ascension flash label, scrollable menu
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@@ -145,6 +145,11 @@ function Ascension.draw_flash()
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local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
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rect(0, 0, sw, sh, flash_color)
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local cx = math.floor(sw / 2)
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local cy = math.floor(sh / 2)
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Print.text_center("Level Up!", cx, cy - 12, Config.colors.black, false, 2)
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Print.text_center("One step closer to ascension", cx, cy + 6, Config.colors.black, false, 1)
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if _flash_timer >= _flash_total then
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_flash_active = false
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Ascension.start_fade()
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@@ -9,53 +9,79 @@ function UI.draw_top_bar(title)
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end
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--- Draws a menu.
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--- Items with header=true are drawn as non-selectable section headers in small font.
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--- @within UI
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--- @param items table A table of menu items.<br/>
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--- @param selected_item number The index of the currently selected item.<br/>
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--- @param x number The x-coordinate for the menu (ignored if centered is true).<br/>
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--- @param y number The y-coordinate for the menu.<br/>
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--- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.<br/>
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function UI.draw_menu(items, selected_item, x, y, centered)
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--- @param[opt] scroll_offset number 0-based index of the first visible item. Defaults to 0.<br/>
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--- @param[opt] visible_count number Maximum number of items to draw. Defaults to all.<br/>
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function UI.draw_menu(items, selected_item, x, y, centered, scroll_offset, visible_count)
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scroll_offset = scroll_offset or 0
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visible_count = visible_count or #items
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if centered then
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local max_w = 0
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for _, item in ipairs(items) do
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if not item.header then
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local w = print(item.label, 0, -10, 0, false, 1, false)
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if w > max_w then max_w = w end
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end
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end
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x = (Config.screen.width - max_w) / 2
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end
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for i, item in ipairs(items) do
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local current_y = y + (i-1)*10
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local current_y = y
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for i = scroll_offset + 1, math.min(#items, scroll_offset + visible_count) do
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local item = items[i]
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if item.header then
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Print.text(item.label, x, current_y, Config.colors.dark_grey, true, 1)
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current_y = current_y + 8
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else
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if i == selected_item then
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Print.text(">", x - 8, current_y, Config.colors.light_blue)
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end
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Print.text(item.label, x, current_y, Config.colors.light_blue)
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current_y = current_y + 10
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end
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end
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end
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--- Updates menu selection.
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--- Updates menu selection. Skips items with header=true during navigation.
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--- @within UI
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--- @param items table A table of menu items.<br/>
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--- @param selected_item number The current index of the selected item.<br/>
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--- @param[opt] x number Menu x position (required for mouse support).<br/>
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--- @param[opt] y number Menu y position (required for mouse support).<br/>
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--- @param[opt] centered boolean Whether the menu is centered horizontally.<br/>
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--- @param[opt] scroll_offset number 0-based index of the first visible item. Defaults to 0.<br/>
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--- @param[opt] visible_count number Number of visible items (for mouse hit zones). Defaults to all.<br/>
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--- @return number selected_item The updated index of the selected item.
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--- @return boolean mouse_confirmed True if the user clicked on a menu item.
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function UI.update_menu(items, selected_item, x, y, centered)
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function UI.update_menu(items, selected_item, x, y, centered, scroll_offset, visible_count)
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scroll_offset = scroll_offset or 0
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visible_count = visible_count or #items
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local n = #items
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local function find_selectable(start, dir)
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local idx = start
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for _ = 1, n do
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if not items[idx].header then return idx end
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idx = (idx - 1 + dir + n) % n + 1
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end
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return start
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end
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if Input.up() then
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Audio.sfx_beep()
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selected_item = selected_item - 1
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if selected_item < 1 then
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selected_item = #items
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end
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local prev = (selected_item - 2 + n) % n + 1
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selected_item = find_selectable(prev, -1)
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elseif Input.down() then
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Audio.sfx_beep()
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selected_item = selected_item + 1
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if selected_item > #items then
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selected_item = 1
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end
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local next_i = selected_item % n + 1
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selected_item = find_selectable(next_i, 1)
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end
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if x ~= nil and y ~= nil then
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@@ -63,16 +89,24 @@ function UI.update_menu(items, selected_item, x, y, centered)
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if centered then
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local max_w = 0
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for _, item in ipairs(items) do
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if not item.header then
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local w = print(item.label, 0, -10, 0, false, 1, false)
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if w > max_w then max_w = w end
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end
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end
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menu_x = (Config.screen.width - max_w) / 2
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end
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for i, _ in ipairs(items) do
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if Mouse.zone({ x = menu_x - 8, y = y + (i-1) * 10, w = Config.screen.width, h = 10 }) then
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local current_y = y
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for i = scroll_offset + 1, math.min(n, scroll_offset + visible_count) do
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local item = items[i]
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local step = item.header and 8 or 10
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if not item.header then
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if Mouse.zone({ x = menu_x - 8, y = current_y, w = Config.screen.width, h = 10 }) then
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return i, true
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end
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end
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current_y = current_y + step
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end
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end
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return selected_item, false
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@@ -5,6 +5,7 @@ local _anim = 0
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local _menu_max_w = 0
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local ANIM_SPEED = 2.5
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local HEADER_H = 28
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MenuWindow._scroll_offset = 0
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--- Calculates the animated x position of the menu block.
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--- @within MenuWindow
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@@ -45,6 +46,17 @@ function MenuWindow.draw_norman()
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spr(305, nx + 32, ny + 64, Config.colors.transparent, 4)
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end
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--- Adjusts _scroll_offset so the selected item is within the visible window.
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--- @within MenuWindow
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function MenuWindow.ensure_visible()
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local sel = Context.current_menu_item
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if sel <= MenuWindow._scroll_offset then
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MenuWindow._scroll_offset = sel - 1
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elseif sel > MenuWindow._scroll_offset + 5 then
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MenuWindow._scroll_offset = sel - 5
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end
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end
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--- Draws the menu window.
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--- @within MenuWindow
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function MenuWindow.draw()
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@@ -56,9 +68,19 @@ function MenuWindow.draw()
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MenuWindow.draw_norman()
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end
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local menu_h = #_menu_items * 10
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local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 10 - menu_h) / 2)
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UI.draw_menu(_menu_items, Context.current_menu_item, MenuWindow.calc_menu_x(), y, false)
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local menu_x = MenuWindow.calc_menu_x()
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local arrow_cx = math.floor(menu_x + _menu_max_w / 2)
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local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 50) / 2)
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if MenuWindow._scroll_offset > 0 then
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Print.text_center("^", arrow_cx, y - 8, Config.colors.light_blue)
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end
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UI.draw_menu(_menu_items, Context.current_menu_item, menu_x, y, false, MenuWindow._scroll_offset, 5)
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if MenuWindow._scroll_offset + 5 < #_menu_items then
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Print.text_center("v", arrow_cx, y + 52, Config.colors.light_blue)
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end
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local ttg_text = "TTG"
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local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false)
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@@ -72,8 +94,8 @@ function MenuWindow.update()
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_anim = math.min(1, _anim + ANIM_SPEED * Context.delta_time)
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end
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local menu_h = #_menu_items * 10
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local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 10 - menu_h) / 2)
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local menu_x = MenuWindow.calc_menu_x()
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local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 50) / 2)
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if _click_timer > 0 then
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_click_timer = _click_timer - Context.delta_time
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@@ -87,8 +109,9 @@ function MenuWindow.update()
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return
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end
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local new_item, mouse_confirmed = UI.update_menu(_menu_items, Context.current_menu_item, MenuWindow.calc_menu_x(), y, false)
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local new_item, mouse_confirmed = UI.update_menu(_menu_items, Context.current_menu_item, menu_x, y, false, MenuWindow._scroll_offset, 5)
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Context.current_menu_item = new_item
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MenuWindow.ensure_visible()
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if mouse_confirmed then
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Audio.sfx_select()
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@@ -186,6 +209,12 @@ function MenuWindow.ascend_debug()
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GameWindow.set_state("ascend_debug")
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end
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--- Triggers the Level Up flash animation for testing.
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--- @within MenuWindow
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function MenuWindow.level_up_flash()
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Ascension.start_flash()
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end
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--- Refreshes the list of menu items based on current game state.
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--- @within MenuWindow
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function MenuWindow.refresh_menu_items()
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@@ -200,6 +229,8 @@ function MenuWindow.refresh_menu_items()
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table.insert(_menu_items, {label = "Credits", decision = MenuWindow.credits})
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if Context.test_mode then
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table.insert(_menu_items, {label = "Debug Menu", header = true})
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table.insert(_menu_items, {label = "Level Up Flash", decision = MenuWindow.level_up_flash})
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table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
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table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
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table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
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@@ -212,11 +243,14 @@ function MenuWindow.refresh_menu_items()
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_menu_max_w = 0
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for _, item in ipairs(_menu_items) do
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if not item.header then
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local w = print(item.label, 0, -10, 0, false, 1, false)
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if w > _menu_max_w then _menu_max_w = w end
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end
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end
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Context.current_menu_item = 1
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MenuWindow._scroll_offset = 0
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_click_timer = 0
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_anim = 0
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end
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