desition and screen magement refactor
This commit is contained in:
@@ -4,11 +4,17 @@ function GameWindow.draw()
|
||||
UI.draw_top_bar(currentScreenData.name)
|
||||
|
||||
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
|
||||
local display_decisions = {}
|
||||
local available_desitions = {}
|
||||
for _, desition_id in ipairs(currentScreenData.decisions) do
|
||||
table.insert(display_decisions, DesitionManager.get(desition_id))
|
||||
local desition_obj = DesitionManager.get(desition_id)
|
||||
if desition_obj and desition_obj.condition() then -- Check condition directly
|
||||
table.insert(available_desitions, desition_obj)
|
||||
end
|
||||
end
|
||||
-- If no available desitions, display nothing or a message
|
||||
if #available_desitions > 0 then
|
||||
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
|
||||
end
|
||||
UI.draw_desition_selector(display_decisions, Context.selected_desition_index)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -37,14 +43,20 @@ function GameWindow.update()
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
|
||||
local display_decisions = {}
|
||||
local available_desitions = {}
|
||||
for _, desition_id in ipairs(currentScreenData.decisions) do
|
||||
table.insert(display_decisions, DesitionManager.get(desition_id))
|
||||
local desition_obj = DesitionManager.get(desition_id)
|
||||
if desition_obj and desition_obj.condition() then -- Check condition directly
|
||||
table.insert(available_desitions, desition_obj)
|
||||
end
|
||||
end
|
||||
|
||||
-- If no available desitions, we can't update or execute
|
||||
if #available_desitions == 0 then return end
|
||||
|
||||
-- Update selected decision using left/right inputs
|
||||
local new_selected_desition_index = UI.update_desition_selector(
|
||||
display_decisions,
|
||||
available_desitions,
|
||||
Context.selected_desition_index
|
||||
)
|
||||
|
||||
@@ -55,10 +67,10 @@ function GameWindow.update()
|
||||
|
||||
-- Execute selected decision on Input.select()
|
||||
if Input.select() then
|
||||
local selected_desition = display_decisions[Context.selected_desition_index]
|
||||
if selected_desition and selected_desition.handler then
|
||||
local selected_desition = available_desitions[Context.selected_desition_index]
|
||||
if selected_desition and selected_desition.handle then -- Call handle directly
|
||||
Audio.sfx_select() -- Play sound for selection
|
||||
selected_desition.handler()
|
||||
selected_desition.handle()
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -67,4 +79,4 @@ end
|
||||
function GameWindow.set_state(new_state)
|
||||
Context.active_window = new_state
|
||||
-- Add any state-specific initialization/cleanup here later if needed
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user