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LoveDOS-Dungeon-Crawler/src/gstates/menu.lua

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------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local love = require 'love'
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local assets = require 'src.utils.asstmngr'
local make_class = require 'src.utils.classes'
local GameState = require 'src.gstates.gstate'
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local Fader = require 'src.graphics.fader'
local Sprite = require 'src.graphics.sprite'
local Cursor = require 'src.ui.cursor'
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local SoundEffect = require 'src.sound.sfx'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
local MainMenu = make_class(GameState)
------------------------------------------------------------------------------
-- Class methods
------------------------------------------------------------------------------
function MainMenu:_init(name, index)
GameState._init(self, name, index)
self.skip = false
self.fade = Fader()
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-- Create sprites and buttons.
self.background = Sprite('imgs/cpu.png')
-- Create a mouse cursor object at the current mouse position.
local mx, my = love.mouse.getPosition()
self.cursor = Cursor(mx, my)
-- Create sound effects.
self.bgm = SoundEffect('bgm/eskisky.wav')
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-- Register all assets.
assets:register(self.name, self.background)
assets:register(self.name, self.cursor)
assets:register(self.name, self.bgm)
end
function MainMenu:update(dt)
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if assets:done(self.name) then
if not self.bgm:isPlaying() then self.bgm:play() end
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-- Update the fader.
self.fade:update(dt)
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-- Move on to the next game state if the user skipped the intro or all stages are complete.
if not self.skip then return self.index else return -1 end
else
assets:update(self.name)
end
end
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function MainMenu:draw()
if assets:done(self.name) then
self.background:draw()
self.cursor:draw()
self.fade:draw()
else
assets:draw()
end
end
function MainMenu:keypressed(key)
-- Skip the intro on any key press.
if key == "escape" then
self.skip = true
end
end
function MainMenu:mousemoved(x, y, dx, dy)
self.cursor:mousemoved(x, y, dx, dy)
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return MainMenu