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13 changed files with 131 additions and 260 deletions

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

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@ -1,13 +1,10 @@
require 'tablefuncs'
VERSION = 'v0.2'
-- Global config table
---@class Config
---@field pointRadius number Radius of each grid point, relative to cellSize
---@field linePointRadius number Radius of line start/end points, relative to cellSize
---@field cellSize number Size of each grid cell
---@field gridOffset number X offset of grid processing
---@field lineStyle string love2d line style setting
---@field lineWidth number love2d line width setting
---@field menuLineWidth number love2d line width for buttons
@ -18,7 +15,6 @@ Config = {
linePointRadius = 0.4,
cellSize = 30,
gridOffset = 160,
lineStyle = "smooth",
lineWidth = 0.1,

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@ -39,9 +39,8 @@ function Grid:draw()
end
for y = 1, self.size.y do
local gp = GridPoint:new(x, y)
local px, py = gp:globalCoords()
love.graphics.circle( "fill", px, py, Config.cellSize * Config.pointRadius)
local px, py = x * Config.cellSize, y * Config.cellSize
love.graphics.circle( "fill", px - Config.cellSize / 2, py - Config.cellSize / 2, Config.cellSize * Config.pointRadius)
end
end
-- Draw lines

View file

@ -9,7 +9,7 @@ GridPoint = Point
---@return Point
function GridPoint:absolute()
return Point:new(
self.x * Config.cellSize + Config.gridOffset,
self.x * Config.cellSize,
self.y * Config.cellSize
)
end
@ -17,7 +17,7 @@ end
-- Same as coords, but converted to global coords
---@return number, number
function GridPoint:globalCoords()
return self.x * Config.cellSize - Config.cellSize / 2 + Config.gridOffset,
return self.x * Config.cellSize - Config.cellSize / 2,
self.y * Config.cellSize - Config.cellSize / 2
end
@ -25,7 +25,7 @@ end
---@param point Point
---@return GridPoint
function GridPoint.snapCoords( point )
local x = math.ceil( (point.x - Config.gridOffset) / Config.cellSize )
local x = math.ceil( point.x / Config.cellSize )
local y = math.ceil( point.y / Config.cellSize )
return GridPoint:new( x, y )
end

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@ -6,7 +6,7 @@ require 'makegrid'
---@field current integer
LevelHandler = {
levels = {
'test2', 'test', 'test3'
'test3', 'test2', 'test'
},
current = 1,
}
@ -18,22 +18,13 @@ function LevelHandler:next()
if self.current > #self.levels then
self.current = 1
end
local levelPath = 'levels/' .. self.levels[self.current]
local levelPath = string.format('levels/%s', self.levels[self.current])
return MakeGrid( require( levelPath ) )
end
-- Returns first level
---@return Grid
function LevelHandler:first()
local levelPath = 'levels/' .. self.levels[1]
return MakeGrid( require( levelPath ) )
end
-- Returns level by its index in table
---@param i number
---@return Grid
function LevelHandler:indexed(i)
self.current = i
local levelPath = 'levels/' .. self.levels[self.current]
local levelPath = string.format('levels/%s', self.levels[1])
return MakeGrid( require( levelPath ) )
end

125
menu.lua
View file

@ -1,6 +1,114 @@
require 'config'
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
---@class Menu
@ -9,13 +117,20 @@ require 'menu.state'
Menu = {
states = {
-- Main menu
[MenuStateIndex.start] = require 'menu.start',
[MenuStateIndex.start] = MenuState:new({
startButton, exitGameButton
}),
-- Pause menu
[MenuStateIndex.pause] = require 'menu.pause',
[MenuStateIndex.pause] = MenuState:new({
backToGameButton, exitToMenuButton
}),
-- Level selector
[MenuStateIndex.levels] = require 'menu.levels',
[MenuStateIndex.levels] = MenuState:new({
}),
-- Level completed menu
[MenuStateIndex.completed] = require 'menu.completed',
[MenuStateIndex.completed] = MenuState:new({
nextLevelButton, exitToMenuButton
}),
-- Empty state
[MenuStateIndex.hidden] = MenuState:new()
},

View file

@ -1,24 +0,0 @@
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
)
}

View file

@ -1,29 +0,0 @@
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 }
)

View file

@ -1,47 +0,0 @@
require 'menu.state'
require 'button'
require 'text'
local common = require 'menu.common'
local size, margin = 60, 30
local levelSize = Point:new( size, size )
local yOffset = 160
local levelsPerLine = 8
local levelCount = #LevelHandler.levels
local buttons = {}
for i=1,levelCount do
local x = (size + margin) * (i % levelsPerLine)
local y = (size + margin) * math.floor(i / levelsPerLine) + yOffset
local button = Button:new(
Point:new(x, y),
levelSize,
tostring(i),
nil,
nil,
function()
GameGrid = LevelHandler:indexed(i)
Menu.updateCellSize()
Menu.current_state = MenuStateIndex.hidden
end
)
table.insert(buttons, button)
end
local exitToMenuButton = Button:new(
Point:new( 240, 40 ),
common.buttonSize,
'Return to menu',
nil,
nil,
function()
Menu.current_state = MenuStateIndex.start
end
)
table.insert(buttons, exitToMenuButton)
return MenuState:new(buttons)

View file

@ -1,27 +0,0 @@
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 }
)

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@ -1,50 +0,0 @@
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.levels
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 }
)

View file

@ -1,53 +0,0 @@
-- 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 factory
---@param x number | nil
---@param y number | nil
---@param x number
---@param y number
---@return any
function Point:new( x, y )
local point = {