-
Notifications
You must be signed in to change notification settings - Fork 2
/
Stats.lua
190 lines (180 loc) · 5.72 KB
/
Stats.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
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
local pd <const> = playdate
local gfx <const> = Graphics
Stats = {}
class("Stats").extends(BaseScene)
local items
local grid
local modal
local locked_image <const> = gfx.image.new("/assets/images/locked")
local heart_image <const> = gfx.image.new("/assets/images/heart")
local icons_it <const> = gfx.imagetable.new("/assets/images/kenney-icons")
local columns <const>, rows <const> = icons_it:getSize()
local modal_animator = gfx.animator.new(
500,
Geometry.lineSegment.new(
200, 275,
200, 120
),
Ease.outBack
)
local keyTimer
Stats.inputHandler = {
BButtonHeld = function()
Noble.transition(Title)
end,
upButtonDown = function()
-- If there's already a timer, ignore
if keyTimer ~= nil then
return
end
-- Add repeat timers so users can hold the direction
local function timerCallback()
grid:selectPreviousRow(true)
end
keyTimer = playdate.timer.keyRepeatTimer(timerCallback)
end,
-- Remove the listener on button up
upButtonUp = function()
if keyTimer == nil then
return
end
keyTimer:remove()
keyTimer = nil
end,
downButtonDown = function()
if keyTimer ~= nil then
return
end
local function timerCallback()
grid:selectNextRow(true)
end
keyTimer = playdate.timer.keyRepeatTimer(timerCallback)
end,
downButtonUp = function()
if keyTimer == nil then
return
end
keyTimer:remove()
keyTimer = nil
end,
leftButtonDown = function()
if keyTimer ~= nil then
return
end
local function timerCallback()
grid:selectPreviousColumn(true)
end
keyTimer = playdate.timer.keyRepeatTimer(timerCallback)
end,
leftButtonUp = function()
if keyTimer == nil then
return
end
keyTimer:remove()
keyTimer = nil
end,
rightButtonDown = function()
if keyTimer ~= nil then
return
end
local function timerCallback()
grid:selectNextColumn(true)
end
keyTimer = playdate.timer.keyRepeatTimer(timerCallback)
end,
rightButtonUp = function()
if keyTimer == nil then
return
end
keyTimer:remove()
keyTimer = nil
end,
AButtonDown = function()
local _, row, column = grid:getSelection()
local index = math.floor(columns * (row - 1) + column) -- Convert row/column to index
if index == 1 then -- Index 1 is blank, use a placeholder
modal = notify("*HELLO :)\nThanks for checking out the example project!*", function()
Noble.currentScene():removeSprite(modal)
modal = nil
end)
else
-- If the item is locked, skip
if items[tostring(index)] == nil then
return
end
-- Else show the status
local count = items[tostring(index)]
modal = notify("*#"..index.."*: Collected "..count.." time"..(count > 1 and "s" or ""), function()
Noble.currentScene():removeSprite(modal)
modal = nil
end)
end
modal:moveTo(200, 275) -- Move the modal to the bottom of the screen
modal_animator:reset()
Noble.currentScene():addSprite(modal) -- Add to the current scene
end
}
function Stats:init()
Stats.super.init(self)
items = Noble.GameData.get("items", tonumber(Noble.Settings.get("playerSlot")))
grid = playdate.ui.gridview.new(32, 32)
grid:setNumberOfColumns(columns)
grid:setNumberOfRows(rows)
grid:setSelection(1, 1, 1)
grid.changeRowOnColumnWrap = false
function grid:drawCell(_, row, column, selected, x, y, _, _) -- Override the drawCell function
-- Get either the locked image or the unlocked tile image
local index = math.floor(columns * (row - 1) + column)
local image = items[tostring(index)] == nil and locked_image or icons_it:getImage(index)
if index == 1 then -- Index 1 is blank, use a heart when selected
if selected then
image = heart_image
else
return
end
end
if selected then
image:drawScaled(x, y, 2) -- Draw the sprite larger if selected
else
image:draw(x + 8, y + 8)
end
end
end
function Stats:start()
Stats.super.start(self)
self.menu:addMenuItem("menu", function() Noble.transition(Title) end)
end
-- This will be drawn behind all sprites (the ui popup is a sprite)
function Stats:drawBackground()
grid:drawInRect(0, 0, 400, 240)
end
function Stats:update()
if grid.needsDisplay then -- If the grid changed, redraw background
gfx.sprite.redrawBackground()
end
if modal ~= nil then
if modal_animator:ended() then -- Animate the modal
gfx.sprite.redrawBackground()
else
modal:moveTo(modal_animator:currentValue())
end
end
end
function Stats:pause()
Play.super.pause(self)
local icon_count = (#icons_it - 1) -- ID 1 is blank
local item_count = 0
local collected_count = 0
for _, count in pairs(items) do
item_count += 1
collected_count += count
end
local _img = gfx.image.new(400, 240, gfx.kColorWhite)
gfx.pushContext(_img)
gfx.drawTextAligned("*Collected*", 100, 90, kTextAlignment.center)
gfx.drawTextAligned(item_count .. "/" .. icon_count, 100, 110, kTextAlignment.center)
gfx.drawTextAligned(string.format("%.2f %%", item_count / icon_count * 100), 100, 130, kTextAlignment.center)
gfx.drawTextAligned(collected_count .. " Collected total", 100, 150, kTextAlignment.center)
gfx.popContext()
pd.setMenuImage(_img)
end