Difference between revisions of "Tuto tiny-ecs demo Part 2 Menu"
|  (Created page with "__TOC__ == Init ==  == Main ==  == Menu scene ==    Okay, we are all set up, aren't we?   Prev.: Tuto tiny-ecs_demo Part 1 Setup</br> '''Next: xxx'''   '''Tutorial -...") | |||
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| __TOC__ | __TOC__ | ||
| + | |||
| + | Setting up ''scenemanager'' is not the purpose of this tutorial but it adds a nice touch to our demo, so I will quickly go over it. | ||
| + | |||
| + | '''Hopefully the comments are plenty'''! | ||
| + | |||
| == Init == | == Init == | ||
| + | Create the '''init.lua''' file: | ||
| + | <syntaxhighlight lang="lua"> | ||
| + | -- plugins | ||
| + | require "scenemanager" | ||
| + | require "easing" | ||
| + | |||
| + | -- app size we could use | ||
| + | myappleft, myapptop, myappright, myappbot = application:getLogicalBounds() | ||
| + | myappwidth, myappheight = myappright - myappleft, myappbot - myapptop | ||
| + | |||
| + | -- ttf fonts | ||
| + | myttf = TTFont.new("fonts/Cabin-Regular-TTF.ttf", 8*4) | ||
| + | </syntaxhighlight> | ||
| == Main == | == Main == | ||
| + | Create the '''main.lua''' file which contains the ''scenemanager'' and a list of scene transitions and easings: | ||
| + | <syntaxhighlight lang="lua"> | ||
| + | -- scene manager | ||
| + | scenemanager = SceneManager.new( | ||
| + | 	{ | ||
| + | 		["menu"] = Menu, | ||
| + | 		["levelX"] = LevelX, | ||
| + | 	} | ||
| + | ) | ||
| + | stage:addChild(scenemanager) | ||
| + | scenemanager:changeScene("menu") | ||
| + | |||
| + | -- transitions & easings | ||
| + | transitions = { | ||
| + | 	SceneManager.moveFromRight, -- 1 | ||
| + | 	SceneManager.moveFromLeft, -- 2 | ||
| + | 	SceneManager.moveFromBottom, -- 3 | ||
| + | 	SceneManager.moveFromTop, -- 4 | ||
| + | 	SceneManager.moveFromRightWithFade, -- 5 | ||
| + | 	SceneManager.moveFromLeftWithFade, -- 6 | ||
| + | 	SceneManager.moveFromBottomWithFade, -- 7 | ||
| + | 	SceneManager.moveFromTopWithFade, -- 8 | ||
| + | 	SceneManager.overFromRight, -- 9 | ||
| + | 	SceneManager.overFromLeft, -- 10 | ||
| + | 	SceneManager.overFromBottom, -- 11 | ||
| + | 	SceneManager.overFromTop, -- 12 | ||
| + | 	SceneManager.overFromRightWithFade, -- 13 | ||
| + | 	SceneManager.overFromLeftWithFade, -- 14 | ||
| + | 	SceneManager.overFromBottomWithFade, -- 15 | ||
| + | 	SceneManager.overFromTopWithFade, -- 16 | ||
| + | 	SceneManager.fade, -- 17 | ||
| + | 	SceneManager.crossFade, -- 18 | ||
| + | 	SceneManager.flip, -- 19 | ||
| + | 	SceneManager.flipWithFade, -- 20 | ||
| + | 	SceneManager.flipWithShade, -- 21 | ||
| + | } | ||
| + | easings = { | ||
| + | 	easing.inBack, -- 1 | ||
| + | 	easing.outBack, -- 2 | ||
| + | 	easing.inOutBack, -- 3 | ||
| + | 	easing.inBounce, -- 4 | ||
| + | 	easing.outBounce, -- 5 | ||
| + | 	easing.inOutBounce, -- 6 | ||
| + | 	easing.inCircular, -- 7 | ||
| + | 	easing.outCircular, -- 8 | ||
| + | 	easing.inOutCircular, -- 9 | ||
| + | 	easing.inCubic, -- 10 | ||
| + | 	easing.outCubic, -- 11 | ||
| + | 	easing.inOutCubic, -- 12 | ||
| + | 	easing.inElastic, -- 13 | ||
| + | 	easing.outElastic, -- 14 | ||
| + | 	easing.inOutElastic, -- 15 | ||
| + | 	easing.inExponential, -- 16 | ||
| + | 	easing.outExponential, -- 17 | ||
| + | 	easing.inOutExponential, -- 18 | ||
| + | 	easing.linear, -- 19 | ||
| + | 	easing.inQuadratic, -- 20 | ||
| + | 	easing.outQuadratic, -- 21 | ||
| + | 	easing.inOutQuadratic, -- 22 | ||
| + | 	easing.inQuartic, -- 23 | ||
| + | 	easing.outQuartic, -- 24 | ||
| + | 	easing.inOutQuartic, -- 25 | ||
| + | 	easing.inQuintic, -- 26 | ||
| + | 	easing.outQuintic, -- 27 | ||
| + | 	easing.inOutQuintic, -- 28 | ||
| + | 	easing.inSine, -- 29 | ||
| + | 	easing.outSine, -- 30 | ||
| + | 	easing.inOutSine, -- 31 | ||
| + | } | ||
| + | </syntaxhighlight> | ||
| == Menu scene == | == Menu scene == | ||
| + | The Menu is a scene, so to better organise our code, please create a folder called "'''scenes'''" for example and create the ''menu.lua'' file inside it. | ||
| + | |||
| + | The Menu scene contains a couple of buttons (buttonMonster) which allow to navigate with the mouse, finger or keyboard (here the arrow keys are used). | ||
| + | |||
| + | <syntaxhighlight lang="lua"> | ||
| + | Menu = Core.class(Sprite) | ||
| + | |||
| + | function Menu:init() | ||
| + | 	-- bg | ||
| + | 	application:setBackgroundColor(0x323232) | ||
| + | 	-- tooltip layer | ||
| + | 	local tooltiplayer = Sprite.new() | ||
| + | 	-- buttons | ||
| + | 	local btnsound = {sound=Sound.new("audio/ui/sfx_sounds_button1.wav"), time=0, delay=0.2} | ||
| + | 	local volume = 0.5 | ||
| + | 	local mybtn = ButtonMonster.new({ | ||
| + | 		autoscale=false, | ||
| + | 		pixelwidth=8*20, pixelheight=8*8, | ||
| + | 		pixelscalexup=0.8, pixelscalexdown=0.9, | ||
| + | 		pixelcolordown=0x00ff00, | ||
| + | 		text="level 1", ttf=myttf, | ||
| + | 		sound=btnsound, volume=volume, | ||
| + | 	}, 1) | ||
| + | 	local mybtn02 = ButtonMonster.new({ | ||
| + | 		autoscale=false, | ||
| + | 		pixelwidth=8*20, pixelheight=8*8, | ||
| + | 		pixelscalexup=0.8, pixelscalexdown=0.9, | ||
| + | 		pixelcolordown=0x00ff00, | ||
| + | 		text="level 2", ttf=myttf, | ||
| + | 		sound=btnsound, volume=volume, | ||
| + | 		tooltiptext="nothing here!", tooltipttf=myttf, tooltiptextcolor=0xff00ff, | ||
| + | 		tooltipoffsetx=-8*16, tooltipoffsety=8*4, | ||
| + | 	}, 2, tooltiplayer) | ||
| + | 	local mybtn03 = ButtonMonster.new({ | ||
| + | 		autoscale=false, | ||
| + | 		pixelwidth=8*20, pixelheight=8*8, | ||
| + | 		pixelscalexup=0.8, pixelscalexdown=0.9, | ||
| + | 		pixelcolorup=0xff0000, | ||
| + | 		text="Exit", ttf=myttf, | ||
| + | 		sound=btnsound, volume=volume, | ||
| + | 	}, 3) | ||
| + | 	-- btns table for keyboard navigation | ||
| + | 	self.btns = {} | ||
| + | 	self.btns[#self.btns + 1] = mybtn | ||
| + | 	self.btns[#self.btns + 1] = mybtn02 | ||
| + | 	self.btns[#self.btns + 1] = mybtn03 | ||
| + | 	self.selector = 1 -- starting button | ||
| + | 	-- positions | ||
| + | 	mybtn:setPosition(12*myappwidth/16, 4*myappheight/16) | ||
| + | 	mybtn02:setPosition(12*myappwidth/16, 8*myappheight/16) | ||
| + | 	mybtn03:setPosition(12*myappwidth/16, 13*myappheight/16) | ||
| + | 	-- order | ||
| + | 	for k, v in ipairs(self.btns) do self:addChild(v) end | ||
| + | 	self:addChild(tooltiplayer) | ||
| + | 	-- btns listeners | ||
| + | 	for k, v in ipairs(self.btns) do | ||
| + | 		v:addEventListener("clicked", function() self:goTo() end) | ||
| + | 		v:addEventListener("hovered", function(e) self.selector = e.currselector end) | ||
| + | 		v.btns = self.btns -- for keyboard navigation | ||
| + | 	end | ||
| + | 	-- listeners | ||
| + | 	self:addEventListener("enterEnd", self.onTransitionInEnd, self) | ||
| + | 	-- let's go | ||
| + | 	self:updateButton() -- update selected button state | ||
| + | end | ||
| + | |||
| + | -- event listeners | ||
| + | function Menu:onTransitionInEnd() self:myKeysPressed() end | ||
| + | |||
| + | -- update button state | ||
| + | function Menu:updateButton() | ||
| + | 	for k, v in ipairs(self.btns) do | ||
| + | 		v.currselector = self.selector | ||
| + | 		v:updateVisualState() | ||
| + | 		if k == self.selector then v:selectionSfx() end | ||
| + | 	end | ||
| + | end | ||
| + | |||
| + | -- keyboard navigation | ||
| + | function Menu:myKeysPressed() | ||
| + | 	self:addEventListener(Event.KEY_DOWN, function(e) | ||
| + | 		if e.keyCode == KeyCode.UP or e.keyCode == KeyCode.LEFT then | ||
| + | 			self.selector -= 1 if self.selector < 1 then self.selector = #self.btns end | ||
| + | 			self:updateButton() | ||
| + | 		elseif e.keyCode == KeyCode.DOWN or e.keyCode == KeyCode.RIGHT then | ||
| + | 			self.selector += 1 if self.selector > #self.btns then self.selector = 1 end | ||
| + | 			self:updateButton() | ||
| + | 		elseif e.keyCode == KeyCode.ENTER then | ||
| + | 			self:goTo() | ||
| + | 		end | ||
| + | 	end) | ||
| + | end | ||
| + | |||
| + | -- go to scenes | ||
| + | function Menu:goTo() | ||
| + | 	for k, v in ipairs(self.btns) do | ||
| + | 		if k == self.selector then | ||
| + | 			if v.isdisabled then print("btn disabled!", k) | ||
| + | 			elseif k == 1 then scenemanager:changeScene("levelX", 1, transitions[1], easings[2]) | ||
| + | 			elseif k == 2 then print("button ", k) | ||
| + | 			elseif k == 3 then | ||
| + | 				if not application:isPlayerMode() then application:exit() | ||
| + | 				else print("Exit button ", k) | ||
| + | 				end | ||
| + | 			end | ||
| + | 		end | ||
| + | 	end | ||
| + | end | ||
| + | </syntaxhighlight> | ||
| − | + | '''I wanted to get this part done pretty fast (sorry) so we could move to the ECS fun'''. | |
| Prev.: [[Tuto tiny-ecs_demo Part 1 Setup]]</br> | Prev.: [[Tuto tiny-ecs_demo Part 1 Setup]]</br> | ||
| − | '''Next: [[ | + | '''Next: [[Tuto tiny-ecs_demo Part 3 tiny-ecs World]]''' | 
| '''[[Tutorial - tiny-ecs demo]]''' | '''[[Tutorial - tiny-ecs demo]]''' | ||
| {{GIDEROS IMPORTANT LINKS}} | {{GIDEROS IMPORTANT LINKS}} | ||
Revision as of 03:23, 17 December 2023
Setting up scenemanager is not the purpose of this tutorial but it adds a nice touch to our demo, so I will quickly go over it.
Hopefully the comments are plenty!
Init
Create the init.lua file:
-- plugins
require "scenemanager"
require "easing"
-- app size we could use
myappleft, myapptop, myappright, myappbot = application:getLogicalBounds()
myappwidth, myappheight = myappright - myappleft, myappbot - myapptop
-- ttf fonts
myttf = TTFont.new("fonts/Cabin-Regular-TTF.ttf", 8*4)
Main
Create the main.lua file which contains the scenemanager and a list of scene transitions and easings:
-- scene manager
scenemanager = SceneManager.new(
	{
		["menu"] = Menu,
		["levelX"] = LevelX,
	}
)
stage:addChild(scenemanager)
scenemanager:changeScene("menu")
-- transitions & easings
transitions = {
	SceneManager.moveFromRight, -- 1
	SceneManager.moveFromLeft, -- 2
	SceneManager.moveFromBottom, -- 3
	SceneManager.moveFromTop, -- 4
	SceneManager.moveFromRightWithFade, -- 5
	SceneManager.moveFromLeftWithFade, -- 6
	SceneManager.moveFromBottomWithFade, -- 7
	SceneManager.moveFromTopWithFade, -- 8
	SceneManager.overFromRight, -- 9
	SceneManager.overFromLeft, -- 10
	SceneManager.overFromBottom, -- 11
	SceneManager.overFromTop, -- 12
	SceneManager.overFromRightWithFade, -- 13
	SceneManager.overFromLeftWithFade, -- 14
	SceneManager.overFromBottomWithFade, -- 15
	SceneManager.overFromTopWithFade, -- 16
	SceneManager.fade, -- 17
	SceneManager.crossFade, -- 18
	SceneManager.flip, -- 19
	SceneManager.flipWithFade, -- 20
	SceneManager.flipWithShade, -- 21
}
easings = {
	easing.inBack, -- 1
	easing.outBack, -- 2
	easing.inOutBack, -- 3
	easing.inBounce, -- 4
	easing.outBounce, -- 5
	easing.inOutBounce, -- 6
	easing.inCircular, -- 7
	easing.outCircular, -- 8
	easing.inOutCircular, -- 9
	easing.inCubic, -- 10
	easing.outCubic, -- 11
	easing.inOutCubic, -- 12
	easing.inElastic, -- 13
	easing.outElastic, -- 14
	easing.inOutElastic, -- 15
	easing.inExponential, -- 16
	easing.outExponential, -- 17
	easing.inOutExponential, -- 18
	easing.linear, -- 19
	easing.inQuadratic, -- 20
	easing.outQuadratic, -- 21
	easing.inOutQuadratic, -- 22
	easing.inQuartic, -- 23
	easing.outQuartic, -- 24
	easing.inOutQuartic, -- 25
	easing.inQuintic, -- 26
	easing.outQuintic, -- 27
	easing.inOutQuintic, -- 28
	easing.inSine, -- 29
	easing.outSine, -- 30
	easing.inOutSine, -- 31
}
Menu scene
The Menu is a scene, so to better organise our code, please create a folder called "scenes" for example and create the menu.lua file inside it.
The Menu scene contains a couple of buttons (buttonMonster) which allow to navigate with the mouse, finger or keyboard (here the arrow keys are used).
Menu = Core.class(Sprite)
function Menu:init()
	-- bg
	application:setBackgroundColor(0x323232)
	-- tooltip layer
	local tooltiplayer = Sprite.new()
	-- buttons
	local btnsound = {sound=Sound.new("audio/ui/sfx_sounds_button1.wav"), time=0, delay=0.2}
	local volume = 0.5
	local mybtn = ButtonMonster.new({
		autoscale=false,
		pixelwidth=8*20, pixelheight=8*8,
		pixelscalexup=0.8, pixelscalexdown=0.9,
		pixelcolordown=0x00ff00,
		text="level 1", ttf=myttf,
		sound=btnsound, volume=volume,
	}, 1)
	local mybtn02 = ButtonMonster.new({
		autoscale=false,
		pixelwidth=8*20, pixelheight=8*8,
		pixelscalexup=0.8, pixelscalexdown=0.9,
		pixelcolordown=0x00ff00,
		text="level 2", ttf=myttf,
		sound=btnsound, volume=volume,
		tooltiptext="nothing here!", tooltipttf=myttf, tooltiptextcolor=0xff00ff,
		tooltipoffsetx=-8*16, tooltipoffsety=8*4,
	}, 2, tooltiplayer)
	local mybtn03 = ButtonMonster.new({
		autoscale=false,
		pixelwidth=8*20, pixelheight=8*8,
		pixelscalexup=0.8, pixelscalexdown=0.9,
		pixelcolorup=0xff0000,
		text="Exit", ttf=myttf,
		sound=btnsound, volume=volume,
	}, 3)
	-- btns table for keyboard navigation
	self.btns = {}
	self.btns[#self.btns + 1] = mybtn
	self.btns[#self.btns + 1] = mybtn02
	self.btns[#self.btns + 1] = mybtn03
	self.selector = 1 -- starting button
	-- positions
	mybtn:setPosition(12*myappwidth/16, 4*myappheight/16)
	mybtn02:setPosition(12*myappwidth/16, 8*myappheight/16)
	mybtn03:setPosition(12*myappwidth/16, 13*myappheight/16)
	-- order
	for k, v in ipairs(self.btns) do self:addChild(v) end
	self:addChild(tooltiplayer)
	-- btns listeners
	for k, v in ipairs(self.btns) do
		v:addEventListener("clicked", function() self:goTo() end)
		v:addEventListener("hovered", function(e) self.selector = e.currselector end)
		v.btns = self.btns -- for keyboard navigation
	end
	-- listeners
	self:addEventListener("enterEnd", self.onTransitionInEnd, self)
	-- let's go
	self:updateButton() -- update selected button state
end
-- event listeners
function Menu:onTransitionInEnd() self:myKeysPressed() end
-- update button state
function Menu:updateButton()
	for k, v in ipairs(self.btns) do
		v.currselector = self.selector
		v:updateVisualState()
		if k == self.selector then v:selectionSfx() end
	end
end
-- keyboard navigation
function Menu:myKeysPressed()
	self:addEventListener(Event.KEY_DOWN, function(e)
		if e.keyCode == KeyCode.UP or e.keyCode == KeyCode.LEFT then
			self.selector -= 1 if self.selector < 1 then self.selector = #self.btns end
			self:updateButton()
		elseif e.keyCode == KeyCode.DOWN or e.keyCode == KeyCode.RIGHT then
			self.selector += 1 if self.selector > #self.btns then self.selector = 1 end
			self:updateButton()
		elseif e.keyCode == KeyCode.ENTER then
			self:goTo()
		end
	end)
end
-- go to scenes
function Menu:goTo()
	for k, v in ipairs(self.btns) do
		if k == self.selector then
			if v.isdisabled then print("btn disabled!", k)
			elseif k == 1 then scenemanager:changeScene("levelX", 1, transitions[1], easings[2])
			elseif k == 2 then print("button ", k)
			elseif k == 3 then
				if not application:isPlayerMode() then application:exit()
				else print("Exit button ", k)
				end
			end
		end
	end
end
I wanted to get this part done pretty fast (sorry) so we could move to the ECS fun.
Prev.: Tuto tiny-ecs_demo Part 1 Setup
Next: Tuto tiny-ecs_demo Part 3 tiny-ecs World
