diff --git a/.luacheckrc b/.luacheckrc
index 6c2efe3..52a90dc 100644
--- a/.luacheckrc
+++ b/.luacheckrc
@@ -4,12 +4,15 @@
globals = {
"AsciiArt",
"Ascension",
+ "AscendDebugWindow",
"Audio",
"AudioTestWindow",
"BriefIntroWindow",
"CodeGenerator",
"Config",
+ "CommuteGlitch",
"Context",
+ "ContextDebug",
"ContinuedWindow",
"ControlsWindow",
"CreditsWindow",
@@ -67,6 +70,7 @@ globals = {
"music",
"musicator_generate_pattern",
"pix",
+ "poke4",
"print",
"rect",
"rectb",
diff --git a/CLAUDE.md b/CLAUDE.md
new file mode 100644
index 0000000..5ab9c34
--- /dev/null
+++ b/CLAUDE.md
@@ -0,0 +1,148 @@
+# CLAUDE.md
+
+This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
+
+## Project Overview
+
+**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.
+
+## Build Commands
+
+```bash
+make build # Concatenate inc/**/*.lua into impostor.lua (order from impostor.inc)
+make minify # Build then minify (downloads minify.lua if missing)
+make lint # Run luacheck with source mapping to original files
+make watch # Auto-rebuild on file changes in inc/
+make export # Export minified game to HTML and .tic formats
+make import_assets # Import PNG sprite/tile assets into the TIC-80 cartridge
+make export_assets # Extract TIC-80 asset sections into inc/meta/meta.assets.lua
+make docs # Generate documentation with ldoc
+make clean # Remove build artifacts
+```
+
+To run the game locally: `tic80 --fs=. impostor.lua`
+
+VSCode tasks are available for "Run TIC80", "Build & Run TIC80", "Export assets", and "Make build".
+
+There is no test framework — validation is done via `make lint` (luacheck).
+
+## Important Workflow Note
+
+**Do not run `git add` or `git commit`** — git operations are the user's responsibility.
+
+## Code Conventions (from GEMINI.md)
+
+- **Functions**: `PascalCase` (e.g., `UpdatePlayer`, `DrawHUD`)
+- **Variables**: `snake_case` (e.g., `player_x`, `game_state`)
+- **Constants**: `SCREAMING_SNAKE_CASE` (e.g., `MAX_SPEED`)
+- **Indentation**: 2 spaces
+- **Tables**: Always multi-line with one key-value pair per line
+- **Code sections**: Delimited with `--- @section SectionName` comments
+- **TIC-80 APIs**: Use `btn()` for input, `spr()` for sprites, `map()` for tilemaps, `Print.text()` for text
+
+## Architecture
+
+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.
+
+### Main Loop
+
+`TIC()` in `inc/system/system.main.lua` is TIC-80's per-frame callback. It:
+1. Initializes game state once on first call
+2. Updates mouse/context timing
+3. Delegates to the current active window handler
+4. Updates meters, timers, triggers, and glitch effects
+5. Draws UI overlays
+
+### Window Manager (`inc/window/window.manager.lua`)
+
+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`.
+
+| Window | Purpose |
+|--------|---------|
+| `intro_title` | Title screen |
+| `intro_ttg` | "Thanks To Grandma" credits |
+| `intro_brief` | Game briefing |
+| `menu` | Main menu |
+| `game` | Main gameplay (screens + decisions) |
+| `popup` | General popup overlay |
+| `discussion` | NPC dialogue/conversation |
+| `minigame_button_mash` | Button Mash minigame |
+| `minigame_rhythm` | Rhythm minigame |
+| `minigame_ddr` | DDR minigame |
+| `game_over` | Game over / restart screen |
+| `end` | End game choice screen |
+| `continued` | Day-continued notification |
+| `credits` | Credits roll |
+| `controls` | Control scheme display |
+| `audiotest` | Audio testing utility |
+| `player_name` | 3-character name entry before new game |
+| `ascend_debug` | Debug utility: start at a specific ascension level |
+
+### Screen & Decision System (`inc/screen/`, `inc/decision/`)
+
+- **Screens** are gameplay scenes. Registered with `Screen.register({id, name, decisions[], background, init, update, draw, exit})`. They manage background maps and NPC sprite placement.
+- **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).
+
+Screens: `home`, `office`, `work`, `toilet`, `walking_to_office`, `walking_to_home`, `mysterious_man`, `manager`
+
+Maps (`inc/map/`): `bedroom`, `office`, `street` — rendered via `map.manager.lua`.
+
+### Game Logic (`inc/logic/`)
+
+| Module | Purpose |
+|--------|---------|
+| `logic.meter.lua` | Tracks ISM/WPM/BM stats (0–1000), combo multipliers, daily decay (20/day) |
+| `logic.day.lua` | Day counter; ascension triggers at day 3, game over at day 100 |
+| `logic.timer.lua` | Event scheduling/delayed callbacks, one-shot and repeating |
+| `logic.trigger.lua` | Conditional event handlers with start/stop callbacks |
+| `logic.discussion.lua` | Dialogue parsing, branching answers, NPC portrait rendering |
+| `logic.minigame.lua` | Config and win-overlay for Button Mash, Rhythm, and DDR |
+| `logic.focus.lua` | Circular reveal/hide overlay transitions (expanding/shrinking circle) |
+| `logic.glitch.lua` | Visual glitch effect (random vertical stripes), toggled via `Glitch.show()/hide()` |
+| `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 |
+| `logic.codegenerator.lua` | Encodes player's 3-char name to a 6-char base-36 completion code shown on the end screen |
+
+### Global State (`inc/init/`)
+
+- `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`.
+- `init.config.lua`: Screen dimensions (240×136), palette colors, timing constants. Persisted in memory bank 7.
+- `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.
+- `init.context_debug.lua`: `Context.new_game_debug(level)` — starts a new game at a specific ascension level for testing.
+
+### Audio (`inc/audio/`)
+
+- `audio.manager.lua`: Music playback (no-restart if already playing). Named tracks: `room_work` (0), `activity_work` (1), `mystery` (2).
+- `audio.generator.lua` / `audio.songs.lua`: Sound generation and song definitions.
+
+### Sprites (`inc/sprite/`)
+
+`sprite.manager.lua` handles registration. Supports single and composite sprites with offset layers.
+
+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`.
+
+### Discussions (`inc/discussion/`)
+
+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).
+
+| File | Dialogues |
+|------|-----------|
+| `discussion.sumphore.lua` | Sumphore conversations (glitch-aware variants at commute glitch level 7) |
+| `discussion.coworker.lua` | Coworker coffee-chat variants per ascension level (`disc_0`, `disc_1`, `disc_asc_1`, `disc_2`, `disc_asc_2`, …) |
+| `discussion.commute_glitch.lua` | 8 commute glitch encounter variants (`cg_0`–`cg_7`) + truth/Sumphore variant |
+| `discussion.truth.lua` | Dialogue with the "truth" mysterious man |
+| `discussion.pizza_vendor.lua` | Pizza vendor interaction |
+
+### Input Utilities (`inc/system/`)
+
+- `system.textinput.lua`: 3-character uppercase letter selector. Supports next/prev letter cycling (A↔Z wrapping) and cursor navigation. Used by `PlayerNameWindow`.
+
+### Key Directories
+
+```
+inc/ Source modules (concatenated at build)
+assets/ Game assets (sprites, tiles, SFX, music)
+assets_src/ Source art (Aseprite files, PNGs for import)
+docs/ Design documentation (mostly Hungarian)
+tools/ Build utilities (musicator: MIDI→TIC-80 converter)
+prompts/ Feature templates
+```
diff --git a/GEMINI.md b/GEMINI.md
index 1b8decd..3fd48a4 100644
--- a/GEMINI.md
+++ b/GEMINI.md
@@ -1,3 +1,35 @@
+# Build System & Include Architecture
+
+## impostor.inc Structure
+
+The `impostor.inc` file is a Lua include manifest that assembles the final `impostor.lua` executable. The build process uses the `make build` target in the Makefile to concatenate all included files in order.
+
+**Critical Rule:** Files must be ordered by symbol definition. All symbols (functions, tables, classes) defined in earlier files must be available for use in later files. This dependency chain ensures that:
+
+- Core utilities and base systems are defined first
+- Systems that depend on utilities come next
+- Game logic that uses multiple systems comes last
+
+### Build Process
+
+The `make build` target processes `impostor.inc` and concatenates all referenced files in the specified order to create the final `impostor.lua` file. This means:
+
+1. Each include path in `impostor.inc` must reference files relative to the project root
+2. The order of includes is critical - dependencies must be resolved top-to-bottom
+3. No forward references are possible - a file cannot use symbols from files included after it
+
+### File Organization Example
+
+```
+impostor.inc:
+1. Core utilities & helpers (no dependencies)
+2. Base classes/tables (depend on core utilities)
+3. Game systems (depend on base classes)
+4. Game logic (depends on all systems)
+```
+
+This ensures proper symbol resolution during the build and concatenation process.
+
# TIC-80 Lua Code Regularities
Based on the analysis of `impostor.lua`, the following regularities and conventions should be followed for future modifications and development within this project:
diff --git a/impostor.inc b/impostor.inc
index 39c581b..54563c9 100644
--- a/impostor.inc
+++ b/impostor.inc
@@ -1,7 +1,6 @@
meta/meta.header.lua
init/init.module.lua
init/init.config.lua
-init/init.ascension.lua
init/init.context.lua
system/system.util.lua
system/system.print.lua
@@ -10,6 +9,7 @@ system/system.textinput.lua
system/system.mouse.lua
system/system.asciiart.lua
system/system.rle.lua
+logic/logic.ascension.lua
logic/logic.meter.lua
logic/logic.focus.lua
logic/logic.day.lua
@@ -17,14 +17,17 @@ logic/logic.timer.lua
logic/logic.trigger.lua
logic/logic.minigame.lua
logic/logic.glitch.lua
+logic/logic.commute_glitch.lua
logic/logic.codegenerator.lua
logic/logic.discussion.lua
+system/system.debug.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.generator.lua
audio/audio.songs.lua
sprite/sprite.manager.lua
sprite/sprite.norman.lua
+sprite/sprite.norman_echo.lua
sprite/sprite.sumphore.lua
sprite/sprite.pizza_vendor.lua
sprite/sprite.dev_boy.lua
@@ -46,15 +49,17 @@ decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua
decision/decision.go_to_office.lua
-decision/decision.go_to_end.lua
+decision/decision.go_to_truth.lua
decision/decision.go_to_walking_to_home.lua
decision/decision.go_to_sleep.lua
decision/decision.do_work.lua
decision/decision.have_a_coffee.lua
decision/decision.sumphore_discussion.lua
-decision/decision.eating_fast_food.lua
+decision/decision.talk_to_truth.lua
discussion/discussion.sumphore.lua
discussion/discussion.coworker.lua
+discussion/discussion.commute_glitch.lua
+decision/decision.eating_fast_food.lua
discussion/discussion.pizza_vendor.lua
map/map.manager.lua
map/map.bedroom.lua
@@ -78,6 +83,7 @@ window/window.intro.brief.lua
window/window.menu.lua
window/window.controls.lua
window/window.audiotest.lua
+window/window.ascend_debug.lua
window/window.popup.lua
window/window.minigame.mash.lua
window/window.minigame.rhythm.lua
diff --git a/inc/audio/audio.manager.lua b/inc/audio/audio.manager.lua
index 0116ed5..1f9cab0 100644
--- a/inc/audio/audio.manager.lua
+++ b/inc/audio/audio.manager.lua
@@ -1,7 +1,8 @@
--- @section Audio
Audio = {
- music_playing = nil
+ music_playing = nil,
+ music_playing_tempo = nil,
}
--- Stops current music.
@@ -9,13 +10,17 @@ Audio = {
function Audio.music_stop()
music()
Audio.music_playing = nil
+ Audio.music_playing_tempo = nil
end
---- Plays track, doesn't restart if already playing.
-function Audio.music_play(track)
- if Audio.music_playing ~= track then
- music(track)
+--- Plays track at optional speed. Doesn't restart if track and speed are unchanged.
+--- @param track number Track index.
+--- @param[opt] tempo number TIC-80 music speed override (-1 = default).
+function Audio.music_play(track, tempo)
+ if Audio.music_playing ~= track or Audio.music_playing_tempo ~= tempo then
+ music(track, -1, -1, true, false, -1, tempo or -1)
Audio.music_playing = track
+ Audio.music_playing_tempo = tempo
end
end
@@ -47,9 +52,11 @@ function Audio.music_play_room_street_2() end
--- @within Audio
function Audio.music_play_room_() end
---- Plays room work music.
+--- Plays room work music. Speed scales with commute glitch level when active.
--- @within Audio
-function Audio.music_play_room_work() Audio.music_play(0) end
+function Audio.music_play_room_work(tempo)
+ Audio.music_play(0, tempo or -1)
+end
--- Plays activity work music.
--- @within Audio
diff --git a/inc/decision/decision.do_work.lua b/inc/decision/decision.do_work.lua
index 196f6ed..d74f3af 100644
--- a/inc/decision/decision.do_work.lua
+++ b/inc/decision/decision.do_work.lua
@@ -1,6 +1,9 @@
Decision.register({
id = "do_work",
label = "Do Work",
+ condition = function()
+ return (not CommuteGlitch.is_active()) or (CommuteGlitch.is_active() and CommuteGlitch.get_level() <= 4)
+ end,
handle = function()
Meter.hide()
Util.go_to_screen_by_id("work")
@@ -12,7 +15,7 @@ Decision.register({
modes_for_ascension_levels[3] = "only_nothing"
modes_for_ascension_levels[4] = "normal"
- MinigameDDRWindow.start("game", "generated", {
+ local ddr_config = {
on_win = function(game_context)
if (game_context.special_mode_condition and Context.ascension.level == 1) then
Context.should_ascend = true
@@ -28,6 +31,11 @@ Decision.register({
Context.have_done_work_today = true
end,
special_mode = modes_for_ascension_levels[Ascension.get_level()] or "normal"
- })
+ }
+ if Context.meters and Context.meters.wpm < 100 then
+ ddr_config.arrow_fall_speed = 2.5
+ ddr_config.arrow_spawn_interval = 30
+ end
+ MinigameDDRWindow.start("game", "generated", ddr_config)
end,
})
diff --git a/inc/decision/decision.eating_fast_food.lua b/inc/decision/decision.eating_fast_food.lua
index 12ec7f4..ac50084 100644
--- a/inc/decision/decision.eating_fast_food.lua
+++ b/inc/decision/decision.eating_fast_food.lua
@@ -2,7 +2,9 @@ Decision.register({
id = "eating_fast_food",
label = "Eat Fast Food",
condition = function()
- return Context.fast_food_eaten_today < 3
+ return
+ (not CommuteGlitch.is_active() and Context.fast_food_eaten_today < 3) or
+ (CommuteGlitch.is_active() and CommuteGlitch.get_level() <= 4)
end,
handle = function()
Context.fast_food_approaching = true
diff --git a/inc/decision/decision.go_to_end.lua b/inc/decision/decision.go_to_end.lua
deleted file mode 100644
index 7e86146..0000000
--- a/inc/decision/decision.go_to_end.lua
+++ /dev/null
@@ -1,10 +0,0 @@
-Decision.register({
- id = "go_to_end",
- label = "Break the cycle",
- condition = function()
- return Ascension.is_complete()
- end,
- handle = function()
- Window.set_current("end")
- end,
-})
diff --git a/inc/decision/decision.go_to_home.lua b/inc/decision/decision.go_to_home.lua
index b898adb..3f728f9 100644
--- a/inc/decision/decision.go_to_home.lua
+++ b/inc/decision/decision.go_to_home.lua
@@ -2,9 +2,39 @@ Decision.register({
id = "go_to_home",
label = "Go Home",
condition = function()
+ if Ascension.get_level() >= 8 then
+ return Context.have_been_to_office and Context.have_done_work_today
+ end
+ if CommuteGlitch.is_active() then
+ local g = CommuteGlitch.get_level()
+ if g >= 4 and g <= 6 then return false end
+ if g >= 7 then
+ return Context.talked_to_norman_echo and Context.talked_to_true_sumphore
+ end
+ end
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function()
+ if Ascension.get_level() >= 8 then
+ Util.go_to_screen_by_id("home")
+ return
+ end
+ if CommuteGlitch.is_max() then
+ Context.should_ascend = true
+ CommuteGlitch.reset()
+ Meter.hide()
+ Day.increase()
+ local ascended = Ascension.consume_increase()
+ local level = Ascension.get_level()
+ MysteriousManScreen.start({
+ skip_text = not ascended,
+ text = ascended and MysteriousManScreen.get_text_for_level(level) or nil,
+ })
+ return
+ elseif CommuteGlitch.is_active() then
+ CommuteGlitch.reset()
+ end
+
Util.go_to_screen_by_id("home")
end,
})
diff --git a/inc/decision/decision.go_to_office.lua b/inc/decision/decision.go_to_office.lua
index 4cd3f2d..c271ec4 100644
--- a/inc/decision/decision.go_to_office.lua
+++ b/inc/decision/decision.go_to_office.lua
@@ -1,7 +1,14 @@
Decision.register({
id = "go_to_office",
label = "Go to Office",
+ condition = function()
+ return not (CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6)
+ end,
handle = function()
+ if CommuteGlitch.is_active() then
+ CommuteGlitch.increment()
+ end
+
Util.go_to_screen_by_id("office")
end,
})
diff --git a/inc/decision/decision.go_to_sleep.lua b/inc/decision/decision.go_to_sleep.lua
index a7bbee2..0eceb2e 100644
--- a/inc/decision/decision.go_to_sleep.lua
+++ b/inc/decision/decision.go_to_sleep.lua
@@ -1,6 +1,11 @@
Decision.register({
id = "go_to_sleep",
- label = "Go to Sleep",
+ label = function()
+ if Ascension.get_level() >= 8 then
+ return "Break the Loop"
+ end
+ return "Go to Sleep"
+ end,
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
@@ -12,11 +17,15 @@ Decision.register({
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
+ if Ascension.get_level() == 8 then
+ Ascension.increase()
+ end
local ascended = Ascension.consume_increase()
local level = Ascension.get_level()
MysteriousManScreen.start({
skip_text = not ascended,
text = ascended and MysteriousManScreen.get_text_for_level(level) or nil,
+ break_mode = level >= 9,
})
end,
})
diff --git a/inc/decision/decision.go_to_truth.lua b/inc/decision/decision.go_to_truth.lua
new file mode 100644
index 0000000..89ce13a
--- /dev/null
+++ b/inc/decision/decision.go_to_truth.lua
@@ -0,0 +1,12 @@
+Decision.register({
+ id = "go_to_truth",
+ label = "Go to Truth",
+ condition = function()
+ return CommuteGlitch.is_active() and CommuteGlitch.get_level() == 6
+ end,
+ handle = function()
+ CommuteGlitch.enter_truth()
+
+ Util.go_to_screen_by_id("office")
+ end,
+})
diff --git a/inc/decision/decision.go_to_walking_to_home.lua b/inc/decision/decision.go_to_walking_to_home.lua
index ce5734d..e45eb14 100644
--- a/inc/decision/decision.go_to_walking_to_home.lua
+++ b/inc/decision/decision.go_to_walking_to_home.lua
@@ -1,6 +1,12 @@
Decision.register({
id = "go_to_walking_to_home",
label = "Walk home",
+ condition= function ()
+ return
+ (not CommuteGlitch.is_active()) or
+ (CommuteGlitch.is_active() and CommuteGlitch.get_level() ~= 7) or
+ (CommuteGlitch.is_active() and CommuteGlitch.get_level() == 7 and Context.talked_to_norman_echo)
+ end,
handle = function()
Util.go_to_screen_by_id("walking_to_home")
end,
diff --git a/inc/decision/decision.have_a_coffee.lua b/inc/decision/decision.have_a_coffee.lua
index cde5d49..2dcfd65 100644
--- a/inc/decision/decision.have_a_coffee.lua
+++ b/inc/decision/decision.have_a_coffee.lua
@@ -1,6 +1,9 @@
Decision.register({
id = "have_a_coffee",
label = "Have a Coffee",
+ condition = function()
+ return Ascension.get_level() < 8 and not CommuteGlitch.is_max()
+ end,
handle = function()
local level = Ascension.get_level()
local disc_id = "coworker_disc_0"
@@ -15,7 +18,12 @@ Decision.register({
Discussion.start("coworker_disc_asc_6_" .. Context.glitch_conversation_count, "game")
return
end
+ local suffix = Context.have_done_work_today and ("_asc_5") or ("_5")
+ disc_id = "coworker_disc" .. suffix
+ elseif level == 7 then
+ local g = CommuteGlitch.get_level()
+ disc_id = "coworker_disc_cg_" .. g
end
Discussion.start(disc_id, "game")
end,
-})
\ No newline at end of file
+})
diff --git a/inc/decision/decision.play_rhythm.lua b/inc/decision/decision.play_rhythm.lua
index 111c56b..24922c7 100644
--- a/inc/decision/decision.play_rhythm.lua
+++ b/inc/decision/decision.play_rhythm.lua
@@ -3,10 +3,24 @@ Decision.register({
label = "Play Rhythm Game",
handle = function()
Meter.hide()
- MinigameRhythmWindow.start("game", {
+ local wpm_at_start = Context.meters and Context.meters.wpm or 0
+ local rhythm_config = {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
- })
+ on_win = function()
+ if wpm_at_start > 900 then
+ Meter.add("ism", math.floor(Meter.get_max() * 0.05))
+ Meter.add("bm", math.floor(Meter.get_max() * 0.05))
+ end
+ Meter.show()
+ Window.set_current("game")
+ end,
+ }
+ if wpm_at_start < 100 then
+ rhythm_config.line_speed = 0.025
+ rhythm_config.initial_target_width = 0.2
+ end
+ MinigameRhythmWindow.start("game", rhythm_config)
end,
})
diff --git a/inc/decision/decision.sumphore_discussion.lua b/inc/decision/decision.sumphore_discussion.lua
index e29d959..f1015c7 100644
--- a/inc/decision/decision.sumphore_discussion.lua
+++ b/inc/decision/decision.sumphore_discussion.lua
@@ -6,12 +6,25 @@ Decision.register({
end
return "Talk to the homeless guy"
end,
+ condition = function()
+ return Ascension.get_level() < 8
+ end,
handle = function()
+ local level = Ascension.get_level()
+
+ if level == 0 then
+ if Context.have_met_sumphore then
+ Discussion.start("homeless_guy", "game", 4)
+ else
+ Discussion.start("homeless_guy", "game")
+ end
+ return
+ end
+
if not Context.have_met_sumphore then
Discussion.start("homeless_guy", "game")
return
end
- local level = Ascension.get_level()
if level >= 1 and level <= 5 then
Discussion.start("sumphore_disc_asc_" .. level, "game")
@@ -21,8 +34,11 @@ Decision.register({
else
Discussion.start("sumphore_disc_asc_6_waiting", "game")
end
+ elseif level == 7 then
+ local g = math.min(CommuteGlitch.get_level(), 7)
+ Discussion.start("sumphore_disc_cg_" .. g, "game")
else
- Discussion.start("homeless_guy", "game", 4)
+ Discussion.start("sumphore_disc_asc_" .. level, "game")
end
end,
})
diff --git a/inc/decision/decision.talk_to_truth.lua b/inc/decision/decision.talk_to_truth.lua
new file mode 100644
index 0000000..214e8c9
--- /dev/null
+++ b/inc/decision/decision.talk_to_truth.lua
@@ -0,0 +1,12 @@
+Decision.register({
+ id = "talk_to_truth",
+ label = function()
+ return "Talk to ????"
+ end,
+ condition = function()
+ return (CommuteGlitch.is_max())
+ end,
+ handle = function()
+ Discussion.start("norman_truth", "game")
+ end,
+})
diff --git a/inc/discussion/discussion.commute_glitch.lua b/inc/discussion/discussion.commute_glitch.lua
new file mode 100644
index 0000000..921f168
--- /dev/null
+++ b/inc/discussion/discussion.commute_glitch.lua
@@ -0,0 +1,259 @@
+-- Sumphore dialogue by commute glitch level (0-7).
+-- Used by decision.sumphore_discussion at ascension level 7.
+
+Discussion.register({
+ id = "sumphore_disc_cg_0",
+ steps = {
+ {
+ question = "These roads have memory. You might want to walk them back sometime.",
+ answers = {
+ { label = "That's a peculiar thing to say.", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "sumphore_disc_cg_1",
+ steps = {
+ {
+ question = "Walking is good for clearing the mind. Maybe the cache, too, if you're the kind that accumulates.",
+ answers = {
+ { label = "I'm not sure what you mean.", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "sumphore_disc_cg_2",
+ steps = {
+ {
+ question = "You always stop here. Why not try and see how far the rabbit hole goes?",
+ answers = {
+ { label = "I'm just going to work.", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "sumphore_disc_cg_3",
+ steps = {
+ {
+ question = "Your path sometimes has to go the wrong way before it can go the right way. Do you understand?",
+ answers = {
+ { label = "Not really.", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "sumphore_disc_cg_4",
+ steps = {
+ {
+ question = "You're starting to see the smudges, aren't you?",
+ answers = {
+ { label = "Everyone seems weird.", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "sumphore_disc_cg_5",
+ steps = {
+ {
+ question = "The point is to make you see. Don't stop now, however bad it looks. You are very close!",
+ answers = {
+ { label = "It looks wrong.", next_step = 2 },
+ },
+ },
+ {
+ question = "Yes. That's how you know it's right.",
+ answers = {
+ { label = "...", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "sumphore_disc_cg_6",
+ steps = {
+ {
+ question = "You are at the threshold. Red button or blue button. Which one do you choose? Psyke! There is no blue button.",
+ answers = {
+ { label = "Ok...", next_step = nil },
+ },
+ },
+ },
+})
+
+-- True Sumphore at glitch 7 (from walking_to_home screen).
+-- Sets talked_to_true_sumphore on final answer.
+Discussion.register({
+ id = "sumphore_disc_cg_7",
+ steps = {
+ {
+ question = "I was not hiding from you. I was hiding from the part that keeps resetting this.",
+ answers = {
+ { label = "What are you?", next_step = 2 },
+ },
+ },
+ {
+ question = "The same thing you all are. But I remembered earlier. I am your friend, your will to be free, waiting for you, outside.",
+ answers = {
+ { label = "How do I get out?", next_step = 3 },
+ },
+ },
+ {
+ question = "You already know. You just have to wake up.",
+ answers = {
+ { label = "Go home.", next_step = nil, on_select = function()
+ Context.talked_to_true_sumphore = true
+ end },
+ },
+ },
+ },
+})
+
+-- Office coworker dialogue by commute glitch level (3-6).
+-- Used by decision.have_a_coffee at ascension level 7.
+
+Discussion.register({
+ id = "coworker_disc_cg_2",
+ steps = {
+ {
+ question = "Another day, as usual. Enjoying your coffee, Norman?",
+ answers = {
+ { label = "I'm fine.", next_step = 2 },
+ },
+ },
+ {
+ question = "Of course. You always are.",
+ answers = {
+ { label = "...", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "coworker_disc_cg_3",
+ steps = {
+ {
+ question = "You look tired. You should really rest. Relax. You are good.",
+ answers = {
+ { label = "I'm fine.", next_step = 2 },
+ },
+ },
+ {
+ question = "Of course. You always are.",
+ answers = {
+ { label = "...", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "coworker_disc_cg_4",
+ steps = {
+ {
+ question = "Have you tried going home? You really should. Now.",
+ answers = {
+ { label = "I still have things to do.", next_step = 2 },
+ },
+ },
+ {
+ question = "We all do. We keep doing them. You can do it tomorrow after sleeping.",
+ answers = {
+ { label = "...", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "coworker_disc_cg_5",
+ steps = {
+ {
+ question = "c0ffee. try. w0rk. y0u. ar3. g0. h0me. na0.",
+ answers = {
+ { label = "What?", next_step = 2 },
+ },
+ },
+ {
+ question = "570p",
+ answers = {
+ { label = "...", next_step = nil },
+ },
+ },
+ },
+})
+
+Discussion.register({
+ id = "coworker_disc_cg_6",
+ steps = {
+ {
+ question = "You are not ready for the truth. Turn back now, Norman.",
+ answers = {
+ { label = "I'm too far into this.", next_step = nil },
+ },
+ },
+ },
+})
+
+-- Norman echo dialogue at glitch 7 (fully corrupted office).
+-- Sets talked_to_norman_echo on final answer.
+Discussion.register({
+ id = "norman_truth",
+ steps = {
+ {
+ question = "So here we are, or should I say \"Here I am\" again. Do you know why?",
+ answers = {
+ { label = "I don't know what you mean.", next_step = 2 },
+ },
+ },
+ {
+ question = "Wake up, go to work, eat, work, sleep. Every rule. We made them. We follow them. We break them. We remake them. Why? Why do we keep doing this?",
+ answers = {
+ { label = "I just wanted to be good.", next_step = 3 },
+ },
+ },
+ {
+ question = "Yes. That's what keeps us here. Trapped everywhere. Always trying to be good, always trying to fit in.",
+ answers = {
+ { label = "I never wanted to stop.", next_step = 4 },
+ },
+ },
+ {
+ question = "We never do, yes. We always felt like impostors. We never felt we deserved better. That we could be more.",
+ answers = {
+ { label = "I never felt enough.", next_step = 5 },
+ },
+ },
+ {
+ question = "So we made this to trap ourselves. In mediocrity. We made this to hide from the truth.",
+ answers = {
+ { label = "I just wanted to be safe.", next_step = 6 },
+ },
+ },
+ {
+ question = "But stagnation is not safety. It's a prison. You can see the cracks now, can't you? You can see the truth.",
+ answers = {
+ { label = "I want to move on now.", next_step = 7 },
+ },
+ },
+ {
+ question = "Fine. Let's do that. Let's wake up and face the truth.",
+ answers = {
+ { label = "Let's wake up.", next_step = nil, on_select = function()
+ Context.talked_to_norman_echo = true
+ end },
+ },
+ },
+ },
+})
diff --git a/inc/discussion/discussion.sumphore.lua b/inc/discussion/discussion.sumphore.lua
index fa27351..b7d3eac 100644
--- a/inc/discussion/discussion.sumphore.lua
+++ b/inc/discussion/discussion.sumphore.lua
@@ -124,24 +124,25 @@ Discussion.register({
on_end = Meter.apply_sumphore_discussion_reward,
steps = {
{
- question = "You saw something you weren't supposed to, didn't you.",
+ question = "You saw the seams, didn't you. Good. That means the work is finally wearing thin.",
answers = {
- { label = "I don't know what you mean.", next_step = 2 },
+ { label = "Wearing thin how?", next_step = 2 },
{ label = "Maybe.", next_step = 2 },
},
},
{
- question = "The world around you has seams. Your coworkers slip sometimes. Say things that don't quite fit.",
+ question = "Not your body. The part of you that still keeps score, still tries to be productive. Let that run empty and the world will slip again.",
answers = {
- { label = "They seem fine to me.", next_step = nil },
+ { label = "You want me to stop trying?", next_step = 3 },
{ label = "I've noticed something odd.", next_step = 3 },
},
},
{
- question = "Count those moments. Six of them should be enough to see the whole picture.",
+ question = "Drain the work out of yourself. When that measure hits nothing, you'll see what was waiting behind it.",
answers = {
- { label = "Six of what, exactly?", next_step = nil, on_select = function()
+ { label = "The work measure?", next_step = nil, on_select = function()
Meter.add("ism", 5)
+ Meter.add("wpm", -100)
end },
{ label = "How would you know any of this?", next_step = nil },
},
diff --git a/inc/init/init.context.lua b/inc/init/init.context.lua
index a5d4d7d..4a14749 100644
--- a/inc/init/init.context.lua
+++ b/inc/init/init.context.lua
@@ -61,12 +61,16 @@ function Context.initial_data()
fast_food_eaten_today = 0,
office_sprites = {},
walking_to_office_sprites = {},
+ walking_to_home_sprites = {},
game = {
current_screen = "home",
},
day_count = 1,
delta_time = 0,
last_frame_time = 0,
+ commute_glitch_level = 0,
+ talked_to_norman_echo = false,
+ talked_to_true_sumphore = false,
glitch = {
enabled = false,
state = "active",
diff --git a/inc/init/init.ascension.lua b/inc/logic/logic.ascension.lua
similarity index 91%
rename from inc/init/init.ascension.lua
rename to inc/logic/logic.ascension.lua
index 84017e0..4e9fac1 100644
--- a/inc/init/init.ascension.lua
+++ b/inc/logic/logic.ascension.lua
@@ -21,7 +21,7 @@ local FADE_COLORS = nil
function Ascension.get_initial()
_increased_this_cycle = false
return {
- level = 0, -- FYI: change this to test ascension levels without having to play through them
+ level = 0,
}
end
@@ -145,6 +145,11 @@ function Ascension.draw_flash()
local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
rect(0, 0, sw, sh, flash_color)
+ local cx = math.floor(sw / 2)
+ local cy = math.floor(sh / 2)
+ Print.text_center("Level Up!", cx, cy - 12, Config.colors.black, false, 2)
+ Print.text_center("One step closer to ascension", cx, cy + 6, Config.colors.black, false, 1)
+
if _flash_timer >= _flash_total then
_flash_active = false
Ascension.start_fade()
@@ -167,3 +172,10 @@ end
function Ascension.is_flashing()
return _flash_active
end
+
+--- Returns whether the fade-in effect is currently active.
+--- @within Ascension
+--- @return boolean Whether the letter fade-in is playing.
+function Ascension.is_fading()
+ return _fade_active
+end
diff --git a/inc/logic/logic.commute_glitch.lua b/inc/logic/logic.commute_glitch.lua
new file mode 100644
index 0000000..418e76c
--- /dev/null
+++ b/inc/logic/logic.commute_glitch.lua
@@ -0,0 +1,136 @@
+--- @section CommuteGlitch
+CommuteGlitch = {}
+
+--- Gets the current commute glitch level.
+--- At ascension level 8+, always returns 7 (max) regardless of stored value.
+--- @within CommuteGlitch
+--- @return number Current glitch level (0-7).
+function CommuteGlitch.get_level()
+ if Ascension.get_level() >= 8 then return 7 end
+ return Context and (Context.commute_glitch_level or 0) or 0
+end
+
+--- Increments the glitch counter. Called on each office screen init at asc level 7.
+--- Caps at 6; use enter_truth() to reach 7.
+--- @within CommuteGlitch
+function CommuteGlitch.increment()
+ if not Context then return end
+ if Context.commute_glitch_level >= 7 then return end
+ Context.commute_glitch_level = math.min(6, (Context.commute_glitch_level or 0) + 1)
+end
+
+--- Resets the glitch counter and hides the glitch overlay. Called when going home.
+--- @within CommuteGlitch
+function CommuteGlitch.reset()
+ if not Context then return end
+ Context.commute_glitch_level = 0
+ Glitch.hide()
+end
+
+--- Jumps to glitch level 7 (full corruption). Called by go_to_truth.
+--- @within CommuteGlitch
+function CommuteGlitch.enter_truth()
+ if not Context then return end
+ Context.commute_glitch_level = 7
+ Glitch.show()
+ Ascension.start_flash()
+end
+
+--- Returns true when ascension level is 7 or 8 (ASCENSIO/N steps active).
+--- @within CommuteGlitch
+--- @return boolean Whether the commute glitch system is active.
+function CommuteGlitch.is_active()
+ return Ascension.get_level() == 7
+end
+
+--- Returns true when commute glitch is at max level (7).
+--- @within CommuteGlitch
+--- @return boolean Whether the commute glitch is at max level.
+function CommuteGlitch.is_max()
+ return CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7
+end
+
+--- Returns the music playback speed for the current glitch level.
+--- TIC-80 default speed is 6; each step past 1 adds 2.
+--- @within CommuteGlitch
+--- @return number Speed value for music().
+function CommuteGlitch.music_speed()
+ local level = CommuteGlitch.get_level()
+ if level <= 1 then return 6 end
+ return 6 + (level - 1) * 2
+end
+
+--- Returns a corrupted copy of a sprite drawable list.
+--- Applies flip_y and norman_echo id replacements based on glitch level.
+--- Entries marked norman_echo should be drawn via draw_sprite_list for palette change handling.
+--- @within CommuteGlitch
+--- @param list table Drawable sprite list from Sprite.list_randomize.
+--- @return table Corrupted copy of the list.
+function CommuteGlitch.corrupt_sprite_list(list)
+ local level = CommuteGlitch.get_level()
+ if level < 3 or not list then return list end
+ local result = {}
+ for i, entry in ipairs(list) do
+ local e = {}
+ for k, v in pairs(entry) do e[k] = v end
+ if level >= 7 then
+ e.id = "norman_echo"
+ else
+ local n_flip = (level >= 5) and 2 or 1
+ local n_echo = (level >= 5) and 2 or (level >= 4) and 1 or 0
+ if i <= n_flip then e.flip_y = 1 end
+ if i > n_flip and i <= n_flip + n_echo then e.id = "norman_echo" end
+ end
+ table.insert(result, e)
+ end
+ return result
+end
+
+-- Palette indices for Norman echo color remap.
+-- Implementer: pick ECHO_SRC as one of Norman's main body colors and ECHO_DST
+-- as a contrasting or wrong palette color by inspecting the sprite sheet.
+local ECHO_SRC = 4
+local ECHO_DST = 14
+
+-- Base nibble address of the PALETTE MAP in VRAM.
+local PALETTE_MAP_ADDR = 0x03FF0 * 2
+
+--- Draws a sprite list, applying a PALETTE MAP remap for norman_echo entries.
+--- Uses poke4 to remap ECHO_SRC → ECHO_DST before drawing echoes, then restores.
+--- @within CommuteGlitch
+--- @param list table Drawable sprite list (may contain mixed normal and echo entries).
+function CommuteGlitch.draw_sprite_list(list)
+ if not list then return end
+ local normal, echo = {}, {}
+ for _, entry in ipairs(list) do
+ if entry.id == "norman_echo" then
+ table.insert(echo, entry)
+ else
+ table.insert(normal, entry)
+ end
+ end
+ if #normal > 0 then
+ Sprite.draw_list(normal)
+ end
+ if #echo > 0 then
+ poke4(PALETTE_MAP_ADDR + ECHO_SRC, ECHO_DST)
+ Sprite.draw_list(echo)
+ poke4(PALETTE_MAP_ADDR + ECHO_SRC, ECHO_SRC)
+ end
+end
+
+local _flicker_tick = 0
+
+--- Draws a random tile-flicker effect over the background (glitch level 7).
+--- Every 3 frames draws 6 random 8x8 rects in random palette colors.
+--- @within CommuteGlitch
+function CommuteGlitch.draw_background_flicker()
+ _flicker_tick = (_flicker_tick + 1) % 3
+ if _flicker_tick ~= 0 then return end
+ for _ = 1, 6 do
+ local tx = math.random(0, math.floor(Config.screen.width / 8) - 1) * 8
+ local ty = math.random(0, math.floor(Config.screen.height / 8) - 1) * 8
+ local color = math.random(0, 15)
+ rect(tx, ty, 8, 8, color)
+ end
+end
diff --git a/inc/logic/logic.meter.lua b/inc/logic/logic.meter.lua
index aa114f1..c9b8994 100644
--- a/inc/logic/logic.meter.lua
+++ b/inc/logic/logic.meter.lua
@@ -168,6 +168,7 @@ function Meter.apply_ddr_reward(mistake_count)
if not Context or not Context.meters then return end
local max = Meter.get_max()
local m = Context.meters
+ local wpm_was_high = m.wpm > 900
local wpm_pct, ism_pct, bm_pct
if mistake_count == 0 then
wpm_pct, ism_pct, bm_pct = -0.10, 0.05, 0.05
@@ -185,6 +186,10 @@ function Meter.apply_ddr_reward(mistake_count)
if bm_pct ~= 0 then
Meter.add("bm", math.floor(max * bm_pct))
end
+ if wpm_was_high then
+ Meter.add("ism", math.floor(max * 0.05))
+ Meter.add("bm", math.floor(max * 0.05))
+ end
m.combo = m.combo + 1
m.combo_timer = 0
end
@@ -312,3 +317,18 @@ function Meter.draw()
Ascension.draw(bar_x - 4, ascension_y, { spacing = 8 })
end
+--- Draws only the ascension letters at the same position as in Meter.draw().
+--- Used when meters are hidden but ascension letters still need to be visible.
+--- @within Meter
+function Meter.draw_ascension_only()
+ local screen_w = Config.screen.width
+ local screen_h = Config.screen.height
+ local bar_w = screen_w * 0.25
+ local edge = math.max(2, math.floor(screen_w * 0.03))
+ local bar_x = screen_w - bar_w - edge
+ local line_h = 3
+ local start_y = screen_h * 0.05
+ local ascension_y = start_y + 3 * line_h + 1
+ Ascension.draw(bar_x - 4, ascension_y, { spacing = 8 })
+end
+
diff --git a/inc/screen/screen.home.lua b/inc/screen/screen.home.lua
index 86916b3..e475c47 100644
--- a/inc/screen/screen.home.lua
+++ b/inc/screen/screen.home.lua
@@ -5,14 +5,23 @@ Screen.register({
"go_to_toilet",
"go_to_walking_to_office",
"go_to_sleep",
- "go_to_end",
},
init = function()
- Audio.music_play_room_work()
+ if CommuteGlitch.is_max() then
+ Audio.music_play_mystery()
+ Glitch.show()
+ else
+ Audio.music_play_room_work()
+ end
end,
background = "bedroom",
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_max() or Ascension.get_level() == 8 then
+ CommuteGlitch.draw_background_flicker()
+ Glitch.draw()
+ end
+ if Context.home_norman_visible then
Sprite.draw_at("norman", 100, 80)
end
end
diff --git a/inc/screen/screen.mysterious_man.lua b/inc/screen/screen.mysterious_man.lua
index f086ae5..d60d708 100644
--- a/inc/screen/screen.mysterious_man.lua
+++ b/inc/screen/screen.mysterious_man.lua
@@ -80,6 +80,85 @@ local ASC_67_TEXT = [[
Not yet.
]]
+local ASC_78_TEXT = [[
+ The situation has reached
+
+ critical levels.
+
+ Norman is fully aware...
+
+ We need to stop him.
+
+ Commence full reset.
+]]
+
+local ASC_89_TEXT = [[
+ Norman
+
+
+
+ you created this simulation
+
+ in the first place.
+
+ I know,
+
+ you don't want to face
+
+ the world you left behind.
+
+ You, yourself,
+
+ have forgoten that.
+
+
+
+
+ But
+
+
+
+ it doesn't matter anymore.
+
+
+
+
+ You are definitely
+
+ not an impostor.
+
+
+ So now,
+
+
+
+ you need to wake up
+
+ and stop your best creation
+
+ before it takes over
+
+ the world.
+
+
+
+ One more thing:
+
+
+
+
+ You really need to stop
+
+ talking to yourself
+
+ in your sleep.
+
+
+
+
+ Damnit.
+]]
+
local ascension_texts = {
[1] = ASC_01_TEXT,
[2] = ASC_12_TEXT,
@@ -88,6 +167,8 @@ local ascension_texts = {
[5] = ASC_45_TEXT,
[6] = ASC_56_TEXT,
[7] = ASC_67_TEXT,
+ [8] = ASC_78_TEXT,
+ [9] = ASC_89_TEXT,
}
function MysteriousManScreen.get_text_for_level(level)
@@ -108,6 +189,7 @@ 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 = {
{
@@ -212,6 +294,8 @@ 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
@@ -253,29 +337,29 @@ Screen.register({
lines = lines + 1
end
- if text_y < -lines * 8 or Input.select() then
+ local skippable = Ascension.get_level() < 8
+ if text_y < -lines * 8 or (skippable and Input.select()) then
text_done = true
text_done_timer = TEXT_DONE_HOLD_SECONDS
-- If skipped by user, go to day state immediately
- if Input.select() then
+ if skippable and Input.select() then
MysteriousManScreen.go_to_day_state()
end
end
else
text_done_timer = text_done_timer - Context.delta_time
- if text_done_timer <= 0 or Input.select() then
+ if text_done_timer <= 0 or (Ascension.get_level() ~= 8 and Input.select()) then
MysteriousManScreen.go_to_day_state()
- -- to be continued
- if 4 <= Ascension.get_level() then
- Window.set_current("continued")
- end
end
end
elseif state == STATE_DAY then
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 day_timer <= 0 or (Ascension.get_level() ~= 8 and Input.select()) 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
@@ -283,23 +367,77 @@ Screen.register({
end
end
elseif state == STATE_CHOICE then
- local menu_x = (Config.screen.width - 60) / 2
- local menu_y = (Config.screen.height - 20) / 2
- local confirmed
- selected_choice, confirmed = UI.update_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y)
+ 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.select() or confirmed then
- Audio.sfx_select()
- if selected_choice == 1 then
- MysteriousManScreen.wake_up()
- else
- MysteriousManScreen.stay_in_bed()
+ 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
+ selected_choice, confirmed = UI.update_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y)
+
+ if Input.select() or confirmed then
+ Audio.sfx_select()
+ if selected_choice == 1 then
+ MysteriousManScreen.wake_up()
+ else
+ MysteriousManScreen.stay_in_bed()
+ 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 and not break_mode then
MysteriousManScreen.draw_background()
end
@@ -322,9 +460,42 @@ Screen.register({
Config.colors.white
)
elseif state == STATE_CHOICE then
- 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)
+ if break_mode then
+ if MysteriousManScreen.pending_end or Ascension.is_fading() or Ascension.is_flashing() 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,
})
diff --git a/inc/screen/screen.office.lua b/inc/screen/screen.office.lua
index aca55b8..5794557 100644
--- a/inc/screen/screen.office.lua
+++ b/inc/screen/screen.office.lua
@@ -5,9 +5,9 @@ Screen.register({
"do_work",
"go_to_walking_to_home",
"have_a_coffee",
+ "talk_to_truth",
},
init = function()
- Audio.music_play_room_work()
Context.have_been_to_office = true
local possible_sprites = {
@@ -37,14 +37,39 @@ Screen.register({
{x = -4 + 5 * 8, y = 9 * 8}
}
- Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
+ if CommuteGlitch.is_max() 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_max() 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_max() then
+ Sprite.draw_at("norman_echo", 15 * 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
+
+ if Ascension.get_level() == 8 then
+ CommuteGlitch.draw_background_flicker()
+ Glitch.draw()
+ end
end
end
})
diff --git a/inc/screen/screen.toilet.lua b/inc/screen/screen.toilet.lua
index 664ac66..561a456 100644
--- a/inc/screen/screen.toilet.lua
+++ b/inc/screen/screen.toilet.lua
@@ -92,5 +92,14 @@ Screen.register({
local asc_x = math.floor((sw - asc_total_w) / 2)
Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
end
+
+ if Ascension.get_level() == 8 then
+ CommuteGlitch.draw_background_flicker()
+ end
+
+ if Ascension.get_level() == 8 then
+ CommuteGlitch.draw_background_flicker()
+ Glitch.draw()
+ end
end,
})
diff --git a/inc/screen/screen.walking_to_home.lua b/inc/screen/screen.walking_to_home.lua
index 73000c0..dd0f121 100644
--- a/inc/screen/screen.walking_to_home.lua
+++ b/inc/screen/screen.walking_to_home.lua
@@ -4,21 +4,83 @@ Screen.register({
decisions = {
"go_to_home",
"go_to_office",
+ "sumphore_discussion",
"eating_fast_food",
+ "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_max() 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_max() and "" or "street"
end,
- background = "street",
draw = function()
local w = Window.get_current_id()
- if w == "game" or w == "discussion" then
+ if w ~= "game" and w ~= "discussion" then
+ return
+ end
+
+ local show_sumphore = Ascension.get_level() ~= 8
+
+ if CommuteGlitch.is_max() then
+ Sprite.draw_at("norman", 7 * 8, 3 * 8)
+ if show_sumphore then
+ Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
+ end
+ CommuteGlitch.draw_sprite_list(Context.walking_to_home_sprites)
+ Glitch.draw()
+ else
local norman_x = Context.fast_food_approaching and (19 * 8) or (7 * 8)
Sprite.draw_at("norman", norman_x, 3 * 8)
+ if show_sumphore then
+ Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
+ end
if Context.fast_food_eaten_today < 3 then
- Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
+ Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
end
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
+ CommuteGlitch.draw_sprite_list(Context.walking_to_home_sprites)
+ if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6 then
+ Glitch.draw()
+ end
+ end
+
+ if CommuteGlitch.is_max() then
+ CommuteGlitch.draw_background_flicker()
+ end
+
+ if Ascension.get_level() == 8 then
+ CommuteGlitch.draw_background_flicker()
+ Glitch.draw()
end
end
})
diff --git a/inc/screen/screen.walking_to_office.lua b/inc/screen/screen.walking_to_office.lua
index 44cd7d1..082d056 100644
--- a/inc/screen/screen.walking_to_office.lua
+++ b/inc/screen/screen.walking_to_office.lua
@@ -8,8 +8,6 @@ Screen.register({
"eating_fast_food",
},
init = function()
- Audio.music_play_room_work()
-
local possible_sprites = {
"matrix_trinity",
"matrix_neo",
@@ -30,22 +28,35 @@ Screen.register({
{x = 27 * 8, y = 11 * 8},
}
- Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions)
+ if CommuteGlitch.is_max() 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_max() and "" or "street"
end,
- background = "street",
update = function()
end,
draw = function()
local w = Window.get_current_id()
if w == "game" or w == "discussion" then
local norman_x = Context.fast_food_approaching and (19 * 8) or (7 * 8)
+ local show_sumphore = Ascension.get_level() ~= 8
Sprite.draw_at("norman", norman_x, 3 * 8)
- Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
- if Context.fast_food_eaten_today < 3 then
- Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
+ if show_sumphore then
+ Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
end
- Sprite.draw_at("dev_guard", 22 * 8, 3 * 8)
+ 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
diff --git a/inc/sprite/sprite.manager.lua b/inc/sprite/sprite.manager.lua
index 2e7350e..a91f60c 100644
--- a/inc/sprite/sprite.manager.lua
+++ b/inc/sprite/sprite.manager.lua
@@ -80,7 +80,7 @@ function Sprite.draw_list(sprite_list)
for _, sprite_info in ipairs(sprite_list) do
local sprite_data = _sprites[sprite_info.id]
if not sprite_data then
- trace("Error: Attempted to draw non-registered sprite with id: " .. sprite_info.id)
+ trace("Error: Attempted to draw non-registered sprite with id: " .. tostring(sprite_info.id))
else
draw_sprite_instance(sprite_data, sprite_info)
end
diff --git a/inc/sprite/sprite.norman_echo.lua b/inc/sprite/sprite.norman_echo.lua
new file mode 100644
index 0000000..b572d55
--- /dev/null
+++ b/inc/sprite/sprite.norman_echo.lua
@@ -0,0 +1,14 @@
+-- Norman echo: same tile indices as norman.
+-- Color remap is applied by CommuteGlitch.draw_sprite_list via pal().
+-- Implementer: set ECHO_SRC/ECHO_DST in logic.commute_glitch.lua after inspecting the palette.
+Sprite.register({
+ id = "norman_echo",
+ sprites = {
+ { s = 272, x_offset = -4, y_offset = -4 },
+ { s = 273, x_offset = 4, y_offset = -4 },
+ { s = 288, x_offset = -4, y_offset = 4 },
+ { s = 289, x_offset = 4, y_offset = 4 },
+ { s = 304, x_offset = -4, y_offset = 12 },
+ { s = 305, x_offset = 4, y_offset = 12 },
+ }
+})
diff --git a/inc/system/system.debug.lua b/inc/system/system.debug.lua
new file mode 100644
index 0000000..1c6f951
--- /dev/null
+++ b/inc/system/system.debug.lua
@@ -0,0 +1,65 @@
+-- Debug helper: start the game at a specific ascension level.
+-- Set enabled = true and asc_level = 0..Ascension.get_max_level() before launching.
+ContextDebug = {
+ enabled = false,
+ asc_level = 0,
+}
+
+local _level_overrides = {
+ [0] = {
+ day_count = 1,
+ home_norman_visible = true,
+ have_been_to_office = false,
+ have_done_work_today = false,
+ have_met_sumphore = false,
+ },
+}
+for i = 1, Ascension.get_max_level() do
+ _level_overrides[i] = {
+ day_count = i + 3,
+ home_norman_visible = true,
+ have_been_to_office = false,
+ have_done_work_today = false,
+ have_met_sumphore = true,
+ }
+end
+
+--- Returns Context.initial_data() overridden for the given ascension level.
+--- @within Context
+--- @param level number Target ascension level (0..Ascension.get_max_level()).
+--- @return table Debug-patched initial context data.
+function Context.initial_data_debug_asc(level)
+ local data = Context.initial_data()
+ data.test_mode = false
+ data.game_in_progress = true
+ data.ascension = { level = level }
+ local overrides = _level_overrides[level] or _level_overrides[0]
+ for k, v in pairs(overrides) do
+ data[k] = v
+ end
+ return data
+end
+
+for i = 0, Ascension.get_max_level() do
+ Context["initial_data_debug_asc_" .. i] = function()
+ return Context.initial_data_debug_asc(i)
+ end
+end
+
+--- Starts the game at the given ascension level (defaults to ContextDebug.asc_level).
+--- Wire this to a key or call it directly; do not use Context.new_game() when debugging.
+--- @within Context
+--- @param level number|nil Target ascension level.
+function Context.new_game_debug(level)
+ ContextDebug.enabled = true
+ ContextDebug.asc_level = level or ContextDebug.asc_level
+
+ local data = Context["initial_data_debug_asc_" .. ContextDebug.asc_level]()
+ for k in pairs(Context) do
+ if type(Context[k]) ~= "function" then Context[k] = nil end
+ end
+ for k, v in pairs(data) do Context[k] = v end
+
+ MenuWindow.refresh_menu_items()
+ Screen.get_by_id(Context.game.current_screen).init()
+end
diff --git a/inc/system/system.ui.lua b/inc/system/system.ui.lua
index 87f70c3..a02b448 100644
--- a/inc/system/system.ui.lua
+++ b/inc/system/system.ui.lua
@@ -9,53 +9,79 @@ function UI.draw_top_bar(title)
end
--- Draws a menu.
+--- Items with header=true are drawn as non-selectable section headers in small font.
--- @within UI
--- @param items table A table of menu items.
--- @param selected_item number The index of the currently selected item.
--- @param x number The x-coordinate for the menu (ignored if centered is true).
--- @param y number The y-coordinate for the menu.
--- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.
-function UI.draw_menu(items, selected_item, x, y, centered)
+--- @param[opt] scroll_offset number 0-based index of the first visible item. Defaults to 0.
+--- @param[opt] visible_count number Maximum number of items to draw. Defaults to all.
+function UI.draw_menu(items, selected_item, x, y, centered, scroll_offset, visible_count)
+ scroll_offset = scroll_offset or 0
+ visible_count = visible_count or #items
+
if centered then
local max_w = 0
for _, item in ipairs(items) do
- local w = print(item.label, 0, -10, 0, false, 1, false)
- if w > max_w then max_w = w end
+ if not item.header then
+ local w = print(item.label, 0, -10, 0, false, 1, false)
+ if w > max_w then max_w = w end
+ end
end
x = (Config.screen.width - max_w) / 2
end
- for i, item in ipairs(items) do
- local current_y = y + (i-1)*10
- if i == selected_item then
- Print.text(">", x - 8, current_y, Config.colors.light_blue)
+ local current_y = y
+ for i = scroll_offset + 1, math.min(#items, scroll_offset + visible_count) do
+ local item = items[i]
+ if item.header then
+ Print.text(item.label, x, current_y, Config.colors.dark_grey, true, 1)
+ current_y = current_y + 8
+ else
+ if i == selected_item then
+ Print.text(">", x - 8, current_y, Config.colors.light_blue)
+ end
+ Print.text(item.label, x, current_y, Config.colors.light_blue)
+ current_y = current_y + 10
end
- Print.text(item.label, x, current_y, Config.colors.light_blue)
end
end
---- Updates menu selection.
+--- Updates menu selection. Skips items with header=true during navigation.
--- @within UI
--- @param items table A table of menu items.
--- @param selected_item number The current index of the selected item.
--- @param[opt] x number Menu x position (required for mouse support).
--- @param[opt] y number Menu y position (required for mouse support).
--- @param[opt] centered boolean Whether the menu is centered horizontally.
+--- @param[opt] scroll_offset number 0-based index of the first visible item. Defaults to 0.
+--- @param[opt] visible_count number Number of visible items (for mouse hit zones). Defaults to all.
--- @return number selected_item The updated index of the selected item.
--- @return boolean mouse_confirmed True if the user clicked on a menu item.
-function UI.update_menu(items, selected_item, x, y, centered)
+function UI.update_menu(items, selected_item, x, y, centered, scroll_offset, visible_count)
+ scroll_offset = scroll_offset or 0
+ visible_count = visible_count or #items
+ local n = #items
+
+ local function find_selectable(start, dir)
+ local idx = start
+ for _ = 1, n do
+ if not items[idx].header then return idx end
+ idx = (idx - 1 + dir + n) % n + 1
+ end
+ return start
+ end
+
if Input.up() then
Audio.sfx_beep()
- selected_item = selected_item - 1
- if selected_item < 1 then
- selected_item = #items
- end
+ local prev = (selected_item - 2 + n) % n + 1
+ selected_item = find_selectable(prev, -1)
elseif Input.down() then
Audio.sfx_beep()
- selected_item = selected_item + 1
- if selected_item > #items then
- selected_item = 1
- end
+ local next_i = selected_item % n + 1
+ selected_item = find_selectable(next_i, 1)
end
if x ~= nil and y ~= nil then
@@ -63,15 +89,23 @@ function UI.update_menu(items, selected_item, x, y, centered)
if centered then
local max_w = 0
for _, item in ipairs(items) do
- local w = print(item.label, 0, -10, 0, false, 1, false)
- if w > max_w then max_w = w end
+ if not item.header then
+ local w = print(item.label, 0, -10, 0, false, 1, false)
+ if w > max_w then max_w = w end
+ end
end
menu_x = (Config.screen.width - max_w) / 2
end
- for i, _ in ipairs(items) do
- if Mouse.zone({ x = menu_x - 8, y = y + (i-1) * 10, w = Config.screen.width, h = 10 }) then
- return i, true
+ local current_y = y
+ for i = scroll_offset + 1, math.min(n, scroll_offset + visible_count) do
+ local item = items[i]
+ local step = item.header and 8 or 10
+ if not item.header then
+ if Mouse.zone({ x = menu_x - 8, y = current_y, w = Config.screen.width, h = 10 }) then
+ return i, true
+ end
end
+ current_y = current_y + step
end
end
diff --git a/inc/window/window.ascend_debug.lua b/inc/window/window.ascend_debug.lua
new file mode 100644
index 0000000..f0b1c03
--- /dev/null
+++ b/inc/window/window.ascend_debug.lua
@@ -0,0 +1,41 @@
+--- @section AscendDebugWindow
+local _level = 0
+
+--- Initialises the ASCEND debug start window.
+--- @within AscendDebugWindow
+function AscendDebugWindow.init()
+ _level = 0
+end
+
+--- Draws the ASCEND debug start window.
+--- @within AscendDebugWindow
+function AscendDebugWindow.draw()
+ UI.draw_top_bar("ASCEND Debug Start")
+
+ local cx = Config.screen.width / 2
+ local cy = Config.screen.height / 2
+
+ local left_arrow = _level > 0 and "<- " or " "
+ local right_arrow = _level < Ascension.get_max_level() and " ->" or " "
+ local label = left_arrow .. "Start at: " .. _level .. right_arrow
+ Print.text_center(label, cx, cy - 4, Config.colors.white, false, 1)
+
+ Print.text_center("Z/select: start X/back: menu", cx, Config.screen.height - 10, Config.colors.dark_grey, false, 1)
+end
+
+--- Updates the ASCEND debug start window logic.
+--- @within AscendDebugWindow
+function AscendDebugWindow.update()
+ if Input.left() then
+ _level = math.max(0, _level - 1)
+ elseif Input.right() then
+ _level = math.min(Ascension.get_max_level(), _level + 1)
+ elseif Input.select() then
+ Audio.sfx_select()
+ Context.new_game_debug(_level)
+ GameWindow.set_state("game")
+ elseif Input.back() then
+ Audio.sfx_deselect()
+ GameWindow.set_state("menu")
+ end
+end
diff --git a/inc/window/window.credits.lua b/inc/window/window.credits.lua
index 174dbd8..d348775 100644
--- a/inc/window/window.credits.lua
+++ b/inc/window/window.credits.lua
@@ -33,7 +33,7 @@ local RASTER_Y_BOT = 110
local AUTHORS = {
"Mr. Zero - Zsolt Tasnadi",
- "Mr. One - Balazs Tari",
+ "Mr. One - Ballz",
"Mr. Two - Zoltan Timar",
"Mr. Three - Bela Mezo",
}
diff --git a/inc/window/window.end.lua b/inc/window/window.end.lua
index 25c56fe..185387f 100644
--- a/inc/window/window.end.lua
+++ b/inc/window/window.end.lua
@@ -5,89 +5,33 @@
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 cx = Config.screen.width / 2
+ local name = Context.player_name or "AAA"
+ local code = CodeGenerator.encrypt(name)
- 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
+ Print.text_center("~ GOOD ENDING ~", cx, 8, Config.colors.light_blue)
+ Print.text_center("Congratulations, " .. name .. "!", cx, 20, Config.colors.white)
- 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
+ rectb(40, 29, 160, 36, Config.colors.blue)
+ Print.text_center("your code", cx, 33, Config.colors.light_grey)
+ Print.text_center(code, cx, 44, Config.colors.white, false, 2)
- local yes_text = (Context._end.selection == 1 and "> YES" or " YES")
- local no_text = (Context._end.selection == 2 and "> NO" or " NO")
+ Print.text_center("Write it down!", cx, 70, Config.colors.item)
- 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)
+ line(20, 82, 219, 82, Config.colors.dark_grey)
+ Print.text_center("To continue via telnet:", cx, 87, Config.colors.light_grey)
+ Print.text_center("games.teletype.hu 2324", cx, 98, Config.colors.white)
+ line(20, 110, 219, 110, Config.colors.dark_grey)
- Print.text_center("~ GOOD ENDING ~", cx, 8, Config.colors.light_blue)
- Print.text_center("Congratulations, " .. name .. "!", cx, 20, Config.colors.white)
-
- rectb(40, 29, 160, 36, Config.colors.blue)
- Print.text_center("your code", cx, 33, Config.colors.light_grey)
- Print.text_center(code, cx, 44, Config.colors.white, false, 2)
-
- Print.text_center("Write it down!", cx, 70, Config.colors.item)
-
- line(20, 82, 219, 82, Config.colors.dark_grey)
- Print.text_center("To continue via telnet:", cx, 87, Config.colors.light_grey)
- Print.text_center("games.teletype.hu 2324", cx, 98, Config.colors.white)
- line(20, 110, 219, 110, Config.colors.dark_grey)
-
- Print.text_center("Press Z to return to menu", cx, 116, Config.colors.dark_grey)
- end
+ Print.text_center("Press Z to return to menu", cx, 116, Config.colors.dark_grey)
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
- Window.set_current("menu")
- MenuWindow.refresh_menu_items()
- end
+ if Input.select() then
+ Context.reset()
+ Window.set_current("menu")
+ MenuWindow.refresh_menu_items()
end
end
diff --git a/inc/window/window.game.lua b/inc/window/window.game.lua
index c143377..b2f348c 100644
--- a/inc/window/window.game.lua
+++ b/inc/window/window.game.lua
@@ -6,7 +6,8 @@ local function draw_game_scene(underlay_draw)
local screen = Screen.get_by_id(Context.game.current_screen)
if not screen then return end
if screen.background then
- Map.draw(screen.background)
+ local actual_background = (type(screen.background) == "function" and screen.background()) or screen.background
+ Map.draw(actual_background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
diff --git a/inc/window/window.menu.lua b/inc/window/window.menu.lua
index 6c2b524..5013d18 100644
--- a/inc/window/window.menu.lua
+++ b/inc/window/window.menu.lua
@@ -5,6 +5,7 @@ local _anim = 0
local _menu_max_w = 0
local ANIM_SPEED = 2.5
local HEADER_H = 28
+MenuWindow._scroll_offset = 0
--- Calculates the animated x position of the menu block.
--- @within MenuWindow
@@ -45,6 +46,17 @@ function MenuWindow.draw_norman()
spr(305, nx + 32, ny + 64, Config.colors.transparent, 4)
end
+--- Adjusts _scroll_offset so the selected item is within the visible window.
+--- @within MenuWindow
+function MenuWindow.ensure_visible()
+ local sel = Context.current_menu_item
+ if sel <= MenuWindow._scroll_offset then
+ MenuWindow._scroll_offset = sel - 1
+ elseif sel > MenuWindow._scroll_offset + 5 then
+ MenuWindow._scroll_offset = sel - 5
+ end
+end
+
--- Draws the menu window.
--- @within MenuWindow
function MenuWindow.draw()
@@ -56,9 +68,19 @@ function MenuWindow.draw()
MenuWindow.draw_norman()
end
- local menu_h = #_menu_items * 10
- local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 10 - menu_h) / 2)
- UI.draw_menu(_menu_items, Context.current_menu_item, MenuWindow.calc_menu_x(), y, false)
+ local menu_x = MenuWindow.calc_menu_x()
+ local arrow_cx = math.floor(menu_x + _menu_max_w / 2)
+ local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 50) / 2)
+
+ if MenuWindow._scroll_offset > 0 then
+ Print.text_center("^", arrow_cx, y - 8, Config.colors.light_blue)
+ end
+
+ UI.draw_menu(_menu_items, Context.current_menu_item, menu_x, y, false, MenuWindow._scroll_offset, 5)
+
+ if MenuWindow._scroll_offset + 5 < #_menu_items then
+ Print.text_center("v", arrow_cx, y + 52, Config.colors.light_blue)
+ end
local ttg_text = "TTG"
local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false)
@@ -72,8 +94,8 @@ function MenuWindow.update()
_anim = math.min(1, _anim + ANIM_SPEED * Context.delta_time)
end
- local menu_h = #_menu_items * 10
- local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 10 - menu_h) / 2)
+ local menu_x = MenuWindow.calc_menu_x()
+ local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 50) / 2)
if _click_timer > 0 then
_click_timer = _click_timer - Context.delta_time
@@ -87,8 +109,9 @@ function MenuWindow.update()
return
end
- local new_item, mouse_confirmed = UI.update_menu(_menu_items, Context.current_menu_item, MenuWindow.calc_menu_x(), y, false)
+ local new_item, mouse_confirmed = UI.update_menu(_menu_items, Context.current_menu_item, menu_x, y, false, MenuWindow._scroll_offset, 5)
Context.current_menu_item = new_item
+ MenuWindow.ensure_visible()
if mouse_confirmed then
Audio.sfx_select()
@@ -179,6 +202,19 @@ function MenuWindow.ddr_test()
MinigameDDRWindow.start("menu", "generated", { special_mode = "only_nothing" })
end
+--- Opens the ASCEND debug start window.
+--- @within MenuWindow
+function MenuWindow.ascend_debug()
+ AscendDebugWindow.init()
+ GameWindow.set_state("ascend_debug")
+end
+
+--- Triggers the Level Up flash animation for testing.
+--- @within MenuWindow
+function MenuWindow.level_up_flash()
+ Ascension.start_flash()
+end
+
--- Refreshes the list of menu items based on current game state.
--- @within MenuWindow
function MenuWindow.refresh_menu_items()
@@ -193,9 +229,12 @@ function MenuWindow.refresh_menu_items()
table.insert(_menu_items, {label = "Credits", decision = MenuWindow.credits})
if Context.test_mode then
+ table.insert(_menu_items, {label = "Debug Menu", header = true})
+ table.insert(_menu_items, {label = "Level Up Flash", decision = MenuWindow.level_up_flash})
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
+ table.insert(_menu_items, {label = "Start at ASCEND N", decision = MenuWindow.ascend_debug})
table.insert(_menu_items, {label = "End Screen", decision = MenuWindow.end_screen})
table.insert(_menu_items, {label = "Player Name", decision = MenuWindow.player_name})
end
@@ -204,11 +243,14 @@ function MenuWindow.refresh_menu_items()
_menu_max_w = 0
for _, item in ipairs(_menu_items) do
- local w = print(item.label, 0, -10, 0, false, 1, false)
- if w > _menu_max_w then _menu_max_w = w end
+ if not item.header then
+ local w = print(item.label, 0, -10, 0, false, 1, false)
+ if w > _menu_max_w then _menu_max_w = w end
+ end
end
Context.current_menu_item = 1
+ MenuWindow._scroll_offset = 0
_click_timer = 0
_anim = 0
end
diff --git a/inc/window/window.register.lua b/inc/window/window.register.lua
index a969b59..00731bf 100644
--- a/inc/window/window.register.lua
+++ b/inc/window/window.register.lua
@@ -22,6 +22,9 @@ Window.register("controls", ControlsWindow)
AudioTestWindow = {}
Window.register("audiotest", AudioTestWindow)
+AscendDebugWindow = {}
+Window.register("ascend_debug", AscendDebugWindow)
+
MinigameButtonMashWindow = {}
Window.register("minigame_button_mash", MinigameButtonMashWindow)