Files
impostor/inc/window/window.game.lua
2026-02-17 21:02:20 +01:00

70 lines
2.5 KiB
Lua

function GameWindow.draw()
local currentScreenData = Context.screens[Context.current_screen]
UI.draw_top_bar(currentScreenData.name)
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
local display_decisions = {}
for _, desition_id in ipairs(currentScreenData.decisions) do
table.insert(display_decisions, DesitionManager.get(desition_id))
end
UI.draw_desition_selector(display_decisions, Context.selected_desition_index)
end
end
function GameWindow.update()
if Input.menu_back() then
Context.active_window = WINDOW_MENU
MenuWindow.refresh_menu_items()
return
end
-- Handle screen changing using up/down
if Input.up() then
Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then
Context.current_screen = #Context.screens
end
Context.selected_desition_index = 1 -- Reset selected decision on screen change
elseif Input.down() then
Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then
Context.current_screen = 1
end
Context.selected_desition_index = 1 -- Reset selected decision on screen change
end
local currentScreenData = Context.screens[Context.current_screen]
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
local display_decisions = {}
for _, desition_id in ipairs(currentScreenData.decisions) do
table.insert(display_decisions, DesitionManager.get(desition_id))
end
-- Update selected decision using left/right inputs
local new_selected_desition_index = UI.update_desition_selector(
display_decisions,
Context.selected_desition_index
)
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
if new_selected_desition_index ~= Context.selected_desition_index then
Context.selected_desition_index = new_selected_desition_index
end
-- 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
Audio.sfx_select() -- Play sound for selection
selected_desition.handler()
end
end
end
end
function GameWindow.set_state(new_state)
Context.active_window = new_state
-- Add any state-specific initialization/cleanup here later if needed
end