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mirror of https://github.com/Melon-Bread/Pet.GB synced 2024-11-28 13:58:20 -05:00
Pet.GB/source/HUD.hx
Rain Clark c85abca75d Spruced up the interface
- Added in-game time display
- Got rid of place holder interactions
- Fixed bug with sound only playing when going left
2016-10-08 01:13:57 -04:00

406 lines
10 KiB
Haxe

package;
import Gel;
import Gel;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.group.FlxGroup;
import flixel.system.FlxSound;
import flixel.text.FlxText;
import flixel.util.FlxColor;
using flixel.util.FlxSpriteUtil;
// TODO: Make sure the HUD is just displaying & triggering Gel stuff
// TODO: Save system that saves every menu choice
class HUD extends FlxTypedGroup<FlxSprite>
{
// Top
private var _sprTop:FlxSprite;
private var _txtInfo:FlxText;
private var _sprInfo:FlxSprite;
private var _txtFeed:FlxText;
private var _sprFeed:FlxSprite;
private var _txtStudy:FlxText;
private var _sprStudy:FlxSprite;
private var _txtRest:FlxText;
private var _sprRest:FlxSprite;
// Bottom
private var _sprBottom:FlxSprite;
private var _txtCheer:FlxText;
private var _sprCheer:FlxSprite;
private var _txtScold:FlxText;
private var _sprScold:FlxSprite;
private var _txtWipe:FlxText;
private var _sprWipe:FlxSprite;
private var _txtConfig:FlxText;
private var _sprConfig:FlxSprite;
// Gel Boxes
private var _sprThoughts:FlxSprite;
private var _sprInteraction:FlxSprite;
// Sounds
private var _sndSelect:FlxSound;
private var _sndNext:FlxSound;
// Time Display
private var _txtTime:FlxText;
// Menus
private var _infoMenu:InfoMenu;
// Misc
private var _menuOption:Int;
private var _sprSelect:FlxSprite;
private var _gel:Gel;
private var _clock:Clock;
public function new(gel:Gel, clock:Clock, infoMenu:InfoMenu)
{
super();
// Misc
_menuOption = 0;
_gel = gel;
_clock = clock;
_infoMenu = infoMenu;
// Top
_sprTop = new FlxSprite(0, 0, AssetPaths.HUD_Background__png);
add(_sprTop);
// Info
_txtInfo = new FlxText(1, (_sprTop.height - 13), 0, "Info", 8);
_txtInfo.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER);
add(_txtInfo);
_sprInfo = new FlxSprite((_txtInfo.x + 3), (_txtInfo.y - 17), AssetPaths.Info__png);
add(_sprInfo);
// Feed
_txtFeed = new FlxText((_txtInfo.x + _txtInfo.width + 4), (_sprTop.height - 13), 0, "Feed", 8);
_txtFeed.setFormat(AssetPaths.EarlyGameBoy__ttf, 8 , FlxColor.fromRGB(8, 24, 32, 0), CENTER);
add(_txtFeed);
_sprFeed = new FlxSprite((_txtFeed.x + 2), (_txtFeed.y - 17), AssetPaths.Feed__png);
add(_sprFeed);
// Study
_txtStudy = new FlxText((_txtFeed.x + _txtFeed.width - 1), (_sprTop.height - 13), 0, "Study", 8);
_txtStudy.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER);
add(_txtStudy);
_sprStudy = new FlxSprite((_txtStudy.x + 6), (_txtStudy.y - 17), AssetPaths.Study__png);
add(_sprStudy);
// Rest
_txtRest = new FlxText((_txtStudy.x + _txtStudy.width), (_sprTop.height - 13), 0, "Rest", 8);
_txtRest.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER);
add(_txtRest);
_sprRest = new FlxSprite((_txtRest.x + 2), (_txtRest.y - 17), AssetPaths.Rest__png);
add(_sprRest);
// Bottom
_sprBottom = new FlxSprite(0, (FlxG.height - _sprTop.height), AssetPaths.HUD_Background__png);
add(_sprBottom);
// Cheer
_txtCheer = new FlxText(-2, (FlxG.height - 13), 0, "Cheer", 8);
_txtCheer.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER);
add(_txtCheer);
_sprCheer = new FlxSprite((_txtCheer.x + 6), (_txtCheer.y - 17), AssetPaths.Cheer__png);
add (_sprCheer);
// Scold
_txtScold = new FlxText((_txtCheer.x + _txtCheer.width - 5), (FlxG.height - 13), 0, "Scold", 8);
_txtScold.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER);
add(_txtScold);
_sprScold = new FlxSprite((_txtScold.x + 6), (_txtScold.y - 17), AssetPaths.Scold__png);
add(_sprScold);
// Wipe
_txtWipe = new FlxText((_txtScold.x + _txtScold.width - 1), (FlxG.height - 13), 0, "Wipe", 8);
_txtWipe.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER);
add(_txtWipe);
_sprWipe = new FlxSprite((_txtWipe.x + 2), (_txtWipe.y - 17), AssetPaths.Wipe__png);
add(_sprWipe);
// Config
_txtConfig = new FlxText((_txtWipe.x + _txtWipe.width + 3), (FlxG.height - 13), 0, "Conf", 8);
_txtConfig.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER);
add(_txtConfig);
_sprConfig = new FlxSprite((_txtConfig.x + 2), (_txtConfig.y - 17), AssetPaths.Config__png);
add(_sprConfig);
// Sound
_sndSelect = FlxG.sound.load(AssetPaths.Select__ogg);
_sndNext = FlxG.sound.load(AssetPaths.Next__ogg);
// Menu Selecter
_sprSelect = new FlxSprite(0, 0, AssetPaths.tmpSelect__png);
add(_sprSelect);
// Interact Box
_sprInteraction = new FlxSprite(111, 78);
_sprInteraction.loadGraphic(AssetPaths.Interact__png, true, 24, 24);
_sprInteraction.animation.add ("none", [4], 1, true);
_sprInteraction.animation.add ("waste", [0], 1, true);
_sprInteraction.animation.add ("food", [1], 1, true);
_sprInteraction.animation.add ("wipe", [2], 1, true);
_sprInteraction.animation.add ("book", [3], 1, true);
_sprInteraction.visible = false;
add(_sprInteraction);
// Thought Box
_sprThoughts = new FlxSprite(26, 51);
_sprThoughts.loadGraphic(AssetPaths.Thoughts__png, true, 24, 24);
_sprThoughts.animation.add("none", [4], 1, false);
_sprThoughts.animation.add("hungry", [0, 1, 2, 3, 4], 3, true);
_sprThoughts.animation.add("poopy", [5, 6, 7, 8, 9], 3, true);
_sprThoughts.animation.add("sleepy", [10, 11, 12, 13, 14], 4, true);
add(_sprThoughts);
// Game Time
_txtTime = new FlxText(_sprTop.x, (_sprTop.height), 0, Std.string(_clock.CurrentHour) + ":00");
_txtTime.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER);
add(_txtTime);
// DEBUG
FlxG.watch.add(_infoMenu, "exists", "Info Menu Open");
FlxG.watch.add(this, "_menuOption", "Menu Index");
FlxG.watch.add(_sprInteraction, "alpha", "Interact Alpha");
FlxG.watch.add(_sprInteraction, "visible", "Interact Visible");
FlxG.watch.add(_sprInteraction.animation, "name", "Interaction");
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
// TODO: Add WASD support?
// TODO: Start + Select gives prompt to delete save file
if (FlxG.keys.justPressed.UP || FlxG.gamepads.anyJustPressed(DPAD_UP))
nextOption(UP);
else if (FlxG.keys.justPressed.DOWN || FlxG.gamepads.anyJustPressed(DPAD_DOWN))
nextOption(DOWN);
else if (FlxG.keys.justPressed.LEFT || FlxG.gamepads.anyJustPressed(DPAD_LEFT))
nextOption(LEFT);
else if (FlxG.keys.justPressed.RIGHT || FlxG.gamepads.anyJustPressed(DPAD_RIGHT))
nextOption(RIGHT);
else if (FlxG.keys.justPressed.X || FlxG.gamepads.anyJustPressed(B))
makeOption(_menuOption);
// Wasting Check
if (_gel._madeWaste == true)
{
_sprInteraction.visible = true;
_sprInteraction.animation.play("waste", true);
}
// Gel Animation
if (_gel.CurrentMood == Gel.Mood.NEUTRAL)
_gel.animation.play("neutral", false);
else if(_gel.CurrentMood == Gel.Mood.HAPPY)
_gel.animation.play("happy", false);
else if (_gel.CurrentMood == Gel.Mood.ANGRY)
_gel.animation.play("angry", false);
else if (_gel.CurrentMood == Gel.Mood.SLEEPING)
_gel.animation.play("sleeping", false);
// Need Bubble
if (_gel.CurrentNeed == Gel.Need.NONE)
_sprThoughts.animation.play("none", false);
else if (_gel.CurrentNeed == Gel.Need.HUNGRY)
_sprThoughts.animation.play("hungry", false);
else if (_gel.CurrentNeed == Gel.Need.POOPY)
{
// The odds of the Gel willing to communicate its about to make Waste
if (FlxG.random.bool((((_gel.Discipline * 3) + _gel.Intellect)) / 4))
_sprThoughts.animation.play("poopy", false);
}
else if (_gel.CurrentNeed == Gel.Need.SLEEPY)
_sprThoughts.animation.play("sleepy", false);
// Update time display
_txtTime.text = Std.string(_clock.CurrentHour) + ":00";
}
private function nextOption(direction:MenuDirection):Void
{
// TODO: Fix double tap in same vert direction
switch (direction)
{
case UP:
_menuOption -= 4;
if (_menuOption < 0)
_menuOption = 0;
_sprSelect.x = _menuOption * 40;
_sprSelect.y = 0;
case DOWN:
_menuOption += 4;
if (_menuOption > 7)
_menuOption = 7;
_sprSelect.x = (_menuOption - 4) * 40;
_sprSelect.y = _sprBottom.y;
case LEFT:
if (_menuOption <= 0)
_menuOption = 7;
else
_menuOption--;
if (_menuOption >= 4)
{
_sprSelect.x = (_menuOption - 4) * 40;
_sprSelect.y = _sprBottom.y;
}
else
{
_sprSelect.x = _menuOption * 40;
_sprSelect.y = 0;
}
case RIGHT:
if (_menuOption >= 7)
_menuOption = 0;
else
_menuOption++;
if (_menuOption >= 4)
{
_sprSelect.x = (_menuOption - 4) * 40;
_sprSelect.y = _sprBottom.y;
}
else
{
_sprSelect.x = _menuOption * 40;
_sprSelect.y = 0;
}
}
_sndNext.play(true);
}
private function makeOption(option:Int):Void
{
if(!_gel.Wait)
{
switch(option)
{
// INFO
case 0:
showInfo();
// FEED
case 1:
if (!_gel._isAsleep)
feedGel();
// Study
case 2:
if (!_gel._isAsleep)
studyGel();
// REST
case 3:
if (!_gel._isAsleep)
sleepGel();
// CHEER
case 4:
if (!_gel._isAsleep)
praiseGel();
// SCOLD
case 5:
if (!_gel._isAsleep)
scoldGel();
// WIPE
case 6:
if (!_gel._isAsleep)
wipeGel();
// CONFIG
case 7:
showConfig();
}
_sndSelect.play(true);
}
}
private function showInfo():Void
{
_infoMenu.OpenMenu();
}
private function feedGel():Void
{
itemJoin("food");
_gel.EatFood();
_sprInteraction.fadeOut(2, itemLeave);
}
private function studyGel():Void
{
itemJoin("book");
_gel.Study();
_sprInteraction.fadeOut(2, itemLeave);
}
private function sleepGel():Void
{
itemJoin("none");
_gel.Sleep();
_sprInteraction.fadeOut(2, itemLeave);
}
private function praiseGel():Void
{
itemJoin("none");
_gel.Praise();
_sprInteraction.fadeOut(2, itemLeave);
}
private function scoldGel():Void
{
itemJoin("none");
_gel.Scold();
_sprInteraction.fadeOut(2, itemLeave);
}
private function wipeGel():Void
{
itemJoin("wipe");
_gel.Wipe();
_sprInteraction.fadeOut(2, itemLeave);
}
private function showConfig():Void
{
// TODO: Make Config menu and call it here
}
private function itemJoin(animation:String):Void
{
_sprInteraction.visible = true;
_sprInteraction.animation.play(animation);
}
private function itemLeave(_):Void
{
_sprInteraction.visible = false;
_sprInteraction.alpha = 1;
_sprInteraction.animation.play("none");
_gel.Wait = false;
}
}
private enum MenuDirection
{
UP;
DOWN;
LEFT;
RIGHT;
}