refactor and format document for mode_select

add wallpaper and dim modules to mode_select
This commit is contained in:
Hersi 2022-03-26 02:21:54 +01:00
parent 408feed832
commit 5d3e4457eb
1 changed files with 223 additions and 220 deletions

View File

@ -1,146 +1,173 @@
require("common")
local Footer = require("components.footer");
local Background = require("components.background");
local Footer = require("components.footer")
local Wallpaper = require("components.wallpaper")
local Background = require("components.background")
local Dim = require("common.dimensions")
local lang = require("language.call")
local cursorIndex = 3;
local buttonHeight = 128 + 16;
local cursorIndex = 3
local buttonHeight = 128 + 16
local SELECTOR_BAR_OFFSET_FROM_CENTER = 128;
local SELECTOR_BAR_OFFSET_FROM_CENTER = 128
local BAR_ALPHA = 191;
local BAR_ALPHA = 191
local HEADER_HEIGHT = 100
local buttons = nil
local resx, resy = game.GetResolution()
local desw = 1080
local desh = 1920
local scale;
local crew = game.GetSkinSetting("single_idol")
local backgroundImage = gfx.CreateSkinImage("bg_pattern.png", gfx.IMAGE_REPEATX | gfx.IMAGE_REPEATY)
local headerTitleImage = gfx.CreateSkinImage("titlescreen/title.png", 0);
local selectorBgImage = gfx.CreateSkinImage("titlescreen/selector_bg.png", 0);
local selectorArrowsImage = gfx.CreateSkinImage("titlescreen/selector_arrows.png", 0);
local resources = {
images = {
headerTitleImage = gfx.CreateSkinImage("titlescreen/title.png", 0),
selectorBgImage = gfx.CreateSkinImage("titlescreen/selector_bg.png", 0),
selectorArrowsImage = gfx.CreateSkinImage("titlescreen/selector_arrows.png", 0),
unselectedButtonImage = gfx.CreateSkinImage("titlescreen/unselected_button.png", 0),
selectedButtonBgImage = gfx.CreateSkinImage("titlescreen/selected_button_bg.png", 0),
selectedButtonOverImage = gfx.CreateSkinImage("titlescreen/selected_button_over.png", 0)
},
anims = {
idolAnimation = gfx.LoadSkinAnimation("crew/anim/" .. crew, 1 / 30, 0, true)
},
audiosamples = {
bgm = "titlescreen/bgm.wav",
cursorChange = "titlescreen/cursor_change.wav",
cursorSelect = "titlescreen/cursor_select.wav"
},
labels = {
selectorDescriptionLabel = gfx.CreateLabel(lang.Start.desc, 22, 0),
selectorLegendScrollLabel = gfx.CreateLabel(lang.Start.sc, 20, 0),
selectorLegendSelectLabel = gfx.CreateLabel(lang.Start.st3, 20, 0)
}
}
local unselectedButtonImage = gfx.CreateSkinImage("titlescreen/unselected_button.png", 0);
-- load audio samples
for _, path in pairs(resources.audiosamples) do
game.LoadSkinSample(path)
end
local selectedButtonBgImage = gfx.CreateSkinImage("titlescreen/selected_button_bg.png", 0);
local selectedButtonOverImage = gfx.CreateSkinImage("titlescreen/selected_button_over.png", 0);
local buttons = {
{
labelImage = gfx.CreateSkinImage("titlescreen/labels/skill.png", 0),
labelWidth = 412,
action = nil, -- Menu.Challenges,
description = lang.Challanges.ch,
details = lang.Challanges.ch1,
},
{
labelImage = gfx.CreateSkinImage("titlescreen/labels/friend.png", 0),
labelWidth = 169,
action = nil, -- Menu.Multiplayer,
description = lang.Multiplayer.mp,
details = lang.Multiplayer.mp2,
},
{
labelImage = gfx.CreateSkinImage("titlescreen/labels/normal.png", 0),
labelWidth = 210,
action = nil, -- Menu.Start,
description = lang.Start.st,
details = lang.Start.st2,
},
{
labelImage = gfx.CreateSkinImage("titlescreen/labels/nautica.png", 0),
labelWidth = 230,
action = nil, -- Menu.DLScreen,
description = lang.Nautica.dls,
details = lang.Nautica.dls2,
},
{
labelImage = gfx.CreateSkinImage("titlescreen/labels/settings.png", 0),
labelWidth = 247,
action = nil, -- Menu.Settings,
description = lang.Settings.se,
details = lang.Settings.se1,
},
{
labelImage = gfx.CreateSkinImage("titlescreen/labels/exit.png", 0),
labelWidth = 110,
action = nil, -- Menu.Exit,
description = lang.Exit.ex,
details = lang.Exit.ex2,
},
}
local skillLabelImage = gfx.CreateSkinImage("titlescreen/labels/skill.png", 0);
local friendLabelImage = gfx.CreateSkinImage("titlescreen/labels/friend.png", 0);
local normalLabelImage = gfx.CreateSkinImage("titlescreen/labels/normal.png", 0);
local nauticaLabelImage = gfx.CreateSkinImage("titlescreen/labels/nautica.png", 0);
local settingsLabelImage = gfx.CreateSkinImage("titlescreen/labels/settings.png", 0);
local exitLabelImage = gfx.CreateSkinImage("titlescreen/labels/exit.png", 0);
local scrollTransitionScale = 1 -- Goes from 0 to 1 when transition is happening, sits at 1 when it's not.
local buttonsMovementScale = 0 -- Basically same as `scrollTransitionScale` but with a +/- sign for the scroll direction and goes from 1 to 0
local creww = game.GetSkinSetting("single_idol")
local idolAnimTransitionScale = 0
-- ANIMS
local idolAnimation = gfx.LoadSkinAnimation("crew/anim/" .. creww, 1 / 30, 0, true);
-- AUDIO
game.LoadSkinSample("titlescreen/bgm.wav");
game.LoadSkinSample("titlescreen/cursor_change.wav");
game.LoadSkinSample("titlescreen/cursor_select.wav");
local selectorDescriptionLabel = gfx.CreateLabel(lang.Start.desc, 22, 0);
local selectorLegendScrollLabel = gfx.CreateLabel(lang.Start.sc, 20, 0);
local selectorLegendSelectLabel = gfx.CreateLabel(lang.Start.st3, 20, 0);
local scrollTransitionScale = 1; -- Goes from 0 to 1 when transition is happening, sits at 1 when it's not.
local buttonsMovementScale = 0; -- Basically same as `scrollTransitionScale` but with a +/- sign for the scroll direction and goes from 1 to 0
local idolAnimTransitionScale = 0;
local oldCursorIndex = 3;
local scrollingUp = false;
local playedBgm = false;
local oldCursorIndex = 3
local scrollingUp = false
local playedBgm = false
local triggerServiceMenu = false
-- Window variables
local resX, resY
-- Aspect Ratios
local landscapeWidescreenRatio = 16 / 9
local landscapeStandardRatio = 4 / 3
local portraitWidescreenRatio = 9 / 16
-- Portrait sizes
local fullX, fullY
local resolutionChange = function(x, y)
resX = x
resY = y
fullX = portraitWidescreenRatio * y
fullY = y
end
function resetLayoutInformation()
resx, resy = game.GetResolution()
desw = 1080
desh = 1920
scale = resx / desw
end
draw_button = function(button, x, y, selected, index)
local labelImage = button[1];
local labelWidth = button[2];
local descriptionText = button[4];
local function draw_button(button, x, y, selected, index)
if (selected) then
-- Draw button background
gfx.BeginPath();
gfx.BeginPath()
gfx.ImageRect(x, y + (196 / 2 * (1 - scrollTransitionScale)), 505, 196 * scrollTransitionScale,
selectedButtonBgImage, 1, 0);
resources.images.selectedButtonBgImage, 1, 0)
-- Draw button main label
gfx.BeginPath();
gfx.ImageRect(x + 256 - (labelWidth / 2), (y + 58) + (64 / 2 * (1 - scrollTransitionScale)), labelWidth,
64 * scrollTransitionScale, labelImage, 1, 0);
gfx.BeginPath()
gfx.ImageRect(x + 256 - (button.labelWidth / 2), (y + 58) + (64 / 2 * (1 - scrollTransitionScale)),
button.labelWidth, 64 * scrollTransitionScale, button.labelImage, 1, 0)
-- Draw description
gfx.GlobalAlpha((scrollTransitionScale - 0.8) * 5)
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
gfx.FontSize(40);
gfx.BeginPath();
gfx.Text(descriptionText, x + 256, y + 28);
gfx.FontSize(40)
gfx.BeginPath()
gfx.Text(button.description, x + 256, y + 28)
gfx.GlobalAlpha(1)
-- Draw the glow overlay
gfx.BeginPath();
gfx.BeginPath()
gfx.ImageRect(x + 2, (y - 42) + (277 / 2 * (1 - scrollTransitionScale)), 501, 277 * scrollTransitionScale,
selectedButtonOverImage, 1, 0);
resources.images.selectedButtonOverImage, 1, 0)
else
if scrollingUp then
if (index == 3 or index == 0) then gfx.GlobalAlpha(1 - scrollTransitionScale); end
if (index == 2 or index == 5) then gfx.GlobalAlpha(scrollTransitionScale); end
if (index == 3 or index == 0) then gfx.GlobalAlpha(1 - scrollTransitionScale) end
if (index == 2 or index == 5) then gfx.GlobalAlpha(scrollTransitionScale) end
else
if (index == 3 or index == 6) then gfx.GlobalAlpha(1 - scrollTransitionScale); end
if (index == 1 or index == 4) then gfx.GlobalAlpha(scrollTransitionScale); end
if (index == 3 or index == 6) then gfx.GlobalAlpha(1 - scrollTransitionScale) end
if (index == 1 or index == 4) then gfx.GlobalAlpha(scrollTransitionScale) end
end
-- Draw button background
gfx.BeginPath();
gfx.ImageRect(x, y + buttonsMovementScale * buttonHeight, 1026 / 2, 257 / 2, unselectedButtonImage, 1, 0);
gfx.BeginPath()
gfx.ImageRect(x, y + buttonsMovementScale * buttonHeight, 1026 / 2, 257 / 2, resources.images.unselectedButtonImage, 1, 0)
-- Draw button main label
gfx.BeginPath();
gfx.ImageRect(x + 64, y + 28 + buttonsMovementScale * buttonHeight, labelWidth, 64, labelImage, 1, 0);
gfx.BeginPath()
gfx.ImageRect(x + 64, y + 28 + buttonsMovementScale * buttonHeight, button.labelWidth, 64, button.labelImage, 1,
0)
-- Draw description
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.FontSize(28);
gfx.BeginPath();
gfx.Text(descriptionText, x + 64, y + 18 + buttonsMovementScale * buttonHeight);
gfx.FontSize(28)
gfx.BeginPath()
gfx.Text(button.description, x + 64, y + 18 + buttonsMovementScale * buttonHeight)
gfx.GlobalAlpha(1)
end
end;
end
draw_buttons = function()
indexes = {
local function getCorrectedButtonIndex(from, offset)
local buttonsNum = #buttons
local index = from + offset
if index < 1 then
index = buttonsNum + (from + offset) -- this only happens if the offset is negative
end
if index > buttonsNum then
index = offset - (buttonsNum - from) -- this only happens if the offset is positive
end
return index
end
local function draw_buttons()
local indexes = {
getCorrectedButtonIndex(cursorIndex, -2),
getCorrectedButtonIndex(cursorIndex, -1),
cursorIndex,
@ -148,104 +175,86 @@ draw_buttons = function()
getCorrectedButtonIndex(cursorIndex, 2),
}
local yBase = desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER;
local yBase = Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER
centerButtonY = yBase - buttonHeight / 2 - 28; -- to fit with the selector bg
marginFromDesHCenter = 128;
local centerButtonY = yBase - buttonHeight / 2 - 28 -- to fit with the selector bg
local marginFromDesHCenter = 128
if scrollingUp then
draw_button(buttons[indexes[5]], desw - 512, yBase - marginFromDesHCenter - buttonHeight * 3, false, 0); -- Placeholder for fadeout transition
draw_button(buttons[indexes[5]], Dim.design.width - 512, yBase - marginFromDesHCenter - buttonHeight * 3, false,
0) -- Placeholder for fadeout transition
end
draw_button(buttons[indexes[1]], desw - 512, yBase - marginFromDesHCenter - buttonHeight * 2, false, 1);
draw_button(buttons[indexes[2]], desw - 512, yBase - marginFromDesHCenter - buttonHeight, false, 2);
draw_button(buttons[indexes[1]], Dim.design.width - 512, yBase - marginFromDesHCenter - buttonHeight * 2, false, 1)
draw_button(buttons[indexes[2]], Dim.design.width - 512, yBase - marginFromDesHCenter - buttonHeight, false, 2)
draw_button(buttons[indexes[3]], desw - 512, centerButtonY, true); -- The main selected center button
draw_button(buttons[indexes[3]], Dim.design.width - 512, centerButtonY, true) -- The main selected center button
if scrollingUp then
draw_button(buttons[indexes[3]], desw - 512, yBase + marginFromDesHCenter - buttonHeight, false, 3); -- Placeholder for transition that goes to the bottom
draw_button(buttons[indexes[3]], Dim.design.width - 512, yBase + marginFromDesHCenter - buttonHeight, false, 3) -- Placeholder for transition that goes to the bottom
else
draw_button(buttons[indexes[3]], desw - 512, centerButtonY, false, 3); -- Placeholder for transition that goes to the top
draw_button(buttons[indexes[3]], Dim.design.width - 512, centerButtonY, false, 3) -- Placeholder for transition that goes to the top
end
draw_button(buttons[indexes[4]], desw - 512, yBase + marginFromDesHCenter + 10, false, 4);
draw_button(buttons[indexes[5]], desw - 512, yBase + marginFromDesHCenter + buttonHeight + 10, false, 5);
draw_button(buttons[indexes[4]], Dim.design.width - 512, yBase + marginFromDesHCenter + 10, false, 4)
draw_button(buttons[indexes[5]], Dim.design.width - 512, yBase + marginFromDesHCenter + buttonHeight + 10, false, 5)
if not scrollingUp then
draw_button(buttons[indexes[1]], desw - 512, yBase + marginFromDesHCenter + buttonHeight * 2, false, 6);
draw_button(buttons[indexes[1]], Dim.design.width - 512, yBase + marginFromDesHCenter + buttonHeight * 2, false,
6)
end
end;
function getCorrectedButtonIndex(from, offset)
buttonsNum = #buttons;
index = from + offset;
if index < 1 then
index = buttonsNum + (from + offset) -- this only happens if the offset is negative
end
if index > buttonsNum then
indexesUntilEnd = buttonsNum - from;
index = offset - indexesUntilEnd -- this only happens if the offset is positive
end
return index;
end
function drawTexts()
local function drawTexts()
currentFullDescriptionText = buttons[cursorIndex][5];
gfx.BeginPath();
gfx.UpdateLabel(selectorDescriptionLabel, currentFullDescriptionText, 22)
local currentFullDescriptionText = buttons[cursorIndex].details
gfx.BeginPath()
gfx.UpdateLabel(resources.labels.selectorDescriptionLabel, currentFullDescriptionText, 22)
gfx.BeginPath();
-- gfx.UpdateLabel(selectorLegendScrollLabel, 'SCROLL', 20);
gfx.BeginPath()
-- gfx.UpdateLabel(resources.labels.selectorLegendScrollLabel, 'SCROLL', 20)
-- descriptionAlpha = math.abs(selectedButtonScaleY - 0.5) * 2;
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE);
-- descriptionAlpha = math.abs(selectedButtonScaleY - 0.5) * 2
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
-- Description
gfx.FillColor(255, 255, 255, math.floor(scrollTransitionScale * 255));
gfx.BeginPath();
gfx.DrawLabel(selectorDescriptionLabel, 64, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - 52);
gfx.FillColor(255, 255, 255, math.floor(scrollTransitionScale * 255))
gfx.BeginPath()
gfx.DrawLabel(resources.labels.selectorDescriptionLabel, 64, Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - 52)
-- Legend on the selector
gfx.FillColor(217, 177, 126);
gfx.FillColor(217, 177, 126)
gfx.BeginPath();
gfx.DrawLabel(selectorLegendScrollLabel, 118, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
gfx.BeginPath()
gfx.DrawLabel(resources.labels.selectorLegendScrollLabel, 118, Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56)
gfx.BeginPath();
gfx.DrawLabel(selectorLegendSelectLabel, 360, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56);
gfx.BeginPath()
gfx.DrawLabel(resources.labels.selectorLegendSelectLabel, 360, Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER + 56)
gfx.FillColor(255, 255, 255);
gfx.FillColor(255, 255, 255)
end
function setButtons()
if buttons == nil then
buttons = {}
buttons[1] = {skillLabelImage, 412, Menu.Challenges, lang.Challanges.ch, lang.Challanges.ch1}
buttons[2] = {friendLabelImage, 169, Menu.Multiplayer, lang.Multiplayer.mp, lang.Multiplayer.mp2}
buttons[3] = {normalLabelImage, 210, Menu.Start, lang.Start.st, lang.Start.st2}
buttons[4] = {nauticaLabelImage, 230, Menu.DLScreen, lang.Nautica.dls, lang.Nautica.dls2}
buttons[5] = {settingsLabelImage, 247, Menu.Settings, lang.Settings.se, lang.Settings.se1}
buttons[6] = {exitLabelImage, 110, Menu.Exit, lang.Exit.ex, lang.Exit.ex2}
end
local function setButtonActions()
buttons[1].action = Menu.Challenges
buttons[2].action = Menu.Multiplayer
buttons[3].action = Menu.Start
buttons[4].action = Menu.DLScreen
buttons[5].action = Menu.Settings
buttons[6].action = Menu.Exit
end
function drawHeader()
gfx.BeginPath();
gfx.FillColor(0, 0, 0, BAR_ALPHA);
gfx.Rect(0, 0, desw, HEADER_HEIGHT);
gfx.Fill();
local function drawHeader()
gfx.BeginPath()
gfx.FillColor(0, 0, 0, BAR_ALPHA)
gfx.Rect(0, 0, Dim.design.width, HEADER_HEIGHT)
gfx.Fill()
gfx.ClosePath()
gfx.ImageRect(desw / 2 - 200, HEADER_HEIGHT / 2 - 20, 400, 40, headerTitleImage, 1, 0)
gfx.ImageRect(Dim.design.width / 2 - 200, HEADER_HEIGHT / 2 - 20, 400, 40, resources.images.headerTitleImage, 1, 0)
end
local onKnobsChange = function(direction)
-- game.Log(direction, game.LOGGER_ERROR);
local function onKnobsChange(direction)
-- game.Log(direction, game.LOGGER_ERROR)
cursorIndex = cursorIndex + direction
if (cursorIndex == 0) then
cursorIndex = #buttons
@ -253,85 +262,74 @@ local onKnobsChange = function(direction)
cursorIndex = 1
end
scrollTransitionScale = 0; -- Reset transitions and play them
scrollTransitionScale = 0 -- Reset transitions and play them
scrollingUp = false;
scrollingUp = false
if ((cursorIndex > oldCursorIndex and not (cursorIndex == 6 and oldCursorIndex == 1)) or
(cursorIndex == 1 and oldCursorIndex == 6)) then scrollingUp = true; end
(cursorIndex == 1 and oldCursorIndex == 6)) then scrollingUp = true end
game.PlaySample("titlescreen/cursor_change.wav");
game.PlaySample("titlescreen/cursor_change.wav")
oldCursorIndex = cursorIndex;
oldCursorIndex = cursorIndex
end
draw_titlescreen = function(x, y, w, h, deltaTime)
gfx.Scissor(x, y, w, h);
gfx.Translate(x, y);
gfx.Scale(w / 1080, h / 1920);
local function draw_titlescreen(deltaTime)
gfx.LoadSkinFont("segoeui.ttf")
-- Draw background
gfx.BeginPath();
gfx.BeginPath()
Background.draw(deltaTime)
local idolAnimTickRes = gfx.TickAnimation(idolAnimation, deltaTime);
local idolAnimTickRes = gfx.TickAnimation(resources.anims.idolAnimation, deltaTime)
if idolAnimTickRes == 1 then
gfx.GlobalAlpha(idolAnimTransitionScale);
gfx.GlobalAlpha(idolAnimTransitionScale)
idolAnimTransitionScale = idolAnimTransitionScale + 1 / 60;
if (idolAnimTransitionScale > 1) then idolAnimTransitionScale = 1; end
idolAnimTransitionScale = idolAnimTransitionScale + 1 / 60
if (idolAnimTransitionScale > 1) then idolAnimTransitionScale = 1 end
gfx.BeginPath();
gfx.ImageRect(0, 0, desw, desh, idolAnimation, 1, 0);
gfx.GlobalAlpha(1);
gfx.BeginPath()
gfx.ImageRect(0, 0, Dim.design.width, Dim.design.height, resources.anims.idolAnimation, 1, 0)
gfx.GlobalAlpha(1)
end
-- Draw selector background
gfx.BeginPath();
gfx.ImageRect(0, (desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER) - 280 / 2, 1079, 280, selectorBgImage, 1, 0);
gfx.BeginPath()
gfx.ImageRect(0, (Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER) - 280 / 2, 1079, 280, resources.images.selectorBgImage, 1,
0)
setButtons()
buttonY = (Dim.design.height / 2) - 2 * (257 + 5)
buttonY = (desh / 2) - 2 * (257 + 5);
draw_buttons();
drawTexts();
draw_buttons()
drawTexts()
-- Draw the arrows around the selected button
gfx.BeginPath();
gfx.ImageRect(desw - 512, desh / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - buttonHeight - 8, 501, 300,
selectorArrowsImage, 1, 0);
gfx.BeginPath()
gfx.ImageRect(Dim.design.width - 512, Dim.design.height / 2 + SELECTOR_BAR_OFFSET_FROM_CENTER - buttonHeight - 8,
501, 300, resources.images.selectorArrowsImage, 1, 0)
-- Draw top and bottom bars
drawHeader();
Footer.draw(deltaTime);
drawHeader()
Footer.draw(deltaTime)
gfx.ResetTransform();
gfx.ResetTransform()
end
local render = function(deltaTime)
local function render(deltaTime)
if not playedBgm then
game.PlaySample("titlescreen/bgm.wav", true);
playedBgm = true;
game.PlaySample("titlescreen/bgm.wav", true)
playedBgm = true
end
game.SetSkinSetting("_currentScreen", "title")
Dim.updateResolution()
-- detect resolution change
local resx, resy = game.GetResolution();
if resx ~= resX or resy ~= resY then resolutionChange(resx, resy) end
Wallpaper.render()
gfx.BeginPath()
local bgImageWidth, bgImageHeight = gfx.ImageSize(backgroundImage)
gfx.Rect(0, 0, resX, resY)
gfx.FillPaint(gfx.ImagePattern(0, 0, bgImageWidth, bgImageHeight, 0, backgroundImage, 0.2))
gfx.Fill()
Dim.transformToScreenSpace()
draw_titlescreen((resX - fullX) / 2, 0, fullX, fullY, deltaTime);
draw_titlescreen(deltaTime)
scrollTransitionScale = scrollTransitionScale + deltaTime / 0.2;
if (scrollTransitionScale > 1) then scrollTransitionScale = 1; end
scrollTransitionScale = scrollTransitionScale + deltaTime / 0.2
if (scrollTransitionScale > 1) then scrollTransitionScale = 1 end
if scrollingUp then
buttonsMovementScale = 1 - scrollTransitionScale
@ -340,27 +338,32 @@ local render = function(deltaTime)
end
if (triggerServiceMenu) then
triggerServiceMenu = false;
triggerServiceMenu = false
return {eventType = "switch", toScreen = "service"}
end
gfx.BeginPath();
end;
gfx.BeginPath()
end
local onButtonPressed = function(button)
local function onButtonPressed(button)
if button == game.BUTTON_STA then
game.PlaySample("titlescreen/cursor_select.wav");
game.StopSample("titlescreen/bgm.wav");
buttons[cursorIndex][3]()
game.PlaySample("titlescreen/cursor_select.wav")
game.StopSample("titlescreen/bgm.wav")
if buttons[cursorIndex].action == nil then setButtonActions() end
buttons[cursorIndex].action()
elseif button == game.BUTTON_BCK then
Menu.Exit()
elseif button == game.BUTTON_FXR then
triggerServiceMenu = true;
triggerServiceMenu = true
end
end
-- the thing is... titlescreen script does not have a call to reset function... WHYYYYY
function reset() playedBgm = false; end
function reset() playedBgm = false end
return {
render = render,