sort-of progress, lots of bugs
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This commit is contained in:
mr.one
2026-04-28 23:42:34 +02:00
parent 07bc598ae9
commit 4cc0025f5e
20 changed files with 575 additions and 24 deletions

View File

@@ -54,12 +54,27 @@ local ASC_45_TEXT = [[
]]
local ASC_78_TEXT = [[
The road has run out
of road.
Norman walked back
and forth
until the street
forgot which way it went.
And then - finally -
he stopped walking.
]]
local ascension_texts = {
[1] = ASC_01_TEXT,
[2] = ASC_12_TEXT,
[3] = ASC_23_TEXT,
[4] = ASC_34_TEXT,
[5] = ASC_45_TEXT,
[8] = ASC_78_TEXT,
}
function MysteriousManScreen.get_text_for_level(level)

View File

@@ -5,9 +5,9 @@ Screen.register({
"do_work",
"go_to_walking_to_home",
"have_a_coffee",
"go_to_truth",
},
init = function()
Audio.music_play_room_work()
Context.have_been_to_office = true
local possible_sprites = {
@@ -37,14 +37,34 @@ Screen.register({
{x = -4 + 5 * 8, y = 9 * 8}
}
Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
Audio.music_play_mystery()
Context.office_sprites = { "norman_echo" }
else
Audio.music_play_room_work(CommuteGlitch.music_speed())
Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
if CommuteGlitch.is_active() then
Context.office_sprites = CommuteGlitch.corrupt_sprite_list(Context.office_sprites)
end
end
end,
background = function()
return CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 and "" or "office"
end,
background = "office",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 13 * 8, 9 * 8)
Sprite.draw_list(Context.office_sprites)
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
Sprite.draw_at("norman_echo", 13 * 8, 9 * 8)
CommuteGlitch.draw_background_flicker()
else
CommuteGlitch.draw_sprite_list(Context.office_sprites)
end
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6 then
Glitch.draw()
end
end
end
})

View File

@@ -4,16 +4,60 @@ Screen.register({
decisions = {
"go_to_home",
"go_to_office",
"sumphore_discussion",
"go_to_truth",
},
init = function()
Audio.music_play_room_work()
local possible_sprites = {
"matrix_trinity",
"matrix_neo",
{id="matrix_oraculum", y_correct=1 * 8},
"matrix_architect"
}
local possible_positions = {
{x = 5 * 8, y = 11 * 8},
{x = 7 * 8, y = 11 * 8},
{x = 9 * 8, y = 11 * 8},
{x = 11 * 8, y = 11 * 8},
{x = 13 * 8, y = 11 * 8},
{x = 15 * 8, y = 11 * 8},
{x = 18 * 8, y = 11 * 8},
{x = 21 * 8, y = 11 * 8},
{x = 24 * 8, y = 11 * 8},
{x = 27 * 8, y = 11 * 8},
}
if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 then
Audio.music_play_mystery()
Context.walking_to_home_sprites = {}
else
Audio.music_play_room_work(CommuteGlitch.music_speed())
Context.walking_to_home_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
if CommuteGlitch.is_active() then
Context.walking_to_home_sprites = CommuteGlitch.corrupt_sprite_list(Context.walking_to_home_sprites)
end
end
end,
background = function()
return CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 and "" or "street"
end,
background = "street",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
if not (CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7) then
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
end
CommuteGlitch.draw_sprite_list(Context.walking_to_home_sprites)
if CommuteGlitch.is_active() then
if CommuteGlitch.get_level() >= 7 then CommuteGlitch.draw_background_flicker() end
if CommuteGlitch.get_level() >= 6 then Glitch.draw() end
end
end
end
})

View File

@@ -4,11 +4,9 @@ Screen.register({
decisions = {
"go_to_home",
"go_to_office",
"sumphore_discussion",
"sumphore_discussion"
},
init = function()
Audio.music_play_room_work()
local possible_sprites = {
"matrix_trinity",
"matrix_neo",
@@ -29,6 +27,7 @@ Screen.register({
{x = 27 * 8, y = 11 * 8},
}
Audio.music_play_room_work()
Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
end,
background = "street",