remove ai generated comments
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This commit is contained in:
2026-02-18 19:29:06 +01:00
parent 6303781534
commit 1cf09de1fb
15 changed files with 56 additions and 155 deletions

View File

@@ -19,11 +19,9 @@ end
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
local x_start = 10 -- Left margin for labels
local y_start = 40
local x_value_right_align = Config.screen.width - 10 -- Right margin for values
local char_width = 4 -- Approximate character width for default font
local x_start = 10 local y_start = 40
local x_value_right_align = Config.screen.width - 10
local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12
local color = Config.colors.green
@@ -32,16 +30,13 @@ function ConfigurationWindow.draw()
local label_text = control.label
local value_text = string.format(control.format, value)
-- Calculate x position for right-aligned value
local value_x = x_value_right_align - (#value_text * char_width)
local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
else
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
@@ -82,11 +77,9 @@ function ConfigurationWindow.update()
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if btnp(2) then -- Left
local new_value = math.max(control.min, current_value - control.step)
if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
elseif btnp(3) then -- Right
local new_value = math.min(control.max, current_value + control.step)
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
control.set(new_value)
end
elseif control.type == "desition_item" then

View File

@@ -10,8 +10,7 @@ function GameWindow.draw()
table.insert(available_desitions, desition)
end
end
-- If no available desitions, display nothing or a message
if #available_desitions > 0 then
if #available_desitions > 0 then
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
end
end
@@ -24,51 +23,41 @@ function GameWindow.update()
return
end
-- Handle screen changing using up/down
if Input.up() then
if Input.up() then
Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then
Context.current_screen = #Context.screens
end
Context.selected_desition_index = 1 -- Reset selected decision on screen change
elseif Input.down() then
Context.selected_desition_index = 1 elseif Input.down() then
Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then
Context.current_screen = 1
end
Context.selected_desition_index = 1 -- Reset selected decision on screen change
end
Context.selected_desition_index = 1 end
local screen = Context.screens[Context.current_screen]
if screen and screen.decisions and #screen.decisions > 0 then
local available_desitions = {}
for _, desition_id in ipairs(screen.decisions) do
local desition = DesitionManager.get(desition_id)
if desition and desition.condition() then -- Check condition directly
table.insert(available_desitions, desition)
if desition and desition.condition() then table.insert(available_desitions, desition)
end
end
-- If no available desitions, we can't update or execute
if #available_desitions == 0 then return end
if #available_desitions == 0 then return end
-- Update selected decision using left/right inputs
local new_selected_desition_index = UI.update_desition_selector(
local new_selected_desition_index = UI.update_desition_selector(
available_desitions,
Context.selected_desition_index
)
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
if new_selected_desition_index ~= Context.selected_desition_index then
if new_selected_desition_index ~= Context.selected_desition_index then
Context.selected_desition_index = new_selected_desition_index
end
-- Execute selected decision on Input.select()
if Input.select() then
if Input.select() then
local selected_desition = available_desitions[Context.selected_desition_index]
if selected_desition and selected_desition.handle then -- Call handle directly
Audio.sfx_select() -- Play sound for selection
selected_desition.handle()
if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle()
end
end
end
@@ -76,5 +65,4 @@ end
function GameWindow.set_state(new_state)
Context.active_window = new_state
-- Add any state-specific initialization/cleanup here later if needed
end
end

View File

@@ -1,24 +1,21 @@
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 -- Centered text
local x = (Config.screen.width - 132) / 2
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end
function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed
-- Count lines in intro text to determine when scrolling is done
local lines = 1
local lines = 1
for _ in string.gmatch(Context.intro.text, "\n") do
lines = lines + 1
end
-- When text is off-screen, go to menu
if Context.intro.y < -lines * 8 then
if Context.intro.y < -lines * 8 then
GameWindow.set_state(WINDOW_MENU)
end
-- Skip intro by pressing A
if Input.menu_confirm() then
if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU)
end
end

View File

@@ -16,18 +16,15 @@ function MenuWindow.update()
end
function MenuWindow.new_game()
Context.new_game() -- This function will be created in Context
GameWindow.set_state(WINDOW_GAME)
Context.new_game() GameWindow.set_state(WINDOW_GAME)
end
function MenuWindow.load_game()
Context.load_game() -- This function will be created in Context
GameWindow.set_state(WINDOW_GAME)
Context.load_game() GameWindow.set_state(WINDOW_GAME)
end
function MenuWindow.save_game()
Context.save_game() -- This function will be created in Context
end
Context.save_game() end
function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME)
@@ -48,8 +45,7 @@ function MenuWindow.audio_test()
end
function MenuWindow.refresh_menu_items()
Context.menu_items = {} -- Start with an empty table
Context.menu_items = {}
if Context.game_in_progress then
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
@@ -61,5 +57,4 @@ function MenuWindow.refresh_menu_items()
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
Context.selected_menu_item = 1 -- Reset selection after refreshing
end
Context.selected_menu_item = 1 end

View File

@@ -1,28 +1,21 @@
-- Simplified PopupWindow module
local POPUP_X = 40
local POPUP_Y = 40
local POPUP_WIDTH = 160
local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font
local LINE_HEIGHT = 8
function PopupWindow.show(content_strings)
Context.popup.show = true
Context.popup.content = content_strings or {} -- Ensure it's a table
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
end
Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {} -- Clear content
GameWindow.set_state(WINDOW_GAME) -- Return to game window
end
Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
function PopupWindow.update()
if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close
PopupWindow.hide()
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
end
end
end
@@ -38,7 +31,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT
end
-- Instruction to close
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
end
end