DesitionSelector
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@@ -2,6 +2,10 @@ function GameWindow.draw()
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local currentScreenData = Context.screens[Context.current_screen]
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UI.draw_top_bar(currentScreenData.name)
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if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
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UI.draw_desition_selector(currentScreenData.decisions, Context.selected_desition_index)
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end
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end
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function GameWindow.update()
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@@ -10,11 +14,43 @@ function GameWindow.update()
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MenuWindow.refresh_menu_items()
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return
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end
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if Input.select() then
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if Context.current_screen == #Context.screens then
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-- Handle screen changing using up/down
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if Input.up() then
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Context.current_screen = Context.current_screen - 1
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if Context.current_screen < 1 then
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Context.current_screen = #Context.screens
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end
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Context.selected_desition_index = 1 -- Reset selected decision on screen change
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elseif Input.down() then
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Context.current_screen = Context.current_screen + 1
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if Context.current_screen > #Context.screens then
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Context.current_screen = 1
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else
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Context.current_screen = Context.current_screen + 1
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end
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Context.selected_desition_index = 1 -- Reset selected decision on screen change
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end
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local currentScreenData = Context.screens[Context.current_screen]
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if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
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-- Update selected decision using left/right inputs
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local new_selected_desition_index = UI.update_desition_selector(
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currentScreenData.decisions,
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Context.selected_desition_index
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)
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-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
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if new_selected_desition_index ~= Context.selected_desition_index then
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Context.selected_desition_index = new_selected_desition_index
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end
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-- Execute selected decision on Input.select()
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if Input.select() then
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local selected_desition = currentScreenData.decisions[Context.selected_desition_index]
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if selected_desition and selected_desition.handler then
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Audio.sfx_select() -- Play sound for selection
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selected_desition.handler()
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end
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end
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end
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end
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@@ -22,4 +58,4 @@ end
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function GameWindow.set_state(new_state)
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Context.active_window = new_state
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-- Add any state-specific initialization/cleanup here later if needed
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end
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end
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