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CLAUDE.md
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CLAUDE.md
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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**Definitely not an Impostor** is a narrative-driven fantasy game built for [TIC-80](https://tic80.com/), a fantasy console. The game is written entirely in Lua. All source modules in `inc/` are concatenated at build time into a single `impostor.lua` file that TIC-80 loads.
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## Build Commands
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```bash
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make build # Concatenate inc/**/*.lua into impostor.lua (order from impostor.inc)
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make minify # Build then minify (downloads minify.lua if missing)
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make lint # Run luacheck with source mapping to original files
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make watch # Auto-rebuild on file changes in inc/
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make export # Export minified game to HTML and .tic formats
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make import_assets # Import PNG sprite/tile assets into the TIC-80 cartridge
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make export_assets # Extract TIC-80 asset sections into inc/meta/meta.assets.lua
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make docs # Generate documentation with ldoc
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make clean # Remove build artifacts
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```
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To run the game locally: `tic80 --fs=. impostor.lua`
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VSCode tasks are available for "Run TIC80", "Build & Run TIC80", "Export assets", and "Make build".
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There is no test framework — validation is done via `make lint` (luacheck).
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## Important Workflow Note
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**Do not run `git add` or `git commit`** — git operations are the user's responsibility.
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## Code Conventions (from GEMINI.md)
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- **Functions**: `PascalCase` (e.g., `UpdatePlayer`, `DrawHUD`)
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- **Variables**: `snake_case` (e.g., `player_x`, `game_state`)
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- **Constants**: `SCREAMING_SNAKE_CASE` (e.g., `MAX_SPEED`)
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- **Indentation**: 2 spaces
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- **Tables**: Always multi-line with one key-value pair per line
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- **Code sections**: Delimited with `--- @section SectionName` comments
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- **TIC-80 APIs**: Use `btn()` for input, `spr()` for sprites, `map()` for tilemaps, `Print.text()` for text
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## Architecture
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The game is a **state machine** driven by a window manager. The build order is defined in `impostor.inc` — 99 source files are concatenated in dependency order.
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### Main Loop
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`TIC()` in `inc/system/system.main.lua` is TIC-80's per-frame callback. It:
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1. Initializes game state once on first call
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2. Updates mouse/context timing
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3. Delegates to the current active window handler
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4. Updates meters, timers, triggers, and glitch effects
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5. Draws UI overlays
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### Window Manager (`inc/window/window.manager.lua`)
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Central UI state machine. Windows register with `id`, `update()`, and `draw()` handlers. Only one window is active at a time. All windows are declared in `window.register.lua`.
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| Window | Purpose |
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|--------|---------|
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| `intro_title` | Title screen |
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| `intro_ttg` | "Thanks To Grandma" credits |
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| `intro_brief` | Game briefing |
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| `menu` | Main menu |
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| `game` | Main gameplay (screens + decisions) |
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| `popup` | General popup overlay |
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| `discussion` | NPC dialogue/conversation |
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| `minigame_button_mash` | Button Mash minigame |
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| `minigame_rhythm` | Rhythm minigame |
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| `minigame_ddr` | DDR minigame |
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| `game_over` | Game over / restart screen |
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| `end` | End game choice screen |
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| `continued` | Day-continued notification |
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| `credits` | Credits roll |
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| `controls` | Control scheme display |
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| `audiotest` | Audio testing utility |
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| `player_name` | 3-character name entry before new game |
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| `ascend_debug` | Debug utility: start at a specific ascension level |
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### Screen & Decision System (`inc/screen/`, `inc/decision/`)
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- **Screens** are gameplay scenes. Registered with `Screen.register({id, name, decisions[], background, init, update, draw, exit})`. They manage background maps and NPC sprite placement.
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- **Decisions** are player choices available on a screen. Registered with `Decision.register({id, label, condition, handle})`. A `condition` function gates visibility; `handle` drives transitions (to new screens, dialogue, minigames).
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Screens: `home`, `office`, `work`, `toilet`, `walking_to_office`, `walking_to_home`, `mysterious_man`, `manager`
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Maps (`inc/map/`): `bedroom`, `office`, `street` — rendered via `map.manager.lua`.
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### Game Logic (`inc/logic/`)
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| Module | Purpose |
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|--------|---------|
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| `logic.meter.lua` | Tracks ISM/WPM/BM stats (0–1000), combo multipliers, daily decay (20/day) |
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| `logic.day.lua` | Day counter; ascension triggers at day 3, game over at day 100 |
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| `logic.timer.lua` | Event scheduling/delayed callbacks, one-shot and repeating |
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| `logic.trigger.lua` | Conditional event handlers with start/stop callbacks |
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| `logic.discussion.lua` | Dialogue parsing, branching answers, NPC portrait rendering |
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| `logic.minigame.lua` | Config and win-overlay for Button Mash, Rhythm, and DDR |
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| `logic.focus.lua` | Circular reveal/hide overlay transitions (expanding/shrinking circle) |
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| `logic.glitch.lua` | Visual glitch effect (random vertical stripes), toggled via `Glitch.show()/hide()` |
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| `logic.commute_glitch.lua` | 7-level glitch progression during ascension 7: corrupts sprite lists, remaps Norman to `norman_echo`, speeds up music, blocks/redirects decisions |
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| `logic.codegenerator.lua` | Encodes player's 3-char name to a 6-char base-36 completion code shown on the end screen |
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### Global State (`inc/init/`)
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- `init.context.lua`: All runtime game state (current screen, meter values, progress flags). Persisted in memory bank 6. Key fields: `player_name` (3-char string), `commute_glitch_level` (0–7), `talked_to_norman_echo`, `talked_to_true_sumphore`, `have_been_to_office`, `have_done_work_today`.
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- `init.config.lua`: Screen dimensions (240×136), palette colors, timing constants. Persisted in memory bank 7.
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- `init.ascension.lua`: 9-level meta-progression system ("ASCENSION" letters progressively lit). Level 7 activates CommunteGlitch; level 9 unlocks the final "Break the cycle" decision.
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- `init.context_debug.lua`: `Context.new_game_debug(level)` — starts a new game at a specific ascension level for testing.
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### Audio (`inc/audio/`)
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- `audio.manager.lua`: Music playback (no-restart if already playing). Named tracks: `room_work` (0), `activity_work` (1), `mystery` (2).
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- `audio.generator.lua` / `audio.songs.lua`: Sound generation and song definitions.
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### Sprites (`inc/sprite/`)
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`sprite.manager.lua` handles registration. Supports single and composite sprites with offset layers.
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NPCs: `norman`, `norman_echo` (palette-remapped glitch variant of Norman, shown at commute glitch level 7), `sumphore`, `pizza_vendor`, and 10 developer archetypes (`dev_boy`, `dev_buddy`, `dev_extrovert`, `dev_girl`, `dev_guard`, `dev_guru`, `dev_hr_girl`, `dev_introvert`, `dev_operator`, `dev_project_manager`). Matrix characters: `matrix_architect`, `matrix_neo`, `matrix_oraculum`, `matrix_trinity`.
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### Discussions (`inc/discussion/`)
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Branching dialogue files loaded by `logic.discussion.lua`. Each file defines one or more named dialogue trees (keyed strings with answer arrays that apply meter deltas).
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| File | Dialogues |
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|------|-----------|
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| `discussion.sumphore.lua` | Sumphore conversations (glitch-aware variants at commute glitch level 7) |
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| `discussion.coworker.lua` | Coworker coffee-chat variants per ascension level (`disc_0`, `disc_1`, `disc_asc_1`, `disc_2`, `disc_asc_2`, …) |
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| `discussion.commute_glitch.lua` | 8 commute glitch encounter variants (`cg_0`–`cg_7`) + truth/Sumphore variant |
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| `discussion.truth.lua` | Dialogue with the "truth" mysterious man |
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| `discussion.pizza_vendor.lua` | Pizza vendor interaction |
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### Input Utilities (`inc/system/`)
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- `system.textinput.lua`: 3-character uppercase letter selector. Supports next/prev letter cycling (A↔Z wrapping) and cursor navigation. Used by `PlayerNameWindow`.
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### Key Directories
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```
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inc/ Source modules (concatenated at build)
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assets/ Game assets (sprites, tiles, SFX, music)
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assets_src/ Source art (Aseprite files, PNGs for import)
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docs/ Design documentation (mostly Hungarian)
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tools/ Build utilities (musicator: MIDI→TIC-80 converter)
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prompts/ Feature templates
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```
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@@ -50,7 +50,6 @@ decision/decision.go_to_toilet.lua
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decision/decision.go_to_walking_to_office.lua
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decision/decision.go_to_office.lua
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decision/decision.go_to_truth.lua
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decision/decision.go_to_end.lua
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decision/decision.go_to_walking_to_home.lua
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decision/decision.go_to_sleep.lua
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decision/decision.do_work.lua
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@@ -1,10 +0,0 @@
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Decision.register({
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id = "go_to_end",
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label = "Break the cycle",
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condition = function()
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return Ascension.is_complete()
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end,
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handle = function()
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Window.set_current("end")
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end,
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})
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@@ -2,6 +2,9 @@ Decision.register({
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id = "go_to_home",
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label = "Go Home",
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condition = function()
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if Ascension.get_level() >= 8 then
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return Context.have_been_to_office and Context.have_done_work_today
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end
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if CommuteGlitch.is_active() then
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local g = CommuteGlitch.get_level()
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if g >= 4 and g <= 5 then return false end
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@@ -12,6 +15,10 @@ Decision.register({
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return Context.have_been_to_office and Context.have_done_work_today
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end,
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handle = function()
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if Ascension.get_level() >= 8 then
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Util.go_to_screen_by_id("home")
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return
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end
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if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
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Context.should_ascend = true
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CommuteGlitch.reset()
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@@ -1,6 +1,11 @@
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Decision.register({
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id = "go_to_sleep",
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label = "Go to Sleep",
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label = function()
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if Ascension.get_level() >= 8 then
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return "Break the Loop"
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end
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return "Go to Sleep"
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end,
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condition = function()
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return Context.have_been_to_office and Context.have_done_work_today
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end,
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@@ -12,11 +17,15 @@ Decision.register({
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focus_center_y = (Config.screen.height / 2) - 18,
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focus_initial_radius = 0,
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on_win = function()
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if Ascension.get_level() == 8 then
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Ascension.increase()
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end
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local ascended = Ascension.consume_increase()
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local level = Ascension.get_level()
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MysteriousManScreen.start({
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skip_text = not ascended,
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text = ascended and MysteriousManScreen.get_text_for_level(level) or nil,
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break_mode = level >= 9,
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})
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end,
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})
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@@ -1,6 +1,9 @@
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Decision.register({
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id = "have_a_coffee",
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label = "Have a Coffee",
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condition = function()
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return Ascension.get_level() < 8
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end,
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handle = function()
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local level = Ascension.get_level()
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local disc_id = "coworker_disc_0"
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@@ -6,6 +6,9 @@ Decision.register({
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end
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return "Talk to the homeless guy"
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end,
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condition = function()
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return Ascension.get_level() < 8
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end,
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handle = function()
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if not Context.have_met_sumphore then
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Discussion.start("homeless_guy", "game")
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@@ -21,7 +21,7 @@ local FADE_COLORS = nil
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function Ascension.get_initial()
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_increased_this_cycle = false
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return {
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level = 0, -- FYI: change this to test ascension levels without having to play through them
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level = 8, -- FYI: change this to test ascension levels without having to play through them
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}
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end
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@@ -167,3 +167,10 @@ end
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function Ascension.is_flashing()
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return _flash_active
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end
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--- Returns whether the fade-in effect is currently active.
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--- @within Ascension
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--- @return boolean Whether the letter fade-in is playing.
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function Ascension.is_fading()
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return _fade_active
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end
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@@ -31,7 +31,7 @@ Context = {}
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function Context.initial_data()
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return {
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current_menu_item = 1,
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test_mode = true,
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test_mode = false,
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mouse_trace = false,
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popup = {
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show = false,
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@@ -30,7 +30,7 @@ end
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--- @return table Debug-patched initial context data.
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function Context.initial_data_debug_asc(level)
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local data = Context.initial_data()
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data.test_mode = true
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data.test_mode = false
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data.game_in_progress = true
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data.ascension = { level = level }
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local overrides = _level_overrides[level] or _level_overrides[0]
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@@ -2,9 +2,11 @@
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CommuteGlitch = {}
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--- Gets the current commute glitch level.
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--- At ascension level 8+, always returns 7 (max) regardless of stored value.
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--- @within CommuteGlitch
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--- @return number Current glitch level (0-7).
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function CommuteGlitch.get_level()
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if Ascension.get_level() >= 8 then return 7 end
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return Context and (Context.commute_glitch_level or 0) or 0
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end
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@@ -34,11 +36,11 @@ function CommuteGlitch.enter_truth()
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Ascension.start_flash()
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end
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--- Returns true when ascension level is 7 (ASCENSIO step active).
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--- Returns true when ascension level is 7 or 8 (ASCENSIO/N steps active).
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--- @within CommuteGlitch
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--- @return boolean Whether the commute glitch system is active.
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function CommuteGlitch.is_active()
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return Ascension.get_level() == 7
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return Ascension.get_level() >= 7
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end
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--- Returns the music playback speed for the current glitch level.
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@@ -312,3 +312,18 @@ function Meter.draw()
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Ascension.draw(bar_x - 4, ascension_y, { spacing = 8 })
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end
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--- Draws only the ascension letters at the same position as in Meter.draw().
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--- Used when meters are hidden but ascension letters still need to be visible.
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--- @within Meter
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function Meter.draw_ascension_only()
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local screen_w = Config.screen.width
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local screen_h = Config.screen.height
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local bar_w = screen_w * 0.25
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local edge = math.max(2, math.floor(screen_w * 0.03))
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local bar_x = screen_w - bar_w - edge
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local line_h = 3
|
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local start_y = screen_h * 0.05
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local ascension_y = start_y + 3 * line_h + 1
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Ascension.draw(bar_x - 4, ascension_y, { spacing = 8 })
|
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end
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@@ -5,14 +5,23 @@ Screen.register({
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"go_to_toilet",
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"go_to_walking_to_office",
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"go_to_sleep",
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"go_to_end",
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},
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||||
init = function()
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||||
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
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Audio.music_play_mystery()
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||||
Glitch.show()
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else
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Audio.music_play_room_work()
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||||
end
|
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end,
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background = "bedroom",
|
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draw = function()
|
||||
if Context.home_norman_visible and Window.get_current_id() == "game" then
|
||||
if Window.get_current_id() ~= "game" then return end
|
||||
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
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||||
CommuteGlitch.draw_background_flicker()
|
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Glitch.draw()
|
||||
end
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if Context.home_norman_visible then
|
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Sprite.draw_at("norman", 100, 80)
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||||
end
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||||
end
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||||
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||||
@@ -93,6 +93,38 @@ local ASC_78_TEXT = [[
|
||||
And then - finally -
|
||||
he stopped walking.
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||||
]]
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||||
local ASC_89_TEXT = [[
|
||||
Normann
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||||
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||||
you created this simulation
|
||||
|
||||
in the first place,
|
||||
|
||||
because you could never
|
||||
|
||||
cope with reality.
|
||||
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||||
|
||||
|
||||
|
||||
You were always
|
||||
|
||||
an impostor.
|
||||
|
||||
|
||||
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||||
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also,
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||||
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||||
|
||||
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||||
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||||
you have beed talking to
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||||
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||||
yourself
|
||||
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||||
in your sleep
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||||
]]
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||||
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||||
local ascension_texts = {
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||||
[1] = ASC_01_TEXT,
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||||
@@ -103,6 +135,7 @@ local ascension_texts = {
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||||
[6] = ASC_56_TEXT,
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[7] = ASC_67_TEXT,
|
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[8] = ASC_78_TEXT,
|
||||
[9] = ASC_89_TEXT,
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||||
}
|
||||
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||||
function MysteriousManScreen.get_text_for_level(level)
|
||||
@@ -123,6 +156,7 @@ local day_text_override = nil
|
||||
local on_text_complete = nil
|
||||
local show_mysterious_screen = true
|
||||
local trigger_flash_on_wake = false
|
||||
local break_mode = false
|
||||
|
||||
MysteriousManScreen.choices = {
|
||||
{
|
||||
@@ -227,6 +261,8 @@ function MysteriousManScreen.start(options)
|
||||
text_y = Config.screen.height
|
||||
day_text_override = options.day_text
|
||||
on_text_complete = options.on_text_complete
|
||||
break_mode = options.break_mode or false
|
||||
MysteriousManScreen.pending_end = false
|
||||
Meter.hide()
|
||||
trigger_flash_on_wake = not options.skip_text
|
||||
if options.skip_text then
|
||||
@@ -281,7 +317,7 @@ Screen.register({
|
||||
if text_done_timer <= 0 or Input.select() then
|
||||
MysteriousManScreen.go_to_day_state()
|
||||
-- to be continued
|
||||
if 4 <= Ascension.get_level() then
|
||||
if 4 <= Ascension.get_level() and not break_mode then
|
||||
Window.set_current("continued")
|
||||
end
|
||||
end
|
||||
@@ -290,7 +326,10 @@ Screen.register({
|
||||
day_timer = day_timer - Context.delta_time
|
||||
|
||||
if day_timer <= 0 or Input.select() then
|
||||
if trigger_flash_on_wake or Ascension.get_level() < 1 then
|
||||
if break_mode then
|
||||
state = STATE_CHOICE
|
||||
selected_choice = 1
|
||||
elseif trigger_flash_on_wake or Ascension.get_level() ~= 4 then
|
||||
MysteriousManScreen.wake_up()
|
||||
else
|
||||
state = STATE_CHOICE
|
||||
@@ -298,6 +337,48 @@ Screen.register({
|
||||
end
|
||||
end
|
||||
elseif state == STATE_CHOICE then
|
||||
if break_mode then
|
||||
if MysteriousManScreen.pending_end then
|
||||
if not Ascension.is_flashing() and not Ascension.is_fading() then
|
||||
MysteriousManScreen.pending_end = false
|
||||
Window.set_current("end")
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
if Input.left() or Input.up() then
|
||||
if selected_choice == 2 then
|
||||
Audio.sfx_beep()
|
||||
selected_choice = 1
|
||||
end
|
||||
elseif Input.right() or Input.down() then
|
||||
if selected_choice == 1 then
|
||||
Audio.sfx_beep()
|
||||
selected_choice = 2
|
||||
end
|
||||
end
|
||||
|
||||
if Input.select() then
|
||||
Audio.sfx_select()
|
||||
if selected_choice == 1 then
|
||||
Ascension.start_flash()
|
||||
MysteriousManScreen.pending_end = true
|
||||
else
|
||||
Context.reset()
|
||||
Context.game_in_progress = true
|
||||
Context.home_norman_visible = true
|
||||
Glitch.hide()
|
||||
Meter.show()
|
||||
MenuWindow.refresh_menu_items()
|
||||
Util.go_to_screen_by_id("home")
|
||||
Window.set_current("game")
|
||||
local home_screen = Screen.get_by_id("home")
|
||||
if home_screen and home_screen.init then
|
||||
home_screen.init()
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
local menu_x = (Config.screen.width - 60) / 2
|
||||
local menu_y = (Config.screen.height - 20) / 2
|
||||
local confirmed
|
||||
@@ -312,9 +393,21 @@ Screen.register({
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
draw = function()
|
||||
if show_mysterious_screen then
|
||||
if state == STATE_CHOICE and break_mode then
|
||||
if not MysteriousManScreen.pending_end then
|
||||
local nx = math.floor((Config.screen.width - 64) / 2)
|
||||
local ny = math.floor((Config.screen.height - 96) / 2)
|
||||
spr(272, nx, ny, Config.colors.transparent, 4)
|
||||
spr(273, nx + 32, ny, Config.colors.transparent, 4)
|
||||
spr(288, nx, ny + 32, Config.colors.transparent, 4)
|
||||
spr(289, nx + 32, ny + 32, Config.colors.transparent, 4)
|
||||
spr(304, nx, ny + 64, Config.colors.transparent, 4)
|
||||
spr(305, nx + 32, ny + 64, Config.colors.transparent, 4)
|
||||
end
|
||||
elseif show_mysterious_screen then
|
||||
MysteriousManScreen.draw_background()
|
||||
end
|
||||
|
||||
@@ -337,9 +430,42 @@ Screen.register({
|
||||
Config.colors.white
|
||||
)
|
||||
elseif state == STATE_CHOICE then
|
||||
if break_mode then
|
||||
if MysteriousManScreen.pending_end then
|
||||
Meter.draw_ascension_only()
|
||||
else
|
||||
local lines = {
|
||||
"This is not a workplace.",
|
||||
"This is a cycle.",
|
||||
"And if it is a cycle...",
|
||||
"it can be broken."
|
||||
}
|
||||
local y = 40
|
||||
for _, line in ipairs(lines) do
|
||||
Print.text_center_contour(line, Config.screen.width / 2, y, Config.colors.orange, false, 1, Config.colors.white)
|
||||
y = y + 10
|
||||
end
|
||||
|
||||
y = y + 20
|
||||
local break_color = selected_choice == 1 and Config.colors.light_blue or Config.colors.white
|
||||
local cont_color = selected_choice == 2 and Config.colors.light_blue or Config.colors.white
|
||||
local break_text = (selected_choice == 1 and "> BREAK" or " BREAK")
|
||||
local cont_text = (selected_choice == 2 and "> CONTINUE" or " CONTINUE")
|
||||
local centerX = Config.screen.width / 2
|
||||
local choice_gap = 20
|
||||
local break_width = print(break_text, 0, -6, 0)
|
||||
local cont_width = print(cont_text, 0, -6, 0)
|
||||
local total_width = break_width + choice_gap + cont_width
|
||||
local break_x = math.floor(centerX - (total_width / 2))
|
||||
local cont_x = break_x + break_width + choice_gap
|
||||
Print.text(break_text, break_x, y, break_color)
|
||||
Print.text(cont_text, cont_x, y, cont_color)
|
||||
end
|
||||
else
|
||||
local menu_x = (Config.screen.width - 60) / 2
|
||||
local menu_y = (Config.screen.height - 20) / 2
|
||||
UI.draw_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y)
|
||||
end
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
@@ -92,5 +92,9 @@ Screen.register({
|
||||
local asc_x = math.floor((sw - asc_total_w) / 2)
|
||||
Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
|
||||
end
|
||||
|
||||
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
|
||||
Glitch.draw()
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
||||
@@ -28,10 +28,18 @@ Screen.register({
|
||||
{x = 27 * 8, y = 11 * 8},
|
||||
}
|
||||
|
||||
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
|
||||
Audio.music_play_mystery()
|
||||
Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
|
||||
Context.walking_to_office_sprites = CommuteGlitch.corrupt_sprite_list(Context.walking_to_office_sprites)
|
||||
else
|
||||
Audio.music_play_room_work()
|
||||
Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
|
||||
end
|
||||
end,
|
||||
background = function()
|
||||
return CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 and "" or "street"
|
||||
end,
|
||||
background = "street",
|
||||
update = function()
|
||||
end,
|
||||
draw = function()
|
||||
@@ -40,12 +48,19 @@ Screen.register({
|
||||
local norman_x = Context.fast_food_approaching and (19 * 8) or (7 * 8)
|
||||
Sprite.draw_at("norman", norman_x, 3 * 8)
|
||||
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
|
||||
|
||||
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
|
||||
Sprite.draw_at("norman_echo", norman_x, 3 * 8)
|
||||
CommuteGlitch.draw_sprite_list(Context.walking_to_office_sprites)
|
||||
CommuteGlitch.draw_background_flicker()
|
||||
Glitch.draw()
|
||||
else
|
||||
if Context.fast_food_eaten_today < 3 then
|
||||
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
|
||||
end
|
||||
Sprite.draw_at("dev_guard", 22 * 8, 3 * 8)
|
||||
|
||||
Sprite.draw_list(Context.walking_to_office_sprites)
|
||||
end
|
||||
end
|
||||
end
|
||||
})
|
||||
|
||||
@@ -5,31 +5,6 @@
|
||||
function EndWindow.draw()
|
||||
cls(Config.colors.black)
|
||||
|
||||
if Context._end.state == "choice" then
|
||||
local lines = {
|
||||
"This is not a workplace.",
|
||||
"This is a cycle.",
|
||||
"And if it is a cycle...",
|
||||
"it can be broken."
|
||||
}
|
||||
|
||||
local y = 40
|
||||
for _, line in ipairs(lines) do
|
||||
Print.text_center(line, Config.screen.width / 2, y, Config.colors.white)
|
||||
y = y + 10
|
||||
end
|
||||
|
||||
y = y + 20
|
||||
local yes_color = Context._end.selection == 1 and Config.colors.light_blue or Config.colors.white
|
||||
local no_color = Context._end.selection == 2 and Config.colors.light_blue or Config.colors.white
|
||||
|
||||
local yes_text = (Context._end.selection == 1 and "> YES" or " YES")
|
||||
local no_text = (Context._end.selection == 2 and "> NO" or " NO")
|
||||
|
||||
local centerX = Config.screen.width / 2
|
||||
Print.text(yes_text, centerX - 40, y, yes_color)
|
||||
Print.text(no_text, centerX + 10, y, no_color)
|
||||
elseif Context._end.state == "ending" then
|
||||
local cx = Config.screen.width / 2
|
||||
local name = Context.player_name or "AAA"
|
||||
local code = CodeGenerator.encrypt(name)
|
||||
@@ -50,44 +25,13 @@ function EndWindow.draw()
|
||||
|
||||
Print.text_center("Press Z to return to menu", cx, 116, Config.colors.dark_grey)
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates the end screen logic.
|
||||
--- @within EndWindow
|
||||
function EndWindow.update()
|
||||
if Context._end.state == "choice" then
|
||||
if Input.left() or Input.up() then
|
||||
if Context._end.selection == 2 then
|
||||
Audio.sfx_beep()
|
||||
Context._end.selection = 1
|
||||
end
|
||||
elseif Input.right() or Input.down() then
|
||||
if Context._end.selection == 1 then
|
||||
Audio.sfx_beep()
|
||||
Context._end.selection = 2
|
||||
end
|
||||
end
|
||||
|
||||
if Input.select() then
|
||||
Audio.sfx_select()
|
||||
if Context._end.selection == 1 then
|
||||
Context._end.state = "ending"
|
||||
else
|
||||
-- NO: increment day and go home
|
||||
Day.increase()
|
||||
Util.go_to_screen_by_id("home")
|
||||
Window.set_current("game")
|
||||
-- Initialize home screen
|
||||
local home_screen = Screen.get_by_id("home")
|
||||
if home_screen and home_screen.init then
|
||||
home_screen.init()
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif Context._end.state == "ending" then
|
||||
if Input.select() then
|
||||
Context.reset()
|
||||
Window.set_current("menu")
|
||||
MenuWindow.refresh_menu_items()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user