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levelbutton.lua
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levelbutton.lua
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levelbutton = class:new()
function levelbutton:init(x, y, text, i, unlocked)
self.x = x
self.y = y
self.text = text
self.i = i
self.unlocked = unlocked
self.value = 0
self.textwidth = levelselectfont:getWidth(self.text)
self.coinwidth = coinsfont:getWidth(#filetable[self.i].collectedcoins .. "/" .. filetable[self.i].coins)
self.active = true
self.xt = x
self.xmargin = 20
self.textyplus = -5
self.height = 80
self.width = 190
end
function levelbutton:update(dt)
if self.x < self.xt then
self.x = self.x + (self.xt-self.x)/3*dt*15+10*dt
if self.x > self.xt then
self.x = self.xt
end
elseif self.x > self.xt then
self.x = self.x - (self.x-self.xt)/3*dt*15-10*dt
if self.x < self.xt then
self.x = self.xt
end
end
if self.unlocked then
local x, y = mymousegetPosition()
y = y - menuoffset
x = x - menuoffsetx
if self:gethighlight(x, y) then
self.value = self.value + ((1-self.value)*10*dt+0.01*dt)
if self.value > 1 then
self.value = 1
end
else
self.value = self.value - (self.value*4*dt+0.1*dt)
if self.value < 0 then
self.value = 0
end
end
end
end
function levelbutton:draw()
if self.x < -self.width/2-32 or self.x > screenwidth+self.width/2 then
return
end
if self.unlocked then
if (not filetable[self.i].goaltime or (filetable[self.i].hightime and filetable[self.i].hightime <= filetable[self.i].goaltime)) and
(not filetable[self.i].goalsteps or (filetable[self.i].highsteps and filetable[self.i].highsteps <= filetable[self.i].goalsteps)) and
(not filetable[self.i].goalwarps or (filetable[self.i].highwarps and filetable[self.i].highwarps <= filetable[self.i].goalwarps)) and
(#filetable[self.i].collectedcoins >= filetable[self.i].coins) then
love.graphics.setColor(255, 255, 255, 150*fadecolor)
love.graphics.draw(yayimg, self.x-self.width/2+.5, self.y+1)
end
local r, g, b = 190, 206, 248
local tr, tg, tb = unpack(getrainbowcolor(math.mod(rainbowi+.5+self.value*0.5, 1)))
r = r + (tr-r)*(self.value*.7+.3)
g = g + (tg-g)*(self.value*.7+.3)
b = b + (tb-b)*(self.value*.7+.3)
love.graphics.setColor(r, g, b, 200*fadecolor)
love.graphics.rectangle("fill", self.x-self.width/2, self.y+self.height-(self.height-30)*self.value, self.width, (self.height-30)*self.value)
love.graphics.setFont(levelselectfont)
mygraphicssetScissor(self.x-self.width/2+menuoffsetx+self.width/2*self.value, self.y+menuoffset, round(self.width-self.width*self.value), self.height*0.6)
love.graphics.setColor(r, g, b, 100*fadecolor)
love.graphics.rectangle("fill", self.x-self.width/2, self.y, self.width, 30)
love.graphics.setColor(0, 0, 0, 255*fadecolor)
if self.text then
love.graphics.print(self.text, self.x - self.textwidth/2+6, self.y-2)
end
mygraphicssetScissor()
love.graphics.setColor(r, g, b, 255*fadecolor)
mygraphicssetScissor(round(self.x-self.width/2+menuoffsetx), self.y+menuoffset, round(self.width/2*self.value), self.height*0.6)
if self.text then
love.graphics.print(self.text, round(self.x - self.textwidth/2+6), self.y-2)
end
mygraphicssetScissor(round(self.x+menuoffsetx+self.width/2-(self.width/2*self.value)), self.y+menuoffset, round(self.width/2), self.height*0.6)
if self.text then
love.graphics.print(self.text, round(self.x - self.textwidth/2+6), self.y-2)
end
mygraphicssetScissor()
love.graphics.setFont(winwindowfont)
love.graphics.setColor(255, 255, 255, 255*fadecolor)
love.graphics.draw(clockimg, self.x-self.width/2+6, self.y+34, 0, 2, 2)
love.graphics.draw(stepsimg, self.x-self.width/2+70, self.y+34, 0, 2, 2)
love.graphics.draw(warpsimg, self.x-self.width/2+134, self.y+34, 0, 2, 2)
if not filetable[self.i].hightime then
love.graphics.setColor(255, 255, 255, 255*fadecolor)
elseif (not filetable[self.i].goaltime and filetable[self.i].hightime) or filetable[self.i].hightime <= filetable[self.i].goaltime then
love.graphics.setColor(0, 255, 0, 255*fadecolor)
else
love.graphics.setColor(255, 0, 0, 255*fadecolor)
end
love.graphics.print(filetable[self.i].hightime or "-", self.x-self.width/2+30, self.y+50)
if not filetable[self.i].highsteps then
love.graphics.setColor(255, 255, 255, 255*fadecolor)
elseif (not filetable[self.i].goalsteps and filetable[self.i].highsteps) or filetable[self.i].highsteps <= filetable[self.i].goalsteps then
love.graphics.setColor(0, 255, 0, 255*fadecolor)
else
love.graphics.setColor(255, 0, 0, 255*fadecolor)
end
love.graphics.print(filetable[self.i].highsteps or "-", self.x-self.width/2+94, self.y+50)
if not filetable[self.i].highwarps then
love.graphics.setColor(255, 255, 255, 255*fadecolor)
elseif (not filetable[self.i].goalwarps and filetable[self.i].highwarps) or filetable[self.i].highwarps <= filetable[self.i].goalwarps then
love.graphics.setColor(0, 255, 0, 255*fadecolor)
else
love.graphics.setColor(255, 0, 0, 255*fadecolor)
end
love.graphics.print(filetable[self.i].highwarps or "-", self.x-self.width/2+158, self.y+50)
love.graphics.setColor(255, 255, 255, 255*fadecolor)
love.graphics.print(filetable[self.i].goaltime or "-", self.x-self.width/2+30, self.y+30)
love.graphics.setColor(255, 255, 255, 255*fadecolor)
love.graphics.print(filetable[self.i].goalsteps or "-", self.x-self.width/2+94, self.y+30)
love.graphics.setColor(255, 255, 255, 255*fadecolor)
love.graphics.print(filetable[self.i].goalwarps or "-", self.x-self.width/2+158, self.y+30)
love.graphics.setColor(100+self.value*150, 100+self.value*150, 100+self.value*150, 200*fadecolor)
love.graphics.draw(coinsbackimg, self.x+self.width/2, self.y)
love.graphics.setColor(255, 255, 255, 255*fadecolor)
if #filetable[self.i].collectedcoins >= filetable[self.i].coins then
love.graphics.setColor(255, 255, 255, 255*fadecolor)
else
love.graphics.setColor(50, 50, 50, 255*fadecolor)
end
love.graphics.draw(coinimg, self.x+self.width/2-14, self.y-2+creditsr*30, 0, 3, 3)
if #filetable[self.i].collectedcoins >= filetable[self.i].coins then
love.graphics.setColor(0, 255, 0, 255*fadecolor)
else
love.graphics.setColor(255, 0, 0, 255*fadecolor)
end
love.graphics.setFont(coinsfont)
love.graphics.print(#filetable[self.i].collectedcoins .. "/" .. filetable[self.i].coins, self.x+self.width/2+17-self.coinwidth/2, self.y+50)
local r, g, b = unpack(getrainbowcolor(math.mod(rainbowi+0.5+self.value*0.5, 1)))
love.graphics.setColor(r, g, b, 255*fadecolor)
love.graphics.rectangle("line", round(self.x-self.width/2)-1, round(self.y)-1, self.width+2, self.height+2)
else
local r, g, b = 200, 200, 200
love.graphics.setFont(levelselectfont)
love.graphics.setColor(r, g, b, 100*fadecolor)
love.graphics.rectangle("fill", self.x-self.width/2, self.y, self.width, 30)
love.graphics.setColor(0, 0, 0, 255*fadecolor)
if self.text then
love.graphics.print(self.text, self.x - self.textwidth/2+6, self.y-2)
end
love.graphics.setColor(100, 100, 100, 100*fadecolor)
love.graphics.draw(coinsbackimg, self.x+self.width/2, self.y)
love.graphics.setColor(r, g, b, 100*fadecolor)
love.graphics.rectangle("line", round(self.x-self.width/2)-1, round(self.y)-1, self.width+2, self.height+2)
end
end
function levelbutton:mousepressed(x, y, button)
if self.unlocked and self.active and button == lbutton then
if self:gethighlight(x, y) then
for i, v in pairs(levelbuttons) do
v.active = false
end
menubuttons[5].active = false
startlevel(self.i)
return true
end
end
end
function levelbutton:gethighlight(x, y)
if x >= self.x-self.width/2-1 and x < self.x+self.width/2+2+30 and
y >= self.y-1 and y < self.y+self.height+2 then
return true
end
return false
end