Added ScreenHeartEntry example.
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-- This example describes everything you need to do in your theme to allow the
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-- player to enter their heart rate for calorie calculation.
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-- First, the metrics you'll need to add to metrics.ini.
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-- [ScreenHeartEntry]
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-- # The HeartEntryEnabled metric must be set to true so the branching logic
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-- # will know that your theme supports the screen.
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-- HeartEntryEnabled=true
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-- # ScreenHeartEntry uses ScreenWithMenuElements as its fallback, so the
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-- # metrics in the ScreenWithMenuElements section will also apply to it.
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-- Now for the body of the screen. The things discussed here will have to go
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-- in BGAnimations/ScreenHeartEntry overlay.lua
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-- The positions the numpads for entering the heart rate will be placed at.
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local heart_xs= {
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[PLAYER_1]= SCREEN_CENTER_X * 0.625,
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[PLAYER_2]= SCREEN_CENTER_X * 1.375,
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}
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-- heart_entries is a table that will be used to store the numpads that the
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-- players will use.
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local heart_entries= {}
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-- Note that a numpad is only created for a player if that player is enabled
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-- and they have the flag set in their profile to enable heart rate entry.
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for i, pn in ipairs(GAMESTATE:GetEnabledPlayers()) do
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local profile= PROFILEMAN:GetProfile(pn)
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if profile and profile:GetIgnoreStepCountCalories() then
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-- This is probably the part you'll want to configure the most, the
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-- numpads. _fallback/Scripts/04 NumPadEntry.lua discusses configuring a
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-- numpad in detail.
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heart_entries[pn]= new_numpad_entry{
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Name= pn .. "_heart_entry",
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InitCommand= cmd(xy, heart_xs[pn], SCREEN_CENTER_Y+48),
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-- Settings for value are optional, but you will probably want to
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-- change them, so they are provided in this example.
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-- If a simple colored BitmapText isn't what you want for displaying
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-- the value being entered, read _fallback/Scripts/04 NumPadEntry.lua.
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value_pos= {0, -48},
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value_font= "Common Normal",
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value_color= PlayerColor(pn),
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-- Optional prompt settings.
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prompt_pos= {0, -72},
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prompt_font= "Common Normal",
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prompt_color= Color.White,
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prompt_text= THEME:GetString("ScreenHeartEntry", "Heart Rate"),
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-- Optional button settings.
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button_positions= {
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{-30, -24}, {0, -24}, {30, -24},
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{-30, 0}, {0, 0}, {30, 0},
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{-30, 24}, {0, 24}, {30, 24},
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{-30, 48}, {0, 48}, {30, 48}
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},
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button_font= "Common Normal",
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button_color= Color.White,
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-- Cursor settings. You probably want something more than a quad for
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-- the cursor, so this example includes the command the cursor needs
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-- to support to do its job.
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cursor= Def.Quad{
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InitCommand= function(self)
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self:SetWidth(16)
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self:SetHeight(28)
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self:diffuse(PlayerDarkColor(pn))
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end,
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-- MoveCommand is used to move the cursor to a button.
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MoveCommand= function(self, param)
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-- param contains the position to move to.
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self:stoptweening()
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self:decelerate(0.15)
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self:xy(param[1], param[2])
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end,
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-- FitCommand is used to change the size of the cursor to fit the
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-- button after it has been moved.
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FitCommand= function(self, param)
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-- param is the actor for the button.
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-- Note that this does not use stoptweening or finishtweening.
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-- This is because it is executed with playcommand immediately
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-- after MoveCommand, and thus the state changes it makes combine
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-- with the actor state at the end of MoveCommand.
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self:SetWidth(param:GetWidth())
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end
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},
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-- cursor_draw controls whether the cursor is above or below the
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-- buttons.
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cursor_draw= "first", -- stick it under the buttons.
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-- Don't let the player enter a silly value.
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max_value= 300,
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-- Automatically move the cursor to the done button when the player has
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-- entered three digits.
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auto_done_value= 100,
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}
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end
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end
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-- This function is the input callback. It handles button presses from the
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-- player, passing them to the numpad so the player can enter their heart
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-- rate, and detecting when the player is done.
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-- See the AddInputCallback function for the Screen class in Lua.xml for a
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-- full description of the event argument.
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local function input(event)
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local pn= event.PlayerNumber
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-- If the PlayerNumber isn't set, the button isn't mapped. Ignore it.
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if not pn then return end
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-- If it's a release, ignore it.
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if event.type == "InputEventType_Release" then return end
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-- If the player doesn't have a heart_entry, ignore it.
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if not heart_entries[pn] then return end
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-- Pass the input to the heart_entry for the player. It will handle moving
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-- the cursor. If it returns true, the player is done.
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local done= heart_entries[pn]:handle_input(event.GameButton)
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if done then
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-- Play a sound for the player so they know the value was entered.
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SOUND:PlayOnce(THEME:GetPathS("Common", "Start"))
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-- Check whether all players that need to enter their heart rate are done.
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local all_done= true
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for pn, entry in pairs(heart_entries) do
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if not entry.done then all_done= false break end
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end
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if all_done then
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-- If the players are done, add the calories to their profiles.
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for pn, entry in pairs(heart_entries) do
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local profile= PROFILEMAN:GetProfile(pn)
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if profile and profile:GetIgnoreStepCountCalories() then
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-- calories is the value you might want to store off in a global
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-- variable to display on evaluation.
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local calories= profile:CalculateCaloriesFromHeartRate(
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entry.value, GAMESTATE:GetLastGameplayDuration())
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profile:AddCaloriesToDailyTotal(calories)
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end
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end
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-- Since all players are done, transition to the next screen.
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SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToNextScreen")
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end
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end
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end
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-- A simple timer that the player can watch while counting their pulse.
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-- The menu timer isn't used because it has undesired side effects.
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-- timer_text will be set to the BitmapText used to display the time. This
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-- way, the BitmapText doesn't have to be fetched with GetChild every frame.
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local timer_text
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-- This is an update function for an ActorFrame. It will run every frame.
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local function timer_update(self)
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local time= math.floor((self:GetSecsIntoEffect() % 60) * 10) / 10
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if time < 10 then
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timer_text:settext(("0%.1f"):format(time))
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else
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timer_text:settext(("%.1f"):format(time))
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end
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end
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-- args contains the actors that will be in the ActorFrame for this screen.
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local args= {
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Def.ActorFrame{
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Name= "timer",
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InitCommand= function(self)
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-- Set the effectperiod so the timer can show an elapsed time.
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self:effectperiod(2^16)
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-- Set timer_text so GetChild doesn't need to be called every frame.
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timer_text= self:GetChild("timer_text")
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-- Set the update function so the timer will be updated.
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self:SetUpdateFunction(timer_update)
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end,
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OnCommand= function(self)
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-- Add the input callback so input will be handled.
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SCREENMAN:GetTopScreen():AddInputCallback(input)
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end,
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-- The BitmapText used to display the elapsed time.
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Def.BitmapText{
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Name= "timer_text", Font= "Common Normal", Text= "00.0",
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InitCommand= cmd(xy, SCREEN_CENTER_X, SCREEN_CENTER_Y-80; diffuse, Color.White),
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OnCommand= cmd(strokecolor,Color.Outline),
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}
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},
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}
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-- The actors for the heart_entries are added in a loop so that only the ones
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-- that will be used will exist.
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for pn, entry in pairs(heart_entries) do
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args[#args+1]= entry:create_actors()
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end
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return Def.ActorFrame(args)
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