cube-tube/app/scenes/settings.rb
Gordon Pedersen 9a82b55505 Begin refactor of scenes
Refactored the Menu Scene "subclass" as well as the main and settings menus
2023-03-27 13:09:28 +11:00

74 lines
1.9 KiB
Ruby

# frozen_string_literal: true
# This is the settings menu, allowing for various settings to be changed
class SettingsMenu < MenuScene
def initialize(args, opts = {})
menu_options = [
{
key: :sfx,
kind: :toggle,
on_select: ->(args) do
puts 'toggle sfx'
GameSetting.save_after(args) do |args|
args.state.setting.sfx = !args.state.setting.sfx
puts "sfx = #{args.state.setting.sfx}"
end
end
},
{
key: :music,
kind: :toggle,
on_select: ->(args) do
GameSetting.save_after(args) do |args|
args.state.setting.music = !args.state.setting.music
Music.set_volume(args, args.state.setting.music ? 0.8 : 0.0)
end
end
},
{
key: :back,
on_select: ->(iargs) { Scene.pop(iargs) }
}
]
if args.gtk.platform?(:desktop)
menu_options.insert(
menu_options.length - 1,
{
key: :fullscreen,
kind: :toggle,
on_select: ->(args) do
GameSetting.save_after(args) do |args|
args.state.setting.fullscreen = !args.state.setting.fullscreen
args.gtk.set_window_fullscreen(args.state.setting.fullscreen)
end
end
}
)
end
super args, opts, menu_options
end
# called every tick of the game loop
def tick(args)
draw_bg(args, DARK_GREEN)
# actual menu logic is handled by the MenuScene super class
super
if Input.pressed?(args, :secondary)
Sound.play(args, :select)
@menu_options.find { |o| o[:key] == :back }[:on_select].call(args)
end
args.outputs.labels << label(
:settings,
x: args.grid.w / 2,
y: args.grid.top - 200,
align: ALIGN_CENTER,
size: SIZE_LG,
font: FONT_BOLD
)
end
end