mirror of
https://github.com/TombEngine/TombEngine.git
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295 lines
8.6 KiB
Lua
295 lines
8.6 KiB
Lua
-----
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--- Basic timer - after a specified number of seconds, the specified thing happens.
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-- Example usage:
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-- local Timer = require("Timer")
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--
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-- -- This will be called when the timer runs out
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-- LevelFuncs.FinishTimer = function(healthWhenStarted, victoryMessage)
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-- -- Open a door, display a message, make an explosion... whatever you wish
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-- DoSomething(healthWhenStarted, victoryMessage)
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-- end
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--
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-- -- This function triggers the timer
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-- LevelFuncs.TriggerTimer = function(obj)
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-- local myTimer = Timer.Create("my_timer",
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-- 5.0,
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-- false,
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-- {minutes = false, seconds = true, deciseconds = true},
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-- "FinishTimer",
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-- Lara:GetHP(),
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-- "Well done!")
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-- myTimer:Start()
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-- end
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--
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-- LevelFuncs.OnControlPhase = function(dt)
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-- Timer.UpdateAll(dt)
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-- end
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--
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-- @luautil Timer
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LevelVars.__TEN_timer = {timers = {}}
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local Timer
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local unpausedColor = TEN.Color(255, 255, 255)
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local pausedColor = TEN.Color(255, 255, 0)
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local str = TEN.Strings.DisplayString("TIMER", 0, 0, unpausedColor, false, {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW} )
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Timer = {
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--- Create (but do not start) a new timer.
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--
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-- You have the option of displaying the remaining time on the clock. Timer format details:
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-- -- deciseconds are 1/10th of a second
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--
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-- -- mins:secs
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-- local myTimeFormat1 = {minutes = true, seconds = true, deciseconds = false}
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--
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-- -- also mins:secs
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-- local myTimeFormat2 = {minutes = true, seconds = true}
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--
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-- -- secs:decisecs
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-- local myTimeFormat3 = {seconds = true, deciseconds = true}
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--
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-- -- secs; also what is printed if you pass true instead of a table
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-- local myTimeFormat4 = {seconds = true}
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--
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--__At any given time, only one timer can show its countdown__.
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--
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--Use this sparingly; in the classics, timed challenges did not have visible countdowns. For shorter timers, the gameplay benefit from showing the remaining time might not be necessary, and could interfere with the atmosphere of the level.
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--
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-- @string name A label to give this timer; used to retrieve the timer later
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-- @number totalTime The duration of the timer, in seconds
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-- @bool loop if true, the timer will start again immediately after the time has elapsed
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-- @tparam ?table|bool timerFormat If a table is given, the remaining time will be shown as a string, formatted according to the values in the table. If true, the remaining seconds, rounded up, will show at the bottom of the screen. If false, the remaining time will not be shown on screen.
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-- @string func The name of the LevelFunc member to call when the time is upssss
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-- @param[opt] ... a variable number of arguments with which the above function will be called
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-- @return The timer in its paused state
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--
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Create = function(name, totalTime, loop, timerFormat, func, ...)
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local obj = {}
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local mt = {}
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mt.__index = Timer
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setmetatable(obj, mt)
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obj.name = name
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LevelVars.__TEN_timer.timers[name] ={}
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local thisTimer = LevelVars.__TEN_timer.timers[name]
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thisTimer.name = name
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thisTimer.totalTime = totalTime
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thisTimer.remainingTime = totalTime
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thisTimer.func = func
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thisTimer.funcArgs = {...}
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thisTimer.loop = loop
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thisTimer.active = false
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thisTimer.paused = true
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if type(timerFormat) == "table" then
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thisTimer.timerFormat = timerFormat
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elseif timerFormat then
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thisTimer.timerFormat = {seconds = true}
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end
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return obj
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end;
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--- Get a timer by its name.
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-- @string name The label that was given to the timer when it was created
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-- @return The timer
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Get = function(name)
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if LevelVars.__TEN_timer.timers[name] then
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local obj = {}
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local mt = {}
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mt.__index = Timer
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setmetatable(obj, mt)
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obj.name = name
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return obj
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end
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return nil
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end,
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--- Give the timer a new function and args
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-- @param t the timer in question
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-- @string func The name of the LevelFunc member to call when the time is up
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-- @param funcArgs the arguments with which the above function will be called
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SetFunction = function(t, func, ...)
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local thisTimer = LevelVars.__TEN_timer.timers[t.name]
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thisTimer.func = func
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thisTimer.funcArgs = {...}
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end,
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--- Begin or unpause a timer. If showing the remaining time on-screen, its color will be set to white.
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-- @param t the timer in question
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Start = function(t)
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local thisTimer = LevelVars.__TEN_timer.timers[t.name]
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if not thisTimer.active then
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thisTimer.active = true
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end
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thisTimer.paused = false
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if thisTimer.timerFormat then
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str:SetColor(unpausedColor)
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end
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end;
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--- Pause the timer. If showing the remaining time on-screen, its color will be set to yellow.
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-- @param t the timer in question
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Pause = function(t)
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local thisTimer = LevelVars.__TEN_timer.timers[t.name]
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thisTimer.paused = true
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if thisTimer.timerFormat then
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str:SetColor(pausedColor)
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end
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end,
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--- Stop the timer.
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-- @param t the timer in question
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Stop = function(t)
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LevelVars.__TEN_timer.timers[t.name].active = false
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end,
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--- Get whether or not the timer is active
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-- @param t the timer in question
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-- @return true if the timer is active, false if otherwise
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IsActive = function(t)
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return LevelVars.__TEN_timer.timers[t.name].active
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end,
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--- Get whether or not the timer is paused
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-- @param t the timer in question
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-- @return true if the timer is paused, false if otherwise
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IsPaused = function(t)
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return LevelVars.__TEN_timer.timers[t.name].paused
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end,
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--- Get the remaining time for a timer.
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-- @param t the timer in question
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-- @return the time in seconds remaining on the clock
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GetRemainingTime = function(t)
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return LevelVars.__TEN_timer.timers[t.name].remainingTime
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end,
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--- Set the remaining time for a timer
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-- @param t the timer in question
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-- @number remainingTime the new time remaining for the timer
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SetRemainingTime = function(t, remainingTime)
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LevelVars.__TEN_timer.timers[t.name].remainingTime = remainingTime
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end,
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--- Get the total time for a timer.
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-- This is the amount of time the timer will start with, as well as when starting a new loop
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-- @param t the timer in question
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-- @return the timer's total time
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GetTotalTime = function(t)
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return LevelVars.__TEN_timer.timers[t.name].totalTime
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end,
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--- Set the total time for a timer
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-- @param t the timer in question
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-- @number totalTime timer's new total time
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SetTotalTime = function(t, totalTime)
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LevelVars.__TEN_timer.timers[t.name].totalTime = totalTime
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end,
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--- Set whether or not the timer loops
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-- @param t the timer in question
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-- @bool looping whether or not the timer loops
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SetLooping = function(t, looping)
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LevelVars.__TEN_timer.timers[t.name].loop = looping
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end,
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--- Update all active timers.
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-- Should be called in LevelFuncs.OnControlPhase
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-- @number dt The time in seconds since the last frame
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UpdateAll = function(dt)
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for _, t in pairs(LevelVars.__TEN_timer.timers) do
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Timer.Update(t, dt)
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end
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end;
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Update = function(t, dt)
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if t.active then
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if not t.paused then
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t.remainingTime = t.remainingTime - dt
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if t.remainingTime <= 0 then
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LevelFuncs[t.func](table.unpack(t.funcArgs))
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if not t.loop then
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t.active = false
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else
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t.remainingTime = t.remainingTime + t.totalTime
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end
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end
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end
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if t.timerFormat then
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TEN.Strings.HideString(str)
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local fmt = ""
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local remaining = math.max(t.remainingTime, 0)
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local round = math.floor
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local subSecond = remaining - math.floor(remaining)
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local fmtBefore = false
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-- deciseconds
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if t.timerFormat.deciseconds then
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fmt = math.floor(10*subSecond)
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fmtBefore = true
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end
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-- seconds
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if t.timerFormat.seconds then
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if not fmtBefore then
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round = math.ceil
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else
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round = math.floor
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fmt = ":" .. fmt
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end
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local roundedSeconds = round(remaining)
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local toBeDisplayed = roundedSeconds
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if t.timerFormat.minutes then
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toBeDisplayed = roundedSeconds % 60
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end
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fmt = string.format("%02d", toBeDisplayed) .. fmt
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remaining = roundedSeconds
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fmtBefore = true
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end
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-- minutes
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if t.timerFormat.minutes then
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if not fmtBefore then
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round = math.ceil
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else
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round = math.floor
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fmt = ":" .. fmt
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end
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local roundedMinutes = round(remaining/60)
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local toBeDisplayed = roundedMinutes
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fmt = string.format("%02d", toBeDisplayed) .. fmt
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fmtBefore = true
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end
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str:SetKey(fmt)
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local myX, myY = PercentToScreen(50, 90)
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str:SetPosition(myX, myY)
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-- Do this again in case the player has loaded while the timer was paused already
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-- Need a better solution for this
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if t.paused then
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str:SetColor(pausedColor)
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end
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TEN.Strings.ShowString(str, 1)
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end
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end
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end;
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}
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return Timer
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