/
buy_screen_utils.lua
37 lines (33 loc) · 1.41 KB
/
buy_screen_utils.lua
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function BuildLevelMap(group, x, y, parent, level, loop, level_list)
local level_map = LevelMap{
group = group,
x = x,
y = y,
parent = parent,
level = level,
loop = loop,
level_list = level_list,
}
return level_map
end
function BuildLevelText(level_list, level, x, y)
local info_text_content = {}
table.insert(info_text_content, {text = '[fg]Level ' .. level, font = pixul_font, alignment = 'center', height_multiplier = 1.5})
if level_list[level].environmental_hazards and level_list[level].environmental_hazards.type then
table.insert(info_text_content, {text = '[fg]Hazards ' .. level_list[level].environmental_hazards.type .. 'Lv. ' .. level_list[level].environmental_hazards.level, font = pixul_font, alignment = 'center', height_multiplier = 1.5})
end
table.insert(info_text_content, {text = '[fg]Waves ' .. #level_list[level].waves, font = pixul_font, alignment = 'center', height_multiplier = 1.5})
for i, wave in ipairs(level_list[level].waves) do
local wave_text = ''
for j, enemy in ipairs(wave) do
wave_text = wave_text .. enemy .. ', '
end
table.insert(info_text_content, {text = wave_text, font = pixul_font, alignment = 'center', height_multiplier = 1.5})
end
local info_text = InfoText{group = main.current.ui}
info_text:activate(info_text_content
, nil, nil, nil, nil, 16, 4, nil, 2)
info_text.x = x
info_text.y = y
return info_text
end