226 lines
7.1 KiB
Lua
226 lines
7.1 KiB
Lua
DroneCardSelector = {}
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class("DroneCardSelector").extends(BaseScene)
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local scene = DroneCardSelector
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local fontMed = Graphics.font.new('assets/fonts/onyx_9')
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local elapsedTime = 0
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scene.inputHandler = {
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AButtonDown = function()
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local drone = Drones[scene.menuIndex]
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-- If locked, try to buy
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if drone.locked == true then
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if drone.price <= 0 then return end
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local money = Noble.GameData.get("money")
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if money >= drone.price then
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Noble.GameData.set("money", money - drone.price)
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Noble.GameData.set("drone" .. drone.id, 1)
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drone.locked = false
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scene.menuConfirmSound:play(1)
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scene.purchaseText = "-$" .. drone.price
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scene.purchaseTimer = playdate.timer.new(1200, 0, 40, playdate.easingFunctions.outCubic)
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screenShake(200, 3)
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else
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screenShake(300, 5)
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scene.noMoneyTimer = playdate.timer.new(800, 0, 800, playdate.easingFunctions.linear)
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end
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return
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end
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CurrentMission.droneId = drone.id
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scene.menuConfirmSound:play(1)
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local mode = drone.mode
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local soundTable = playdate.sound.playingSources()
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for i=1, #soundTable do
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soundTable[i]:stop()
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end
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if mode == Modes.bomber then
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local stock = Noble.GameData.get("bomberStock")
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if stock <= 0 then
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return
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end
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Noble.GameData.set("bomberStock", stock - 1)
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Noble.transition(BomberScene)
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else
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Noble.transition(Assemble)
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end
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end,
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BButtonDown = function()
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-- B on bomber drone: buy stock
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local drone = Drones[scene.menuIndex]
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if not drone.locked and drone.mode == Modes.bomber then
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local money = Noble.GameData.get("money")
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local stockPrice = drone.stockPrice or 50
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if money >= stockPrice then
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Noble.GameData.set("money", money - stockPrice)
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Noble.GameData.set("bomberStock", Noble.GameData.get("bomberStock") + 1)
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scene.menuConfirmSound:play(1)
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scene.purchaseText = "-$" .. stockPrice
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scene.purchaseY = 0
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scene.purchaseTimer = playdate.timer.new(1200, 0, 40, playdate.easingFunctions.outCubic)
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return
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end
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end
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scene.menuBackSound:play(1)
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Noble.transition(MapSelector)
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end,
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downButtonDown = function()
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end,
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leftButtonDown = function()
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if scene.menuIndex <= 1 then
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return
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end
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scene.menuSelSound:play(1)
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scene.targetX = scene.targetX + 355
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scene.menuIndex = scene.menuIndex - 1
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scene.paginator:set(scene.menuIndex)
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end,
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rightButtonDown = function()
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if scene.menuIndex >= 4 then
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return
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end
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scene.menuSelSound:play(1)
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scene.targetX = scene.targetX - 355
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scene.menuIndex = scene.menuIndex + 1
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scene.paginator:set(scene.menuIndex)
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end,
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upButtonDown = function()
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end,
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}
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function scene:setValues()
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self.menuIndex = 1
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self.aKey = Graphics.image.new("assets/sprites/buttons/A")
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self.bKey = Graphics.image.new("assets/sprites/buttons/B")
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scene.menuConfirmSound = playdate.sound.fileplayer.new("assets/audio/confirm")
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scene.menuBackSound = playdate.sound.fileplayer.new("assets/audio/back")
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scene.menuSelSound = playdate.sound.fileplayer.new("assets/audio/menu_select")
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scene.menuSelSound:setVolume(0.5)
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scene.currentX = 0
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scene.targetX = 0
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scene.purchaseText = nil
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scene.purchaseTimer = nil
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scene.noMoneyTimer = nil
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end
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function scene:init()
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scene.super.init(self)
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scene:setValues()
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end
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function scene:start()
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scene.super.start(self)
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self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
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Noble.showFPS = false
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end
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function scene:enter()
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scene.super.enter(self)
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-- Update locked state from GameData
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for i = 1, #Drones do
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Drones[i].locked = (Noble.GameData.get("drone" .. i) == 0)
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end
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scene.menuIndex = 1
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scene.currentX = 0
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scene.targetX = 0
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scene.cards = {}
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for i = 1, #Drones do
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scene.cards[i] = DroneCard(0, 0, Drones[i])
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end
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scene.paginator = PageSprite(200, 207)
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end
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function scene:update()
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scene.super.update(self)
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if scene.cards == nil then
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print("scene.cards is nil")
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return
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end
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elapsedTime = elapsedTime + 1 / playdate.display.getRefreshRate()
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local dy = 2 * math.sin(20 * elapsedTime)
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local speed = 40
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if math.abs(scene.targetX - scene.currentX) < speed then
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scene.currentX = scene.targetX
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else
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scene.currentX = scene.currentX + speed * ((scene.targetX > scene.currentX) and 1 or -1)
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end
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local x = 0
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for i = 1, #scene.cards do
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x = 29 + (339 + 16) * (i - 1)
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scene.cards[i]:moveTo(x + scene.currentX, 25)
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end
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local drone = Drones[scene.menuIndex]
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-- Money display
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Noble.Text.draw("$" .. Noble.GameData.get("money"), 200, 5, Noble.Text.ALIGN_CENTER, false, fontMed)
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if drone.locked and drone.price > 0 then
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self.aKey:draw(315, 207 + dy)
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Noble.Text.draw("Buy $" .. drone.price, 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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elseif drone.locked then
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Noble.Text.draw("Coming soon", 340, 210, Noble.Text.ALIGN_CENTER, false, fontMed)
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elseif drone.mode == Modes.bomber then
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local stock = Noble.GameData.get("bomberStock")
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self.aKey:draw(315, 207 + dy)
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Noble.Text.draw("Go (" .. stock .. "x)", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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else
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self.aKey:draw(315, 207 + dy)
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Noble.Text.draw("Assemble", 333, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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end
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-- B button: back or buy stock
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if not drone.locked and drone.mode == Modes.bomber then
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self.bKey:draw(15, 207 + dy)
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Noble.Text.draw("Buy +1: $" .. (drone.stockPrice or 50), 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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else
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self.bKey:draw(15, 207 + dy)
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Noble.Text.draw("Back", 33, 210, Noble.Text.ALIGN_LEFT, false, fontMed)
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end
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-- Not enough money warning
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if scene.noMoneyTimer then
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if scene.noMoneyTimer.value < 800 then
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Noble.Text.draw("Not enough $!", 200, 190, Noble.Text.ALIGN_CENTER, false, fontMed)
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else
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scene.noMoneyTimer = nil
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end
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end
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-- Purchase animation
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if scene.purchaseText and scene.purchaseTimer then
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local offset = scene.purchaseTimer.value
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local alpha = 1.0 - (offset / 40)
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if alpha > 0 then
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Noble.Text.draw(scene.purchaseText, 200, 20 - offset, Noble.Text.ALIGN_CENTER, false, fontMed)
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else
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scene.purchaseText = nil
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scene.purchaseTimer = nil
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end
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end
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scene.paginator:moveTo(200, 207)
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end
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function scene:exit()
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scene.super.exit(self)
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for i = 1, #scene.cards do
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scene.cards[i]:remove()
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end
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Noble.showFPS = false
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end
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function scene:finish()
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scene.super.finish(self)
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playdate.display.setScale(1)
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end
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