Files
impostor/inc/window/window.game.lua

82 lines
2.3 KiB
Lua

--- @section GameWindow
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen)
if screen.background then
Map.draw(screen.background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
UI.draw_top_bar(screen.name)
if not Context.stat_screen_active and #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
end
Sprite.draw()
Focus.draw()
screen.draw()
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
Focus.update()
if Input.menu_back() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
return
end
local screen = Screen.get_by_id(Context.game.current_screen)
screen.update()
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then
current_situation_obj.update()
end
end
if Context.stat_screen_active then return end
-- Fetch and filter decisions locally
local all_decisions_for_screen = Decision.get_for_screen(screen)
_available_decisions = Decision.filter_available(all_decisions_for_screen)
if #_available_decisions == 0 then return end
if _selected_decision_index > #_available_decisions then
_selected_decision_index = 1
end
local new_selected_decision_index = UI.update_decision_selector(
_available_decisions,
_selected_decision_index
)
if new_selected_decision_index ~= _selected_decision_index then
_selected_decision_index = new_selected_decision_index
end
if Input.select() then
local selected_decision = _available_decisions[_selected_decision_index]
if selected_decision and selected_decision.handle then
Audio.sfx_select()
selected_decision.handle()
end
end
end
--- Sets the active window.
--- @within GameWindow
--- @param new_state string The ID of the new active window.
function GameWindow.set_state(new_state)
Window.set_current(new_state)
end