Merge branch 'develop' into feature/imp-112-dialogues-and-asc-4-7
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed

This commit is contained in:
Zoltan Timar
2026-04-28 00:52:22 +02:00
9 changed files with 356 additions and 67 deletions

View File

@@ -2,75 +2,78 @@
-- Configuration for luacheck
globals = {
"Focus",
"Day",
"Timer",
"Glitch",
"Trigger",
"Discussion",
"Util",
"Decision",
"Screen",
"Sprite",
"UI",
"Print",
"Input",
"Audio",
"AsciiArt",
"Ascension",
"Audio",
"AudioTestWindow",
"BriefIntroWindow",
"CodeGenerator",
"Config",
"Context",
"Meter",
"Minigame",
"Window",
"ContinuedWindow",
"CreditsWindow",
"TTGIntroWindow",
"BriefIntroWindow",
"TitleIntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
"ControlsWindow",
"AudioTestWindow",
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"MysteriousManScreen",
"CreditsWindow",
"Day",
"Decision",
"Discussion",
"DiscussionWindow",
"EndWindow",
"Focus",
"GameOverWindow",
"mset",
"mget",
"GameWindow",
"Glitch",
"Input",
"Map",
"MapBedroom",
"MenuWindow",
"Meter",
"Minigame",
"MinigameButtonMashWindow",
"MinigameDDRWindow",
"MinigameRhythmWindow",
"Mouse",
"MysteriousManScreen",
"PlayerNameWindow",
"PopupWindow",
"Print",
"RLE",
"Screen",
"Songs",
"Sprite",
"TIC",
"TTGIntroWindow",
"TextInput",
"Timer",
"TitleIntroWindow",
"Trigger",
"UI",
"Util",
"Window",
"beats_to_pattern",
"btnp",
"circb",
"circ",
"cls",
"exit",
"frame_from_beat",
"index_menu",
"keyp",
"line",
"map",
"mouse",
"mget",
"mset",
"music",
"sfx",
"spr",
"musicator_generate_pattern",
"pix",
"print",
"rect",
"rectb",
"circ",
"circb",
"cls",
"tri",
"pix",
"line",
"Songs",
"frame_from_beat",
"beats_to_pattern",
"MapBedroom",
"TIC",
"exit",
"trace",
"index_menu",
"Map",
"map",
"sfx",
"spr",
"time",
"RLE",
"mouse",
"Mouse",
"print",
"musicator_generate_pattern",
"trace",
"tri",
}

View File

@@ -6,6 +6,7 @@ init/init.context.lua
system/system.util.lua
system/system.print.lua
system/system.input.lua
system/system.textinput.lua
system/system.mouse.lua
system/system.asciiart.lua
system/system.rle.lua
@@ -16,6 +17,7 @@ logic/logic.timer.lua
logic/logic.trigger.lua
logic/logic.minigame.lua
logic/logic.glitch.lua
logic/logic.codegenerator.lua
logic/logic.discussion.lua
system/system.ui.lua
audio/audio.manager.lua
@@ -83,6 +85,7 @@ window/window.minigame.ddr.lua
window/window.discussion.lua
window/window.continued.lua
window/window.credits.lua
window/window.player_name.lua
window/window.game.lua
system/system.main.lua
meta/meta.assets.lua

View File

@@ -0,0 +1,60 @@
--- @section CodeGenerator
CodeGenerator = {}
local SALT = 27471
local BASE36 = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
local NAME_LEN = 3
-- Per-position offsets derived from SALT so each character slot
-- maps to a different region of the 2-char base-36 space.
local SALTS = {
SALT % 36,
math.floor(SALT / 36) % 36,
math.floor(SALT / 1296) % 36,
}
--- Encodes a number (0935) as exactly 2 base-36 characters.
--- @within CodeGenerator
function CodeGenerator.encode_pair(n)
return BASE36:sub(math.floor(n / 36) + 1, math.floor(n / 36) + 1)
.. BASE36:sub(n % 36 + 1, n % 36 + 1)
end
--- Decodes 2 base-36 characters back to a number.
--- @within CodeGenerator
function CodeGenerator.decode_pair(s)
local d1 = BASE36:find(s:sub(1, 1), 1, true) - 1
local d2 = BASE36:find(s:sub(2, 2), 1, true) - 1
return d1 * 36 + d2
end
--- Encrypts a player name into a code twice its length.
--- Each input character (A-Z, value 0-25) is encoded as
--- c + SALTS[i] * 26, producing 2 base-36 output characters.
--- @within CodeGenerator
--- @param text string NAME_LEN-character uppercase player name.
--- @return string Encrypted code (2 * NAME_LEN base-36 characters).
function CodeGenerator.encrypt(text)
local result = ""
for i = 1, NAME_LEN do
local c = math.max(0, (string.byte(text, i) or 65) - 65)
result = result .. CodeGenerator.encode_pair(c + SALTS[i] * 26)
end
return result
end
--- Decrypts a personal code back to the original player name.
--- @within CodeGenerator
--- @param encrypted_text string The code to decrypt (2 * NAME_LEN chars).
--- @return string Original player name, or "???" if the code is invalid.
function CodeGenerator.decrypt(encrypted_text)
local t = encrypted_text:upper()
if #t ~= NAME_LEN * 2 then return "???" end
local result = ""
for i = 1, NAME_LEN do
local pair = CodeGenerator.decode_pair(t:sub((i - 1) * 2 + 1, i * 2))
result = result .. string.char(pair % 26 + 65)
end
return result
end

View File

@@ -30,3 +30,9 @@ function Input.back() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Enter is pressed.
--- @within Input
function Input.enter() return keyp(INPUT_KEY_ENTER) end
--- Checks if Up is pressed or held (with repeat).
--- @within Input
function Input.up_repeat() return btnp(INPUT_KEY_UP, 20, 4) end
--- Checks if Down is pressed or held (with repeat).
--- @within Input
function Input.down_repeat() return btnp(INPUT_KEY_DOWN, 20, 4) end

View File

@@ -0,0 +1,81 @@
--- @section TextInput
TextInput = {}
local LETTERS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
local _pos = {}
local _cursor = 1
local _max_len = 3
--- Initialises a new text input session.
--- @within TextInput
--- @param max_len number Maximum character count (default 3).
function TextInput.init(max_len)
_max_len = max_len or 3
_pos = {}
for i = 1, _max_len do _pos[i] = 1 end
_cursor = 1
end
--- Advances to the next letter at the cursor position (wraps Z→A).
--- @within TextInput
function TextInput.next_letter()
_pos[_cursor] = (_pos[_cursor] % #LETTERS) + 1
end
--- Goes back to the previous letter at the cursor position (wraps A→Z).
--- @within TextInput
function TextInput.prev_letter()
_pos[_cursor] = ((_pos[_cursor] - 2) % #LETTERS) + 1
end
--- Confirms the current letter and advances the cursor to the next position.
--- When called on the last position the cursor moves into the done state.
--- @within TextInput
function TextInput.select_letter()
if _cursor <= _max_len then _cursor = _cursor + 1 end
end
--- Moves the cursor one position to the right (stops at last position).
--- @within TextInput
function TextInput.next_position()
if _cursor < _max_len then _cursor = _cursor + 1 end
end
--- Moves the cursor one position to the left (stops at first position).
--- Also steps back out of the done state.
--- @within TextInput
function TextInput.prev_position()
if _cursor > 1 then _cursor = _cursor - 1 end
end
--- Returns the assembled name string.
--- @within TextInput
--- @return string
function TextInput.get_name()
local s = ""
for i = 1, _max_len do s = s .. LETTERS:sub(_pos[i], _pos[i]) end
return s
end
--- Returns the current 1-based cursor position.
--- @within TextInput
--- @return number
function TextInput.get_position()
return _cursor
end
--- Returns the letter at the given 1-based position.
--- @within TextInput
--- @param i number
--- @return string
function TextInput.get_letter(i)
return LETTERS:sub(_pos[i], _pos[i])
end
--- Returns true when all positions have been confirmed.
--- @within TextInput
--- @return boolean
function TextInput.is_done()
return _cursor > _max_len
end

View File

@@ -30,9 +30,15 @@ function EndWindow.draw()
Print.text(yes_text, centerX - 40, y, yes_color)
Print.text(no_text, centerX + 10, y, no_color)
elseif Context._end.state == "ending" then
Print.text_center("Game over -- good ending.", Config.screen.width / 2, 50, Config.colors.light_blue)
Print.text_center("Congratulations!", Config.screen.width / 2, 70, Config.colors.white)
Print.text_center("Press Z to return to menu", Config.screen.width / 2, 110, Config.colors.light_grey)
local cx = Config.screen.width / 2
local name = Context.player_name or "AAA"
local code = CodeGenerator.encrypt(name)
Print.text_center("Game over -- good ending.", cx, 40, Config.colors.light_blue)
Print.text_center("Congrats " .. name .. "!", cx, 54, Config.colors.white)
Print.text_center("Your personal code:", cx, 72, Config.colors.light_grey)
Print.text_center(code, cx, 84, Config.colors.white, false, 3)
Print.text_center("Write it down!", cx, 112, Config.colors.item)
Print.text_center("Press Z to return to menu", cx, 126, Config.colors.dark_grey)
end
end

View File

@@ -102,17 +102,13 @@ function MenuWindow.update()
end
end
--- Starts a new game from the menu.
--- Opens player name entry then starts a new game.
--- @within MenuWindow
function MenuWindow.new_game()
PlayerNameWindow.init(function()
Context.new_game()
end
--- Loads a game from the menu.
--- @within MenuWindow
function MenuWindow.load_game()
Context.load_game()
GameWindow.set_state("game")
end)
Window.set_current("player_name")
end
--- Saves the current game from the menu.
@@ -139,6 +135,13 @@ function MenuWindow.controls()
Window.set_current("controls")
end
--- Opens the player name entry screen (test mode shortcut).
--- @within MenuWindow
function MenuWindow.player_name()
PlayerNameWindow.init()
Window.set_current("player_name")
end
--- Opens the credits screen.
--- @within MenuWindow
function MenuWindow.credits()
@@ -160,6 +163,14 @@ function MenuWindow.continued()
GameWindow.set_state("continued")
end
--- Opens the end screen for testing.
--- @within MenuWindow
function MenuWindow.end_screen()
Context._end.state = "ending"
Context._end.selection = 1
GameWindow.set_state("end")
end
--- Opens the DDR minigame test.
--- @within MenuWindow
function MenuWindow.ddr_test()
@@ -178,7 +189,6 @@ function MenuWindow.refresh_menu_items()
end
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(_menu_items, {label = "Controls", decision = MenuWindow.controls})
table.insert(_menu_items, {label = "Credits", decision = MenuWindow.credits})
@@ -186,6 +196,8 @@ function MenuWindow.refresh_menu_items()
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
table.insert(_menu_items, {label = "End Screen", decision = MenuWindow.end_screen})
table.insert(_menu_items, {label = "Player Name", decision = MenuWindow.player_name})
end
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})

View File

@@ -0,0 +1,115 @@
--- @section PlayerNameWindow
local _frame = 0
local _on_confirm = nil
local MAX_LEN = 3
local BOX_W = 24
local BOX_H = 24
local BOX_GAP = 12
local BOX_Y = 50
local WARN_Y = 104
local function box_start_x()
return math.floor((Config.screen.width - (MAX_LEN * BOX_W + (MAX_LEN - 1) * BOX_GAP)) / 2)
end
local function box_x(i)
return box_start_x() + (i - 1) * (BOX_W + BOX_GAP)
end
--- Initialises the player name window.
--- @within PlayerNameWindow
--- @param on_confirm function Called with the entered name when the player saves.
function PlayerNameWindow.init(on_confirm)
_frame = 0
_on_confirm = on_confirm
TextInput.init(MAX_LEN)
end
local function draw_boxes()
local cursor = TextInput.get_position()
local blink = math.floor(_frame / 18) % 2 == 0
for i = 1, MAX_LEN do
local x = box_x(i)
local is_cur = (i == cursor)
local done = TextInput.is_done()
local fill = (is_cur and not done) and Config.colors.blue or Config.colors.black
local border = (is_cur and not done) and Config.colors.white
or done and Config.colors.light_blue
or Config.colors.dark_grey
rect (x, BOX_Y, BOX_W, BOX_H, fill)
rectb(x, BOX_Y, BOX_W, BOX_H, border)
local show = not (is_cur and blink and not done)
if show then
local ch = TextInput.get_letter(i)
local cw = print(ch, 0, -100, 0, false, 2)
local cx = x + math.floor((BOX_W - cw) / 2)
local cy = BOX_Y + math.floor((BOX_H - 11) / 2)
local col = (is_cur and not done) and Config.colors.white or Config.colors.light_grey
print(ch, cx, cy, col, false, 2)
end
end
-- caret arrow below active box
if not TextInput.is_done() then
local cx = box_x(cursor) + math.floor(BOX_W / 2)
local ay = BOX_Y + BOX_H + 4
line(cx - 4, ay, cx, ay + 4, Config.colors.white)
line(cx + 4, ay, cx, ay + 4, Config.colors.white)
end
end
--- Draws the player name window.
--- @within PlayerNameWindow
function PlayerNameWindow.draw()
cls(Config.colors.black)
Print.text_center("Player Name", Config.screen.width / 2, 14, Config.colors.white, false, 2)
draw_boxes()
if TextInput.is_done() then
Print.text_center("Z: save name B: edit", Config.screen.width / 2, BOX_Y + BOX_H + 12, Config.colors.light_blue)
else
Print.text_center("Up/Dn: letter Lft/Rgt: move Z: ok", Config.screen.width / 2, BOX_Y + BOX_H + 12, Config.colors.dark_grey)
end
-- Warning section
rect(0, WARN_Y, Config.screen.width, Config.screen.height - WARN_Y, Config.colors.blue)
rectb(0, WARN_Y, Config.screen.width, Config.screen.height - WARN_Y, Config.colors.light_blue)
Print.text_center("Remember your name!", Config.screen.width / 2, WARN_Y + 8, Config.colors.white)
Print.text_center("You will need it to load the game.", Config.screen.width / 2, WARN_Y + 20, Config.colors.light_grey)
end
--- Updates player name window logic.
--- @within PlayerNameWindow
function PlayerNameWindow.update()
_frame = _frame + 1
if TextInput.is_done() then
if Input.select() then
Context.player_name = TextInput.get_name()
if _on_confirm then _on_confirm() else Window.set_current("menu") end
elseif Input.back() then
TextInput.prev_position()
end
return
end
if Input.up_repeat() then TextInput.next_letter() end
if Input.down_repeat() then TextInput.prev_letter() end
if Input.right() then TextInput.next_position() end
if Input.select() then TextInput.select_letter() end
if Input.left() or Input.back() then
if TextInput.get_position() > 1 then
TextInput.prev_position()
else
Window.set_current("menu")
end
end
end

View File

@@ -45,3 +45,6 @@ Window.register("continued", ContinuedWindow)
CreditsWindow = {}
Window.register("credits", CreditsWindow)
PlayerNameWindow = {}
Window.register("player_name", PlayerNameWindow)