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3 commits

Author SHA1 Message Date
0eb2138a75 Added level completed menu state and removed debug prints 2025-10-22 15:39:03 +03:00
13c2ca1558 fixed sign in text offset 2025-10-22 15:22:37 +03:00
8f9f2dd8f4 Added text table 2025-10-22 15:21:56 +03:00
4 changed files with 99 additions and 32 deletions

View file

@ -1,4 +1,5 @@
require 'point'
require 'text'
-- Clickable UI button
---@class Button
@ -6,29 +7,35 @@ require 'point'
---@field size Point
---@field prevPressed boolean
---@field lastPressed boolean
---@field text Text
Button = {
position = Point:new( 1, 1 ),
size = Point:new( 1, 1 ),
prevPressed = false,
lastPressed = false
lastPressed = false,
text = Text:new()
}
-- Factory function
---@param position Point | nil
---@param size Point | nil
---@param text string | nil
---@param pressed function | nil
---@param held function | nil
---@param released function | nil
---@return Button
function Button:new( position, size, pressed, held, released )
function Button:new( position, size, text, pressed, held, released )
local pos = position or Button.position
local siz = size or Button.size
local button = {
position = position or Button.position,
size = size or Button.size,
position = pos,
size = siz,
prevPressed = false,
lastPressed = false,
pressed = pressed or Button.pressed,
held = held or Button.held,
released = released or Button.released
released = released or Button.released,
text = Text:new( pos, siz, text)
}
setmetatable( button, { __index = self } )
@ -49,6 +56,7 @@ function Button:draw()
local x, y = self.position:coords()
local w, h = self.size:coords()
love.graphics.rectangle( 'line', x, y, w, h )
self.text:draw()
end
-- Check if given point is in bounds of button

View file

@ -27,11 +27,8 @@ function love.update( dt )
if InMenu then
Menu:update( dt, Point:new( Mouse.x, Mouse.y ), Mouse.pressed )
else
if Input:actionReleased( 'nextlevel' ) then
if GameGrid:isCompleted() then
GameGrid = LevelHandler:next()
Menu.updateCellSize()
end
if GameGrid:isCompleted() and not Mouse.pressed then
Menu.current_state = MenuStateIndex.completed
end
end
-- Switch menu state or exit
@ -55,19 +52,5 @@ function love.draw()
else
love.graphics.setLineWidth( Config.cellSize * Config.lineWidth )
GameGrid:draw()
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 )
love.graphics.print( text, 64, 256 )
if Mouse.dragged then
love.graphics.print( "drag", 64, 300 )
end
if Mouse.lastLine ~= nil then
love.graphics.print( tostring( Mouse.lastLine ), 128, 300 )
end
if GameGrid:isCompleted() then
love.graphics.print( "Grid completed. Press space to proceed to next", 64, 320 )
end
end
end

View file

@ -43,12 +43,18 @@ MenuStateIndex = {
start = 'start',
pause = 'pause',
levels = 'levels',
hidden = 'hidden'
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(
Point:new( 240, 120 ),
Point:new( 320, 80 ),
buttonTopPos,
buttonSize,
'Start',
nil,
nil,
function()
@ -59,8 +65,9 @@ local startButton = Button:new(
)
local exitToMenuButton = Button:new(
Point:new( 240, 200 ),
Point:new( 320, 80 ),
buttonBotPos,
buttonSize,
'Return to menu',
nil,
nil,
function()
@ -69,8 +76,9 @@ local exitToMenuButton = Button:new(
)
local exitGameButton = Button:new(
Point:new( 240, 240 ),
Point:new( 320, 80 ),
buttonBotPos,
buttonSize,
'Exit',
nil,
nil,
function()
@ -78,6 +86,30 @@ local exitGameButton = Button:new(
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
---@class Menu
---@field states MenuState[]
@ -90,11 +122,15 @@ Menu = {
}),
-- Pause menu
[MenuStateIndex.pause] = MenuState:new({
exitToMenuButton
backToGameButton, exitToMenuButton
}),
-- Level selector
[MenuStateIndex.levels] = MenuState:new({
}),
-- Level completed menu
[MenuStateIndex.completed] = MenuState:new({
nextLevelButton, exitToMenuButton
}),
-- Empty state
[MenuStateIndex.hidden] = MenuState:new()
},

40
text.lua Normal file
View file

@ -0,0 +1,40 @@
require 'point'
-- default font size
local fontsize = 12
-- UI Text
---@class Text
---@field position Point
---@field size Point
---@field text string
---@field align love.AlignMode
Text = {
position = Point:new( 1, 1 ),
size = Point:new( 1, 1 ),
text = "Sample text",
align = "center"
}
function Text:new( position, size, text, align )
local txt = {
position = position or Text.position,
size = size or Text.size,
text = text or Text.text,
align = align or Text.align
}
setmetatable( txt, { __index = self } )
return txt
end
function Text:draw()
local x, y = self.position:coords()
local w, h = self.size:coords()
local oy = 0
if self.align == "center" then
oy = -h / 2 + fontsize / 2
end
love.graphics.printf(self.text, x, y, w, self.align, 0, 1, 1, 0, oy )
end