Merge pull request 'codegenerator' (#57) from codegenerator into develop
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Reviewed-on: #57
This commit was merged in pull request #57.
This commit is contained in:
@@ -39,6 +39,10 @@ globals = {
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"MysteriousManScreen",
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"DiscussionWindow",
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"EndWindow",
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"PlayerNameWindow",
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"TextInput",
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"CodeGenerator",
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"CreditsWindow",
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"GameOverWindow",
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"mset",
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"mget",
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@@ -6,6 +6,7 @@ init/init.context.lua
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system/system.util.lua
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system/system.print.lua
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system/system.input.lua
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system/system.textinput.lua
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system/system.mouse.lua
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system/system.asciiart.lua
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system/system.rle.lua
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@@ -16,6 +17,7 @@ logic/logic.timer.lua
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logic/logic.trigger.lua
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logic/logic.minigame.lua
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logic/logic.glitch.lua
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logic/logic.codegenerator.lua
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logic/logic.discussion.lua
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system/system.ui.lua
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audio/audio.manager.lua
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@@ -81,6 +83,7 @@ window/window.minigame.ddr.lua
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window/window.discussion.lua
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window/window.continued.lua
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window/window.credits.lua
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window/window.player_name.lua
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window/window.game.lua
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system/system.main.lua
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meta/meta.assets.lua
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60
inc/logic/logic.codegenerator.lua
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60
inc/logic/logic.codegenerator.lua
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@@ -0,0 +1,60 @@
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--- @section CodeGenerator
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CodeGenerator = {}
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local SALT = 27471
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local BASE36 = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
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local NAME_LEN = 3
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-- Per-position offsets derived from SALT so each character slot
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-- maps to a different region of the 2-char base-36 space.
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local SALTS = {
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SALT % 36,
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math.floor(SALT / 36) % 36,
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math.floor(SALT / 1296) % 36,
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}
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--- Encodes a number (0–935) as exactly 2 base-36 characters.
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--- @within CodeGenerator
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function CodeGenerator.encode_pair(n)
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return BASE36:sub(math.floor(n / 36) + 1, math.floor(n / 36) + 1)
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.. BASE36:sub(n % 36 + 1, n % 36 + 1)
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end
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--- Decodes 2 base-36 characters back to a number.
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--- @within CodeGenerator
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function CodeGenerator.decode_pair(s)
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local d1 = BASE36:find(s:sub(1, 1), 1, true) - 1
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local d2 = BASE36:find(s:sub(2, 2), 1, true) - 1
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return d1 * 36 + d2
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end
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--- Encrypts a player name into a code twice its length.
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--- Each input character (A-Z, value 0-25) is encoded as
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--- c + SALTS[i] * 26, producing 2 base-36 output characters.
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--- @within CodeGenerator
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--- @param text string NAME_LEN-character uppercase player name.
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--- @return string Encrypted code (2 * NAME_LEN base-36 characters).
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function CodeGenerator.encrypt(text)
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local result = ""
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for i = 1, NAME_LEN do
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local c = math.max(0, (string.byte(text, i) or 65) - 65)
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result = result .. CodeGenerator.encode_pair(c + SALTS[i] * 26)
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end
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return result
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end
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--- Decrypts a personal code back to the original player name.
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--- @within CodeGenerator
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--- @param encrypted_text string The code to decrypt (2 * NAME_LEN chars).
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--- @return string Original player name, or "???" if the code is invalid.
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function CodeGenerator.decrypt(encrypted_text)
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local t = encrypted_text:upper()
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if #t ~= NAME_LEN * 2 then return "???" end
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local result = ""
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for i = 1, NAME_LEN do
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local pair = CodeGenerator.decode_pair(t:sub((i - 1) * 2 + 1, i * 2))
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result = result .. string.char(pair % 26 + 65)
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end
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return result
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end
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@@ -30,3 +30,9 @@ function Input.back() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_BACKSPACE) end
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--- Checks if Enter is pressed.
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--- @within Input
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function Input.enter() return keyp(INPUT_KEY_ENTER) end
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--- Checks if Up is pressed or held (with repeat).
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--- @within Input
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function Input.up_repeat() return btnp(INPUT_KEY_UP, 20, 4) end
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--- Checks if Down is pressed or held (with repeat).
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--- @within Input
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function Input.down_repeat() return btnp(INPUT_KEY_DOWN, 20, 4) end
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81
inc/system/system.textinput.lua
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81
inc/system/system.textinput.lua
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@@ -0,0 +1,81 @@
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--- @section TextInput
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TextInput = {}
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local LETTERS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
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local _pos = {}
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local _cursor = 1
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local _max_len = 3
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--- Initialises a new text input session.
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--- @within TextInput
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--- @param max_len number Maximum character count (default 3).
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function TextInput.init(max_len)
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_max_len = max_len or 3
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_pos = {}
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for i = 1, _max_len do _pos[i] = 1 end
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_cursor = 1
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end
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--- Advances to the next letter at the cursor position (wraps Z→A).
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--- @within TextInput
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function TextInput.next_letter()
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_pos[_cursor] = (_pos[_cursor] % #LETTERS) + 1
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end
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--- Goes back to the previous letter at the cursor position (wraps A→Z).
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--- @within TextInput
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function TextInput.prev_letter()
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_pos[_cursor] = ((_pos[_cursor] - 2) % #LETTERS) + 1
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end
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--- Confirms the current letter and advances the cursor to the next position.
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--- When called on the last position the cursor moves into the done state.
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--- @within TextInput
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function TextInput.select_letter()
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if _cursor <= _max_len then _cursor = _cursor + 1 end
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end
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--- Moves the cursor one position to the right (stops at last position).
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--- @within TextInput
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function TextInput.next_position()
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if _cursor < _max_len then _cursor = _cursor + 1 end
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end
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--- Moves the cursor one position to the left (stops at first position).
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--- Also steps back out of the done state.
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--- @within TextInput
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function TextInput.prev_position()
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if _cursor > 1 then _cursor = _cursor - 1 end
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end
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--- Returns the assembled name string.
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--- @within TextInput
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--- @return string
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function TextInput.get_name()
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local s = ""
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for i = 1, _max_len do s = s .. LETTERS:sub(_pos[i], _pos[i]) end
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return s
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end
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--- Returns the current 1-based cursor position.
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--- @within TextInput
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--- @return number
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function TextInput.get_position()
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return _cursor
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end
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--- Returns the letter at the given 1-based position.
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--- @within TextInput
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--- @param i number
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--- @return string
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function TextInput.get_letter(i)
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return LETTERS:sub(_pos[i], _pos[i])
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end
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--- Returns true when all positions have been confirmed.
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--- @within TextInput
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--- @return boolean
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function TextInput.is_done()
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return _cursor > _max_len
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end
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@@ -30,9 +30,15 @@ function EndWindow.draw()
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Print.text(yes_text, centerX - 40, y, yes_color)
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Print.text(no_text, centerX + 10, y, no_color)
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elseif Context._end.state == "ending" then
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Print.text_center("Game over -- good ending.", Config.screen.width / 2, 50, Config.colors.light_blue)
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Print.text_center("Congratulations!", Config.screen.width / 2, 70, Config.colors.white)
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Print.text_center("Press Z to return to menu", Config.screen.width / 2, 110, Config.colors.light_grey)
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local cx = Config.screen.width / 2
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local name = Context.player_name or "AAA"
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local code = CodeGenerator.encrypt(name)
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Print.text_center("Game over -- good ending.", cx, 40, Config.colors.light_blue)
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Print.text_center("Congrats " .. name .. "!", cx, 54, Config.colors.white)
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Print.text_center("Your personal code:", cx, 72, Config.colors.light_grey)
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Print.text_center(code, cx, 84, Config.colors.white, false, 3)
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Print.text_center("Write it down!", cx, 112, Config.colors.item)
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Print.text_center("Press Z to return to menu", cx, 126, Config.colors.dark_grey)
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end
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end
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@@ -102,17 +102,13 @@ function MenuWindow.update()
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end
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end
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--- Starts a new game from the menu.
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--- Opens player name entry then starts a new game.
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--- @within MenuWindow
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function MenuWindow.new_game()
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PlayerNameWindow.init(function()
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Context.new_game()
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end
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--- Loads a game from the menu.
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--- @within MenuWindow
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function MenuWindow.load_game()
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Context.load_game()
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GameWindow.set_state("game")
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end)
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Window.set_current("player_name")
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end
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--- Saves the current game from the menu.
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@@ -139,6 +135,13 @@ function MenuWindow.controls()
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Window.set_current("controls")
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end
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--- Opens the player name entry screen (test mode shortcut).
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--- @within MenuWindow
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function MenuWindow.player_name()
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PlayerNameWindow.init()
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Window.set_current("player_name")
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end
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--- Opens the credits screen.
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--- @within MenuWindow
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function MenuWindow.credits()
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@@ -160,6 +163,14 @@ function MenuWindow.continued()
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GameWindow.set_state("continued")
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end
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--- Opens the end screen for testing.
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--- @within MenuWindow
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function MenuWindow.end_screen()
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Context._end.state = "ending"
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Context._end.selection = 1
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GameWindow.set_state("end")
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end
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--- Opens the DDR minigame test.
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--- @within MenuWindow
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function MenuWindow.ddr_test()
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@@ -178,7 +189,6 @@ function MenuWindow.refresh_menu_items()
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end
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table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
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table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
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table.insert(_menu_items, {label = "Controls", decision = MenuWindow.controls})
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table.insert(_menu_items, {label = "Credits", decision = MenuWindow.credits})
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@@ -186,6 +196,8 @@ function MenuWindow.refresh_menu_items()
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table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
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table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
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table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
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table.insert(_menu_items, {label = "End Screen", decision = MenuWindow.end_screen})
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table.insert(_menu_items, {label = "Player Name", decision = MenuWindow.player_name})
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end
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table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
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115
inc/window/window.player_name.lua
Normal file
115
inc/window/window.player_name.lua
Normal file
@@ -0,0 +1,115 @@
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--- @section PlayerNameWindow
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local _frame = 0
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local _on_confirm = nil
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local MAX_LEN = 3
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local BOX_W = 24
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local BOX_H = 24
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local BOX_GAP = 12
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local BOX_Y = 50
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local WARN_Y = 104
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local function box_start_x()
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return math.floor((Config.screen.width - (MAX_LEN * BOX_W + (MAX_LEN - 1) * BOX_GAP)) / 2)
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end
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local function box_x(i)
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return box_start_x() + (i - 1) * (BOX_W + BOX_GAP)
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end
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--- Initialises the player name window.
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--- @within PlayerNameWindow
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--- @param on_confirm function Called with the entered name when the player saves.
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function PlayerNameWindow.init(on_confirm)
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_frame = 0
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_on_confirm = on_confirm
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TextInput.init(MAX_LEN)
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end
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local function draw_boxes()
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local cursor = TextInput.get_position()
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local blink = math.floor(_frame / 18) % 2 == 0
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for i = 1, MAX_LEN do
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local x = box_x(i)
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local is_cur = (i == cursor)
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local done = TextInput.is_done()
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local fill = (is_cur and not done) and Config.colors.blue or Config.colors.black
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local border = (is_cur and not done) and Config.colors.white
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or done and Config.colors.light_blue
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or Config.colors.dark_grey
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rect (x, BOX_Y, BOX_W, BOX_H, fill)
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rectb(x, BOX_Y, BOX_W, BOX_H, border)
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local show = not (is_cur and blink and not done)
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if show then
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local ch = TextInput.get_letter(i)
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local cw = print(ch, 0, -100, 0, false, 2)
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local cx = x + math.floor((BOX_W - cw) / 2)
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local cy = BOX_Y + math.floor((BOX_H - 11) / 2)
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local col = (is_cur and not done) and Config.colors.white or Config.colors.light_grey
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print(ch, cx, cy, col, false, 2)
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end
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end
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-- caret arrow below active box
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if not TextInput.is_done() then
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local cx = box_x(cursor) + math.floor(BOX_W / 2)
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local ay = BOX_Y + BOX_H + 4
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line(cx - 4, ay, cx, ay + 4, Config.colors.white)
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line(cx + 4, ay, cx, ay + 4, Config.colors.white)
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end
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end
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--- Draws the player name window.
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--- @within PlayerNameWindow
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function PlayerNameWindow.draw()
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cls(Config.colors.black)
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Print.text_center("Player Name", Config.screen.width / 2, 14, Config.colors.white, false, 2)
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draw_boxes()
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if TextInput.is_done() then
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Print.text_center("Z: save name B: edit", Config.screen.width / 2, BOX_Y + BOX_H + 12, Config.colors.light_blue)
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else
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Print.text_center("Up/Dn: letter Lft/Rgt: move Z: ok", Config.screen.width / 2, BOX_Y + BOX_H + 12, Config.colors.dark_grey)
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end
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-- Warning section
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rect(0, WARN_Y, Config.screen.width, Config.screen.height - WARN_Y, Config.colors.blue)
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rectb(0, WARN_Y, Config.screen.width, Config.screen.height - WARN_Y, Config.colors.light_blue)
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Print.text_center("Remember your name!", Config.screen.width / 2, WARN_Y + 8, Config.colors.white)
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Print.text_center("You will need it to load the game.", Config.screen.width / 2, WARN_Y + 20, Config.colors.light_grey)
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end
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--- Updates player name window logic.
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--- @within PlayerNameWindow
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function PlayerNameWindow.update()
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_frame = _frame + 1
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if TextInput.is_done() then
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if Input.select() then
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Context.player_name = TextInput.get_name()
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if _on_confirm then _on_confirm() else Window.set_current("menu") end
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elseif Input.back() then
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TextInput.prev_position()
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end
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return
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end
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if Input.up_repeat() then TextInput.next_letter() end
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if Input.down_repeat() then TextInput.prev_letter() end
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if Input.right() then TextInput.next_position() end
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if Input.select() then TextInput.select_letter() end
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if Input.left() or Input.back() then
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if TextInput.get_position() > 1 then
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TextInput.prev_position()
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else
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Window.set_current("menu")
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end
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end
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end
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@@ -45,3 +45,6 @@ Window.register("continued", ContinuedWindow)
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CreditsWindow = {}
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Window.register("credits", CreditsWindow)
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PlayerNameWindow = {}
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Window.register("player_name", PlayerNameWindow)
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Reference in New Issue
Block a user