69 lines
2.2 KiB
Lua
69 lines
2.2 KiB
Lua
function GameWindow.draw()
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local screen = Context.screens[Context.current_screen]
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Map.draw(screen.background)
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UI.draw_top_bar(screen.name)
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if screen and screen.decisions and #screen.decisions > 0 then
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local available_decisions = {}
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for _, decision_id in ipairs(screen.decisions) do
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local decision = Decision.get(decision_id)
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if decision and decision.condition() then
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table.insert(available_decisions, decision)
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end
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end
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if #available_decisions > 0 then
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UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
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end
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end
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Sprite.draw()
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end
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function GameWindow.update()
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if Input.menu_back() then
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Context.active_window = WINDOW_MENU
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MenuWindow.refresh_menu_items()
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return
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end
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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_decision_index = 1 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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end
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Context.selected_decision_index = 1 end
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local screen = Context.screens[Context.current_screen]
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if screen and screen.decisions and #screen.decisions > 0 then
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local available_decisions = {}
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for _, decision_id in ipairs(screen.decisions) do
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local decision = Decision.get(decision_id)
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if decision and decision.condition() then table.insert(available_decisions, decision)
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end
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end
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if #available_decisions == 0 then return end
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local new_selected_decision_index = UI.update_decision_selector(
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available_decisions,
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Context.selected_decision_index
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)
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if new_selected_decision_index ~= Context.selected_decision_index then
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Context.selected_decision_index = new_selected_decision_index
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end
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if Input.select() then
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local selected_decision = available_decisions[Context.selected_decision_index]
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if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
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end
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end
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end
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end
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function GameWindow.set_state(new_state)
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Context.active_window = new_state
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end |