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

@@ -1,9 +1,5 @@
DesitionManager = {} local _desitions = {}
local _desitions = {} -- Private table to store all desitions
-- Registers a decision object with the manager
-- desition: A table containing id, label, handle(), and condition()
function DesitionManager.register(desition) function DesitionManager.register(desition)
if not desition or not desition.id then if not desition or not desition.id then
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"}) PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
@@ -14,7 +10,6 @@ function DesitionManager.register(desition)
return return
end end
-- Ensure handle() and condition() methods exist with defaults if missing
if not desition.condition then if not desition.condition then
desition.condition = function() return true end desition.condition = function() return true end
end end
@@ -22,20 +17,15 @@ function DesitionManager.register(desition)
desition.handle = function() end desition.handle = function() end
end end
if _desitions[desition.id] then if _desitions[desition.id] then
-- Optional: warning if overwriting an existing desition
trace("Warning: Overwriting desition with id: " .. desition.id) trace("Warning: Overwriting desition with id: " .. desition.id)
end end
_desitions[desition.id] = desition _desitions[desition.id] = desition
end end
-- Retrieves a desition by its id
-- id: unique string identifier of the desition
-- Returns the desition object, or nil if not found
function DesitionManager.get(id) function DesitionManager.get(id)
return _desitions[id] return _desitions[id]
end end
-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
function DesitionManager.get_all() function DesitionManager.get_all()
return _desitions return _desitions
end end

View File

@@ -8,7 +8,7 @@ local DEFAULT_CONFIG = {
light_grey = 13, light_grey = 13,
dark_grey = 14, dark_grey = 14,
green = 6, green = 6,
item = 12 -- yellow item = 12
}, },
player = { player = {
sprite_id = 1 sprite_id = 1
@@ -19,7 +19,6 @@ local DEFAULT_CONFIG = {
} }
local Config = { local Config = {
-- Copy default values initially
screen = DEFAULT_CONFIG.screen, screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors, colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player, player = DEFAULT_CONFIG.player,
@@ -28,28 +27,23 @@ local Config = {
local CONFIG_SAVE_BANK = 7 local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2 local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved local CONFIG_MAGIC_VALUE = 0xDE
function Config.save() function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end end
function Config.load() function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
-- Config has been saved, load values
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK) Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else else
-- No saved config, restore defaults
Config.restore_defaults() Config.restore_defaults()
end end
end end
function Config.restore_defaults() function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
-- Any other configurable items should be reset here
end end
-- Load configuration on startup
Config.load() Config.load()

View File

@@ -4,20 +4,6 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
-- Helper for deep copying tables
-- local function clone_table(t)
-- local copy = {}
-- for k, v in pairs(t) do
-- if type(v) == "table" then
-- copy[k] = clone_table(v)
-- else
-- copy[k] = v
-- end
-- end
-- return copy
-- end
-- This function returns a table containing only the initial *data* for Context
local function get_initial_data() local function get_initial_data()
return { return {
active_window = WINDOW_SPLASH, active_window = WINDOW_SPLASH,
@@ -38,9 +24,9 @@ on than meets the eye.]]
}, },
current_screen = 1, current_screen = 1,
splash_timer = Config.timing.splash_duration, splash_timer = Config.timing.splash_duration,
popup = { -- New popup table popup = {
show = false, show = false,
content = {} -- Array of strings content = {}
}, },
player = { player = {
sprite_id = Config.player.sprite_id sprite_id = Config.player.sprite_id
@@ -53,9 +39,9 @@ on than meets the eye.]]
}, },
menu_items = {}, menu_items = {},
selected_menu_item = 1, selected_menu_item = 1,
selected_desition_index = 1, -- New desition index selected_desition_index = 1,
game_in_progress = false, -- New flag game_in_progress = false,
screens = {} -- Initialize as empty, populated on reset screens = {}
} }
end end
@@ -64,39 +50,30 @@ Context = {}
local function reset_context_to_initial_state() local function reset_context_to_initial_state()
local initial_data = get_initial_data() local initial_data = get_initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do for k in pairs(Context) do
if type(Context[k]) ~= "function" then -- Only clear data, leave functions if type(Context[k]) ~= "function" then Context[k] = nil
Context[k] = nil
end end
end end
-- Copy all initial data properties into Context
for k, v in pairs(initial_data) do for k, v in pairs(initial_data) do
Context[k] = v Context[k] = v
end end
-- Populate Context.screens from ScreenManager, ensuring indexed array
Context.screens = {} Context.screens = {}
Context.screen_indices_by_id = {} -- Renamed for clarity, stores index Context.screen_indices_by_id = {}
-- The screen order needs to be explicit to ensure consistent numerical indices
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"} local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id) local screen_data = ScreenManager.get_by_id(screen_id)
if screen_data then if screen_data then
table.insert(Context.screens, screen_data) table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i -- Store index Context.screen_indices_by_id[screen_id] = i else
else
-- Handle error if a screen is not registered
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end end
end end
end end
-- Initially populate Context with data
reset_context_to_initial_state() reset_context_to_initial_state()
-- Now define the methods for Context
function Context.new_game() function Context.new_game()
reset_context_to_initial_state() reset_context_to_initial_state()
Context.game_in_progress = true Context.game_in_progress = true
@@ -112,13 +89,11 @@ end
function Context.load_game() function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
-- No saved game found, start a new one Context.new_game()
Context.new_game()
return return
end end
reset_context_to_initial_state() -- Reset data, preserve methods reset_context_to_initial_state()
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true Context.game_in_progress = true

View File

@@ -7,4 +7,4 @@ local WINDOW_CONFIGURATION = 7
local WINDOW_MINIGAME_BUTTON_MASH = 8 local WINDOW_MINIGAME_BUTTON_MASH = 8
local WINDOW_MINIGAME_RHYTHM = 9 local WINDOW_MINIGAME_RHYTHM = 9
local WINDOW_MINIGAME_DDR = 10 local WINDOW_MINIGAME_DDR = 10
local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol local WINDOW_AUDIOTEST = 9001

View File

@@ -1,5 +1,3 @@
MapManager = {}
local _maps = {} local _maps = {}
function MapManager.get_maps_array() function MapManager.get_maps_array()

View File

@@ -10,7 +10,6 @@ end
function ScreenManager.register(screen_data) function ScreenManager.register(screen_data)
if _screens[screen_data.id] then if _screens[screen_data.id] then
-- Optional: warning if overwriting an existing screen
trace("Warning: Overwriting screen with id: " .. screen_data.id) trace("Warning: Overwriting screen with id: " .. screen_data.id)
end end
_screens[screen_data.id] = screen_data _screens[screen_data.id] = screen_data

View File

@@ -1,5 +1,3 @@
-- Audio subsystem
function Audio.music_stop() music() end function Audio.music_stop() music() end
function Audio.music_play_mainmenu() end function Audio.music_play_mainmenu() end
function Audio.music_play_wakingup() end function Audio.music_play_wakingup() end

View File

@@ -1,14 +1,8 @@
-- Gamepad buttons
local INPUT_KEY_UP = 0 local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1 local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2 local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3 local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 -- Z key local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
local INPUT_KEY_B = 5 -- X key
local INPUT_KEY_Y = 7 -- S key
-- Keyboard keys
-- TODO: Find correct key codes for SPACE and LCTRL
local INPUT_KEY_SPACE = 48 local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51 local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50 local INPUT_KEY_ENTER = 50
@@ -19,6 +13,5 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
function Input.right() return btnp(INPUT_KEY_RIGHT) end function Input.right() return btnp(INPUT_KEY_RIGHT) end
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -88,23 +88,13 @@ function UI.draw_desition_selector(desitions, selected_desition_index)
local bar_height = 16 local bar_height = 16
local bar_y = Config.screen.height - bar_height local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey) rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #desitions > 0 then if #desitions > 0 then
local selected_desition = desitions[selected_desition_index] local selected_desition = desitions[selected_desition_index]
local desition_label = selected_desition.label local desition_label = selected_desition.label
local text_width = #desition_label * 4 -- Assuming 4 pixels per char local text_width = #desition_label * 4 local text_y = bar_y + 4
local text_y = bar_y + 4 local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.green)
-- Center the decision label Print.text(desition_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
local text_x = (Config.screen.width - text_width) / 2
-- Draw left arrow at the far left
Print.text("<", 2, text_y, Config.colors.green)
-- Draw selected desition label
Print.text(desition_label, text_x, text_y, Config.colors.item) -- Highlight color
-- Draw right arrow at the far right
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) -- 6 = 2 (right margin) + 4 (char width)
end
end end
function UI.update_desition_selector(desitions, selected_desition_index) function UI.update_desition_selector(desitions, selected_desition_index)

View File

@@ -8,8 +8,7 @@ function Util.go_to_screen_by_id(screen_id)
local screen_index = Context.screen_indices_by_id[screen_id] local screen_index = Context.screen_indices_by_id[screen_id]
if screen_index then if screen_index then
Context.current_screen = screen_index Context.current_screen = screen_index
Context.selected_desition_index = 1 -- Reset selected decision on new screen Context.selected_desition_index = 1 else
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
end end
end end

View File

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

View File

@@ -10,8 +10,7 @@ function GameWindow.draw()
table.insert(available_desitions, desition) table.insert(available_desitions, desition)
end end
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) UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
end end
end end
@@ -24,51 +23,41 @@ function GameWindow.update()
return return
end end
-- Handle screen changing using up/down if Input.up() then
if Input.up() then
Context.current_screen = Context.current_screen - 1 Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then if Context.current_screen < 1 then
Context.current_screen = #Context.screens Context.current_screen = #Context.screens
end end
Context.selected_desition_index = 1 -- Reset selected decision on screen change Context.selected_desition_index = 1 elseif Input.down() then
elseif Input.down() then
Context.current_screen = Context.current_screen + 1 Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then if Context.current_screen > #Context.screens then
Context.current_screen = 1 Context.current_screen = 1
end end
Context.selected_desition_index = 1 -- Reset selected decision on screen change Context.selected_desition_index = 1 end
end
local screen = Context.screens[Context.current_screen] local screen = Context.screens[Context.current_screen]
if screen and screen.decisions and #screen.decisions > 0 then if screen and screen.decisions and #screen.decisions > 0 then
local available_desitions = {} local available_desitions = {}
for _, desition_id in ipairs(screen.decisions) do for _, desition_id in ipairs(screen.decisions) do
local desition = DesitionManager.get(desition_id) local desition = DesitionManager.get(desition_id)
if desition and desition.condition() then -- Check condition directly if desition and desition.condition() then table.insert(available_desitions, desition)
table.insert(available_desitions, desition)
end end
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, available_desitions,
Context.selected_desition_index 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 Context.selected_desition_index = new_selected_desition_index
end end
-- Execute selected decision on Input.select() if Input.select() then
if Input.select() then
local selected_desition = available_desitions[Context.selected_desition_index] local selected_desition = available_desitions[Context.selected_desition_index]
if selected_desition and selected_desition.handle then -- Call handle directly if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle()
Audio.sfx_select() -- Play sound for selection
selected_desition.handle()
end end
end end
end end
@@ -76,5 +65,4 @@ end
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Context.active_window = 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() 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) Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end end
function IntroWindow.update() function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed 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 for _ in string.gmatch(Context.intro.text, "\n") do
lines = lines + 1 lines = lines + 1
end 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) GameWindow.set_state(WINDOW_MENU)
end end
-- Skip intro by pressing A if Input.menu_confirm() then
if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU) GameWindow.set_state(WINDOW_MENU)
end end
end end

View File

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

View File

@@ -1,28 +1,21 @@
-- Simplified PopupWindow module
local POPUP_X = 40 local POPUP_X = 40
local POPUP_Y = 40 local POPUP_Y = 40
local POPUP_WIDTH = 160 local POPUP_WIDTH = 160
local POPUP_HEIGHT = 80 local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10 local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 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) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} -- Ensure it's a table Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
end
function PopupWindow.hide() function PopupWindow.hide()
Context.popup.show = false Context.popup.show = false
Context.popup.content = {} -- Clear content Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
GameWindow.set_state(WINDOW_GAME) -- Return to game window
end
function PopupWindow.update() function PopupWindow.update()
if Context.popup.show then if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
PopupWindow.hide()
end end
end end
end end
@@ -38,7 +31,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT current_y = current_y + LINE_HEIGHT
end 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
end end