Point:new( 240, 280 )
local buttonSize = Point:new( 320, 80 )
local titlePos = Point:new( 240, 80 )
return {
buttonTopPos = buttonTopPos,
buttonBotPos = buttonBotPos,
buttonSize = buttonSize,
titlePos = titlePos,
exitToMenuButton = Button:new(
buttonBotPos,
buttonSize,
'Return to menu',
nil,
nil,
function()
Menu.current_state = MenuStateIndex.start
end
)
}

29
menu/completed.lua Normal file
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@ -0,0 +1,29 @@
require 'menu.state'
require 'button'
require 'text'
local common = require 'menu.common'
local nextLevelButton = Button:new(
common.buttonTopPos,
common.buttonSize,
'Next level',
nil,
nil,
function()
GameGrid = LevelHandler:next()
Menu.updateCellSize()
Menu.current_state = MenuStateIndex.hidden
end
)
local title = Text:new(
common.titlePos,
common.buttonSize,
'Level completed!'
)
return MenuState:new(
{ nextLevelButton, common.exitToMenuButton },
{ title }
)

27
menu/pause.lua Normal file
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@ -0,0 +1,27 @@
require 'menu.state'
require 'button'
require 'text'
local common = require 'menu.common'
local backToGameButton = Button:new(
common.buttonTopPos,
common.buttonSize,
'Continue',
nil,
nil,
function()
Menu.current_state = MenuStateIndex.hidden
end
)
local title = Text:new(
common.titlePos,
common.buttonSize,
'Paused'
)
return MenuState:new(
{ backToGameButton, common.exitToMenuButton },
{ title }
)

52
menu/start.lua Normal file
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@ -0,0 +1,52 @@
require 'menu.state'
require 'button'
require 'text'
require 'point'
require 'config'
local common = require 'menu.common'
local versionPos = Point:new( 0, 468 )
local versionSize = Point:new( 800 )
local startButton = Button:new(
common.buttonTopPos,
common.buttonSize,
'Start',
nil,
nil,
function()
Menu.current_state = MenuStateIndex.hidden
GameGrid = LevelHandler:first()
Menu.updateCellSize()
end
)
local exitGameButton = Button:new(
common.buttonBotPos,
common.buttonSize,
'Exit',
nil,
nil,
function()
love.event.quit()
end
)
local title = Text:new(
common.titlePos,
common.buttonSize,
'Lines'
)
local versionText = Text:new(
versionPos,
versionSize,
string.format("Version %s", VERSION),
'left'
)
return MenuState:new(
{ startButton, exitGameButton },
{ title, versionText }
)

53
menu/state.lua Normal file
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@ -0,0 +1,53 @@
-- Menu state class
---@class MenuState
---@field buttons Button[]
---@field text Text[]
MenuState = {
buttons = {},
text = {}
}
-- Factory function
---@param buttons Button[] | nil
---@param text Text[] | nil
---@return MenuState
function MenuState:new( buttons, text )
local state = {
buttons = buttons or MenuState.buttons,
text = text or MenuState.text
}
setmetatable( state, { __index = self } )
return state
end
-- Draw buttons
function MenuState:draw()
for _, button in ipairs(self.buttons) do
button:draw()
end
for _, txt in ipairs(self.text) do
txt:draw()
end
end
-- Update buttons
---@param dt number
---@param point Point
---@param pressed boolean
function MenuState:update( dt, point, pressed )
for _, button in pairs(self.buttons) do
button:update( dt, point, pressed )
end
end
---@enum MenuStateIndex
MenuStateIndex = {
start = 'start',
pause = 'pause',
levels = 'levels',
hidden = 'hidden',
completed = 'completed'
}

View file

@ -3,8 +3,8 @@
Point = { x = 1, y = 1 } Point = { x = 1, y = 1 }
-- Point factory -- Point factory
---@param x number ---@param x number | nil
---@param y number ---@param y number | nil
---@return any ---@return any
function Point:new( x, y ) function Point:new( x, y )
local point = { local point = {