-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathlevelselect.lua
105 lines (93 loc) · 2.51 KB
/
levelselect.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
Gamestate.levelselect = {}
local levelselect = Gamestate.levelselect
local levels = {}
local selected = 1
local levelnr = 1
function levelselect:init() -- run only once
for line in love.filesystem.lines("/assets/maps/levels.txt") do
local attr = 1
table.insert(levels,{})
for i in string.gmatch(line, '([^,]+)') do
if attr == 1 then
levels[levelnr].name = i
elseif attr == 2 then
levels[levelnr].filename = i
end
attr = attr+1
end
levelnr = levelnr+1
end
levelnr = levelnr-1
end
function levelselect:enter(previous) -- run every time the state is entered
--AudioController:playMusic("levelselect")
--AudioController.music["levelselect"]:rewind()
--AudioController.music["levelselect"]:play()
Signal.register('enter', function()
local filename = levels[selected].filename
Gamestate.switch(Gamestate.game,filename)
end)
Signal.register('up', function()
selected = (selected-1)
if selected == 0 then
selected = levelnr
end
end)
Signal.register('down', function()
selected = (selected+1)
if selected == (levelnr+1) then
selected = 1
end
end)
end
function levelselect:leave()
love.audio.stop()
controls:clear()
end
function levelselect:update(dt)
end
function levelselect:draw()
love.graphics.print(string.format("Select a level and press enter (x)"),10,10)
--love.graphics.print(string.format("levels:"..levelnr),50,50)
for k, v in pairs(levels) do
if k ~= selected then
love.graphics.setColor(255,255,255, 100)
elseif k == selected then
love.graphics.setColor(255,255,255, 255)
end
love.graphics.printf(v.name, 0, H/4+30*(k-1), W, 'center')
love.graphics.setColor(255,255,255, 255)
end
end
function levelselect:isLastLevel()
return selected == levelnr
end
function levelselect:getCurrentLevel()
return selected
end
function levelselect:switchToNextLevel()
if not self.isLastLevel() then
selected = selected+1
local filename = levels[selected].filename
Gamestate.switch(Gamestate.game,filename)
end
end
--[[
function levelselect:keyreleased(key)
--todo select a level and send it with the game state switch.
if key == 'return' or key == 'kpenter' then
local filename = levels[selected].filename
Gamestate.switch(Gamestate.game,filename)
elseif key == 'up' then
selected = (selected-1)
if selected == 0 then
selected = levelnr
end
elseif key == 'down' then
selected = (selected+1)
if selected == (levelnr+1) then
selected = 1
end
end
end
]]