aboutsummaryrefslogtreecommitdiff
path: root/debug/battle_menu.lua.X
diff options
context:
space:
mode:
Diffstat (limited to 'debug/battle_menu.lua.X')
-rw-r--r--debug/battle_menu.lua.X152
1 files changed, 152 insertions, 0 deletions
diff --git a/debug/battle_menu.lua.X b/debug/battle_menu.lua.X
new file mode 100644
index 0000000..9df0636
--- /dev/null
+++ b/debug/battle_menu.lua.X
@@ -0,0 +1,152 @@
+Pos Lua >> Moon
+1 1:[ local world = require("world") ] >> 1:[ world = require "world" ]
+25 2:[ local main = require("main") ] >> 2:[ main = require "main" ]
+47 3:[ local color = require("color") ] >> 3:[ color = require "color" ]
+71 4:[ local ui = require("ui") ] >> 4:[ ui = require "ui" ]
+89 5:[ local bp = require("broadphase") ] >> 5:[ bp = require "broadphase" ]
+115 6:[ local pass = require("a_pass") ] >> 6:[ pass = require "a_pass" ]
+155 8:[ Pass = pass.Pass ] >> 7:[ import Pass from pass ]
+161 9:[ local action = require("action") ] >> 8:[ action = require "action" ]
+188 10:[ local mod = ... ] >> 10:[ mod = ... ]
+199 11:[ local pip_width = 24 ] >> 12:[ pip_width = 24 ]
+215 12:[ mod.time_pips = am.group() ] >> 14:[ mod.time_pips = am.group! ]
+241 13:[ local pip_x_start = ((main.pips / 2) + 1) * -pip_width ] >> 15:[ pip_x_start = ((main.pips/2)+1) * -pip_width ]
+286 14:[ local pip_sprites = { } ] >> 16:[ pip_sprites = {} ]
+303 15:[ local ms_per_pip = 1000 ] >> 17:[ ms_per_pip = 1000 ]
+322 16:[ mod.ability_selector = am.group() ] >> 19:[ mod.ability_selector = am.group! ]
+355 17:[ mod.playerturn_up = 0 ] >> 20:[ mod.playerturn_up = 0 ]
+378 18:[ mod.set_playerturn_up = function(self, time) ] >> 22:[ mod.set_playerturn_up = (time) => ]
+413 19:[ mod.playerturn_up = time ] >> 23:[ mod.playerturn_up = time ]
+378 20:[ end ] >> 22:[ mod.set_playerturn_up = (time) => ]
+439 21:[ mod.victory_g = am.group() ] >> 25:[ mod.victory_g = am.group! ]
+465 22:[ mod.victory_text = { } ] >> 26:[ mod.victory_text = {} ]
+488 23:[ mod.action_phase = am.group() ] >> 28:[ mod.action_phase = am.group! --group used to animate characters during battle, also holds dammage values ]
+593 24:[ mod.victory_show = false ] >> 29:[ mod.victory_show = false ]
+618 25:[ mod.loaded_ability = nil ] >> 30:[ mod.loaded_ability = nil ]
+644 26:[ mod.load = function() ] >> 32:[ mod.load = () -> ]
+662 27:[ local pip_trans = am.translate(pip_x_start, 240 - (pip_width / 2)) ] >> 33:[ pip_trans = am.translate(pip_x_start,240 - (pip_width/2)) ]
+728 28:[ for i = 1, main.pips do ] >> 34:[ for i = 1,main.pips ]
+743 29:[ local pip_loc = am.translate(pip_width * i, 0) ] >> 35:[ pip_loc = am.translate(pip_width*i,0) ]
+783 30:[ pip_trans:append(pip_loc ^ am.sprite("data/pip_frame.png", color.white)) ] >> 36:[ pip_trans\append(pip_loc^ am.sprite("data/pip_frame.png",color.white)) ]
+856 31:[ local light_sprite = am.sprite("data/pip_dark.png", color.white) ] >> 37:[ light_sprite = am.sprite("data/pip_dark.png",color.white) ]
+916 32:[ pip_loc:append(light_sprite) ] >> 38:[ pip_loc\append(light_sprite) ]
+947 33:[ table.insert(pip_sprites, light_sprite) ] >> 39:[ table.insert(pip_sprites,light_sprite) ]
+721 34:[ end ] >> 34:[ for i = 1,main.pips ]
+987 35:[ mod.time_pips:append(pip_trans) ] >> 40:[ mod.time_pips\append(pip_trans) ]
+1020 36:[ local ability_buttons = { } ] >> 41:[ ability_buttons = {} ]
+1042 37:[ local ability_trans = am.group() ] >> 42:[ ability_trans = am.group! ]
+1069 38:[ main.root("screen"):append(mod.victory_g) ] >> 43:[ main.root("screen")\append(mod.victory_g) ]
+1122 39:[ for k, v in pairs({ ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1130 40:[ "V", ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1134 41:[ "I", ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1138 42:[ "C", ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1142 43:[ "T", ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1146 44:[ "O", ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1150 45:[ "R", ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1154 46:[ "Y" ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1122 47:[ }) do ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1162 48:[ local n = am.scale(2) ^ am.translate((k - 3.5) * 20, 0) ^ am.text(v, color.fg) ] >> 45:[ n = am.scale(2)^am.translate((k-3.5)*20,0)^am.text(v,color.fg) ]
+1227 49:[ n:action(coroutine.create(function() ] >> 46:[ n\action(coroutine.create(() -> ]
+1267 50:[ while true do ] >> 47:[ while true ]
+1287 51:[ for k, v in pairs(mod.victory_text) do ] >> 48:[ for k,v in pairs(mod.victory_text) ]
+1317 52:[ v.hidden = not mod.victory ] >> 49:[ v.hidden = not mod.victory ]
+1277 53:[ end ] >> 48:[ for k,v in pairs(mod.victory_text) ]
+1348 54:[ coroutine.yield() ] >> 50:[ coroutine.yield! ]
+1262 55:[ end ] >> 47:[ while true ]
+1227 56:[ end)) ] >> 46:[ n\action(coroutine.create(() -> ]
+1372 57:[ n:action(am.series({ ] >> 52:[ n\action(am.series({ ]
+1396 58:[ am.delay(k * 0.25), ] >> 53:[ am.delay(k*0.25), ]
+1417 59:[ am.loop(function() ] >> 54:[ am.loop(() -> am.series({ ]
+1430 60:[ return am.series({ ] >> 54:[ am.loop(() -> am.series({ ]
+1447 61:[ am.tween(n("translate"), 1, { ] >> 55:[ am.tween(n("translate"),1,{y:30},am.ease.sine), ]
+1476 62:[ y = 30 ] >> 55:[ am.tween(n("translate"),1,{y:30},am.ease.sine), ]
+1447 63:[ }, am.ease.sine), ] >> 55:[ am.tween(n("translate"),1,{y:30},am.ease.sine), ]
+1499 64:[ am.tween(n("translate"), 1, { ] >> 56:[ am.tween(n("translate"),1,{y:0},am.ease.sine) ]
+1528 65:[ y = 0 ] >> 56:[ am.tween(n("translate"),1,{y:0},am.ease.sine) ]
+1499 66:[ }, am.ease.sine) ] >> 56:[ am.tween(n("translate"),1,{y:0},am.ease.sine) ]
+1430 67:[ }) ] >> 54:[ am.loop(() -> am.series({ ]
+1417 68:[ end) ] >> 54:[ am.loop(() -> am.series({ ]
+1372 69:[ })) ] >> 52:[ n\action(am.series({ ]
+1560 70:[ table.insert(mod.victory_text, n) ] >> 59:[ table.insert(mod.victory_text,n) ]
+1595 71:[ mod.victory_g:append(n) ] >> 60:[ mod.victory_g\append(n) ]
+1112 72:[ end ] >> 44:[ for k,v in pairs({"V","I","C","T","O","R","Y"}) ]
+1620 73:[ mod.ability_selector:append(ability_trans) ] >> 61:[ mod.ability_selector\append(ability_trans) ]
+1671 74:[ for i = 1, 4 do ] >> 62:[ for i = 1,4 ]
+1678 75:[ local trans_x = (-150 * (i - 2)) + 32 ] >> 63:[ trans_x = (-150 * (i-2))+32 ]
+1708 76:[ local trans_y = 200 ] >> 64:[ trans_y = 200 ]
+1803 77:[ local ability_slot_button = ui.create_any_button(ability_trans, 3, 3, trans_x, trans_y) ] >> 66:[ ability_slot_button = ui.create_any_button(ability_trans,3,3,trans_x,trans_y) ]
+1883 78:[ local lpd = main.world.localplayer.data ] >> 67:[ lpd = main.world.localplayer.data ]
+1919 79:[ print("lpd was:", lpd) ] >> 68:[ print("lpd was:",lpd) ]
+1943 80:[ local ability = lpd.abilities[i] or Pass ] >> 69:[ ability = lpd.abilities[i] or Pass ]
+1980 81:[ print("Ability was", ability.__name) ] >> 70:[ print("Ability was",ability.__name) ]
+2018 82:[ print("Sprite was", ability and ability.sprite) ] >> 71:[ print("Sprite was",ability and ability.sprite) ]
+2067 83:[ local ability_slot_icon = am.sprite(ability and ability.sprite or "data/no_action.png", color.white, "left", "top"):tag("icon") ] >> 72:[ ability_slot_icon = am.sprite(ability and ability.sprite or "data/no_action.png", color.white, "left","top")\tag("icon") ]
+2190 84:[ ability_slot_button.name = ability.__name ] >> 73:[ ability_slot_button.name = ability.__name ]
+2234 85:[ ability_slot_button.ability = ability ] >> 74:[ ability_slot_button.ability = ability ]
+2274 86:[ ability_slot_button.node:append(am.translate(trans_x + 16, trans_y - 16) ^ ability_slot_icon) ] >> 75:[ ability_slot_button.node\append(am.translate(trans_x + 16,trans_y - 16)^ ability_slot_icon) ]
+2368 87:[ table.insert(ability_buttons, ability_slot_button) ] >> 76:[ table.insert(ability_buttons, ability_slot_button) ]
+1664 88:[ end ] >> 62:[ for i = 1,4 ]
+2420 89:[ print("test") ] >> 77:[ print("test") ]
+2435 90:[ main.root("screen"):append(mod.time_pips) ] >> 78:[ main.root("screen")\append(mod.time_pips) ]
+2478 91:[ main.root("screen"):append(mod.ability_selector) ] >> 79:[ main.root("screen")\append(mod.ability_selector) ]
+2528 92:[ main.root("screen"):append(mod.action_phase) ] >> 80:[ main.root("screen")\append(mod.action_phase) ]
+2574 93:[ mod.time_pips:action(coroutine.create(function() ] >> 81:[ mod.time_pips\action(coroutine.create(() -> ]
+2620 94:[ print("Pips in action:", pip_sprites) ] >> 82:[ print("Pips in action:",pip_sprites) ]
+2664 95:[ while true do ] >> 83:[ while true ]
+2675 96:[ if not mod.victory then ] >> 84:[ if not mod.victory ]
+2696 97:[ local currtime = am.eval_js("new Date().getTime()") ] >> 85:[ currtime = am.eval_js("new Date().getTime()") ]
+2746 98:[ local elapsed_time = currtime - main.world.time_ref ] >> 86:[ elapsed_time = currtime - main.world.time_ref ]
+2796 99:[ local npips = math.min(math.floor(elapsed_time / ms_per_pip), main.pips) ] >> 87:[ npips = math.min(math.floor(elapsed_time/ms_per_pip),main.pips) ]
+2871 100:[ for i = 1, npips do ] >> 88:[ for i = 1,npips ]
+2885 101:[ pip_sprites[i].source = "data/pip_light.png" ] >> 89:[ pip_sprites[i].source = "data/pip_light.png" ]
+2864 102:[ end ] >> 88:[ for i = 1,npips ]
+2941 103:[ for i = npips + 2, main.pips do ] >> 90:[ for i = npips+2,main.pips ]
+2967 104:[ if i > 0 and i <= main.pips then ] >> 91:[ if i > 0 and i <= main.pips ]
+2999 105:[ pip_sprites[i].source = "data/pip_dark.png" ] >> 92:[ pip_sprites[i].source = "data/pip_dark.png" ]
+2965 106:[ end ] >> 91:[ if i > 0 and i <= main.pips ]
+2934 107:[ end ] >> 90:[ for i = npips+2,main.pips ]
+2673 108:[ end ] >> 84:[ if not mod.victory ]
+3046 109:[ coroutine.yield() ] >> 93:[ coroutine.yield! ]
+2659 110:[ end ] >> 83:[ while true ]
+2574 111:[ end)) ] >> 81:[ mod.time_pips\action(coroutine.create(() -> ]
+3068 112:[ local touch_indicator = am.group() ] >> 95:[ touch_indicator = am.group! ]
+3097 113:[ local touch_cursor = am.sprite("data/cursor.png", vec4(1, 1, 1, 1), "left", "top") ] >> 96:[ touch_cursor = am.sprite("data/cursor.png",vec4(1,1,1,1),"left","top") ]
+3169 114:[ local touch_loc = am.translate(0, 0) ^ touch_cursor ] >> 97:[ touch_loc = am.translate(0,0)^ touch_cursor ]
+3214 115:[ touch_indicator:append(touch_loc) ] >> 98:[ touch_indicator\append(touch_loc) ]
+3249 116:[ mod.ability_selector:append(touch_indicator) ] >> 99:[ mod.ability_selector\append(touch_indicator) ]
+3295 117:[ return mod.ability_selector:action(coroutine.create(function() ] >> 100:[ mod.ability_selector\action(coroutine.create(() -> ]
+3353 118:[ while true do ] >> 101:[ while true ]
+3364 119:[ if #main.win:active_touches() > 0 then ] >> 102:[ if #main.win\active_touches! > 0 ]
+3399 120:[ local touch = main.win:touch_position(1) ] >> 103:[ touch = main.win\touch_position(1) ]
+3438 121:[ touch_cursor.color = vec4(1, 1, 1, 1) ] >> 104:[ touch_cursor.color = vec4(1,1,1,1) ]
+3477 122:[ touch_loc.x = touch.x ] >> 105:[ touch_loc.x = touch.x ]
+3503 123:[ touch_loc.y = touch.y ] >> 106:[ touch_loc.y = touch.y ]
+3529 124:[ local col_but = bp.check(touch.x, touch.y + 96) ] >> 107:[ col_but = bp.check(touch.x, touch.y + 96) ]
+3577 125:[ if #col_but > 0 then ] >> 108:[ if #col_but > 0 ]
+3596 126:[ touch_cursor.color = vec4(0.5, 0.5, 0.5, 0.5) ] >> 109:[ touch_cursor.color = vec4(0.5,0.5,0.5,0.5) ]
+3575 127:[ end ] >> 108:[ if #col_but > 0 ]
+3645 128:[ if main.win:touch_began(1) then ] >> 110:[ if main.win\touch_began(1) ]
+3675 129:[ print("Checking ability buttons:", ability_buttons, "against col but:", col_but) ] >> 111:[ print("Checking ability buttons:",ability_buttons, "against col but:",col_but) ]
+3774 130:[ for _, button in ipairs(ability_buttons) do ] >> 112:[ for _,button in ipairs(ability_buttons) ]
+3807 131:[ if button == col_but[1] then ] >> 113:[ if button == col_but[1] ]
+3836 132:[ print("Found button") ] >> 114:[ print("Found button") ]
+3865 133:[ action.set_action(button.name) ] >> 115:[ action.set_action(button.name) ]
+3905 134:[ if mod.loaded_ability then ] >> 116:[ if mod.loaded_ability ]
+3933 135:[ mod.loaded_ability:unload() ] >> 117:[ mod.loaded_ability\unload! ]
+3903 136:[ end ] >> 116:[ if mod.loaded_ability ]
+3967 137:[ button.ability:load() ] >> 118:[ button.ability\load! ]
+3995 138:[ mod.loaded_ability = ability ] >> 119:[ mod.loaded_ability = ability ]
+3805 139:[ end ] >> 113:[ if button == col_but[1] ]
+3759 140:[ end ] >> 112:[ for _,button in ipairs(ability_buttons) ]
+3643 141:[ end ] >> 110:[ if main.win\touch_began(1) ]
+3362 142:[ end ] >> 102:[ if #main.win\active_touches! > 0 ]
+4027 143:[ coroutine.yield() ] >> 120:[ coroutine.yield! ]
+3348 144:[ end ] >> 101:[ while true ]
+3295 145:[ end)) ] >> 100:[ mod.ability_selector\action(coroutine.create(() -> ]
+644 146:[ end ] >> 32:[ mod.load = () -> ]
+4051 147:[ mod.unload = function() ] >> 124:[ mod.unload = () -> ]
+4071 148:[ main.root("screen"):remove(mod.time_pips) ] >> 125:[ main.root("screen")\remove(mod.time_pips) ]
+4114 149:[ main.root("screen"):remove(mod.ability_selector) ] >> 126:[ main.root("screen")\remove(mod.ability_selector) ]
+4164 150:[ return main.root("screen"):remove(mod.action_phase) ] >> 127:[ main.root("screen")\remove(mod.action_phase) ]
+4051 151:[ end ] >> 124:[ mod.unload = () -> ]
+4210 152:[ return mod ] >> 129:[ mod ]