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impostor/inc/window/window.game.lua
Zsolt Tasnadi 3dd6cfcdcb
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linter fixes
2026-02-18 08:29:27 +01:00

79 lines
3.0 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 available_desitions = {}
for _, desition_id in ipairs(currentScreenData.decisions) do
local desition_obj = DesitionManager.get(desition_id)
if desition_obj and desition_obj.condition() then -- Check condition directly
table.insert(available_desitions, desition_obj)
end
end
-- If no available desitions, display nothing or a message
if #available_desitions > 0 then
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
end
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 available_desitions = {}
for _, desition_id in ipairs(currentScreenData.decisions) do
local desition_obj = DesitionManager.get(desition_id)
if desition_obj and desition_obj.condition() then -- Check condition directly
table.insert(available_desitions, desition_obj)
end
end
-- If no available desitions, we can't update or execute
if #available_desitions == 0 then return end
-- Update selected decision using left/right inputs
local new_selected_desition_index = UI.update_desition_selector(
available_desitions,
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 = available_desitions[Context.selected_desition_index]
if selected_desition and selected_desition.handle then -- Call handle directly
Audio.sfx_select() -- Play sound for selection
selected_desition.handle()
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