refact
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This commit is contained in:
2026-02-22 18:15:24 +01:00
parent d9febf16e0
commit 62d4863a1a
33 changed files with 328 additions and 313 deletions

View File

@@ -2,6 +2,7 @@ Decision.register({
id = "have_a_coffee",
label = "Have a Coffee",
handle = function()
Situation.apply("drink_coffee")
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
Context.game.current_situation = new_situation_id
end,
})

View File

@@ -33,6 +33,37 @@ end
--- Gets all registered decisions.
-- @return table A table of all registered decisions.
function Decision.get_all()
function Decision.get_all_registered()
return _decisions
end
--- Gets decision objects based on a screen's data.
-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
-- @return table A table containing decision objects relevant to the screen.
function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then
return {}
end
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get(decision_id)
if decision then
table.insert(screen_decisions, decision)
end
end
return screen_decisions
end
--- Filters a list of decision objects based on their condition function.
-- @param decisions_list table A table of decision objects.
-- @return table A new table containing only the decisions for which condition() is true.
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do
if decision and decision.condition() then
table.insert(available, decision)
end
end
return available
end

View File

@@ -1,5 +1,5 @@
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() Meter.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end,
})

View File

@@ -1,5 +1,5 @@
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() Meter.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
})

View File

@@ -1,5 +1,5 @@
Decision.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() Meter.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
handle = function() Meter.hide() MinigameRhythmWindow.start("game") end,
})

View File

@@ -1,34 +1,35 @@
local DEFAULT_CONFIG = {
screen = {
width = 240,
height = 136
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
red = 2,
green = 6,
blue = 9,
white = 12,
item = 12,
meter_bg = 12
},
player = {
sprite_id = 1
},
timing = {
splash_duration = 120
}
}
Config = {}
-- Game configuration settings.
Config = {
screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player,
timing = DEFAULT_CONFIG.timing,
}
function Config.initial_data()
return {
screen = {
width = 240,
height = 136
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
red = 2,
green = 6,
blue = 9,
white = 12,
item = 12,
meter_bg = 12
},
timing = {
splash_duration = 120
}
}
end
--- Restores default configuration settings.
function Config.reset()
local initial = Config.initial_data()
Config.screen = initial.screen
Config.colors = initial.colors
Config.timing = initial.timing
end
local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2
@@ -38,6 +39,7 @@ local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end
--- Loads saved configuration.
@@ -45,13 +47,8 @@ function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else
Config.restore_defaults()
Config.reset()
end
end
--- Restores default configuration settings.
function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
end
Config.load()

View File

@@ -2,66 +2,34 @@ local SAVE_GAME_BANK = 6
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
--- Global game context.
Context = {}
--- Gets initial data for Context.
-- @return table Initial context data.
local function get_initial_data()
function Context.initial_data()
return {
active_window = WINDOW_SPLASH,
intro = {
y = Config.screen.height,
speed = 0.5,
text = [[Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath the surface
— within him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.]]
},
current_screen = 1,
current_menu_item = 1,
splash_timer = Config.timing.splash_duration,
popup = {
show = false,
content = {}
},
player = {
sprite_id = Config.player.sprite_id
},
ground = {
x = 0,
y = Config.screen.height,
w = Config.screen.width,
h = 8
},
menu_items = {},
selected_menu_item = 1,
selected_decision_index = 1,
game_in_progress = false,
screens = {},
minigame_ddr = Minigame.get_default_ddr(),
minigame_button_mash = Minigame.get_default_button_mash(),
minigame_rhythm = Minigame.get_default_rhythm(),
meters = Meter.get_initial(),
--- Active sprites.
sprites = {},
--- Current situation ID.
current_situation = nil,
game = {
current_screen = "home",
current_situation = nil,
}
}
end
--- Global game context.
Context = {}
--- Resets game context to initial state.
local function reset_context_to_initial_state()
local initial_data = get_initial_data()
function Context.reset()
local initial_data = Context.initial_data()
for k in pairs(Context) do
if type(Context[k]) ~= "function" then Context[k] = nil
end
@@ -70,37 +38,20 @@ local function reset_context_to_initial_state()
for k, v in pairs(initial_data) do
Context[k] = v
end
Context.screens = {}
Context.screen_indices_by_id = {}
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do
local screen_data = Screen.get_by_id(screen_id)
if screen_data then
table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end
end
end
reset_context_to_initial_state()
--- Starts a new game.
function Context.new_game()
reset_context_to_initial_state()
Context.reset()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Context.screens[Context.current_screen].init()
Screen.get_by_id(Context.game.current_screen).init()
end
--- Saves the current game state.
function Context.save_game()
if not Context.game_in_progress then return end
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
end
--- Loads a saved game state.
@@ -109,11 +60,8 @@ function Context.load_game()
Context.new_game()
return
end
reset_context_to_initial_state()
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.reset()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Context.screens[Context.current_screen].init()
Screen.get_by_id(Context.game.current_screen).init()
end

13
inc/init/init.module.lua Normal file
View File

@@ -0,0 +1,13 @@
Window = {}
Util = {}
Meter = {}
Minigame = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Sprite = {}
Audio = {}

View File

@@ -1,22 +0,0 @@
SplashWindow = {}
IntroWindow = {}
MenuWindow = {}
GameWindow = {}
PopupWindow = {}
ConfigurationWindow = {}
AudioTestWindow = {}
MinigameButtonMashWindow = {}
MinigameRhythmWindow = {}
MinigameDDRWindow = {}
Util = {}
Meter = {}
Minigame = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Sprite = {}
Audio = {}

0
inc/init/init.window.lua Normal file
View File

View File

@@ -1,10 +0,0 @@
local WINDOW_SPLASH = 0
local WINDOW_INTRO = 1
local WINDOW_MENU = 2
local WINDOW_GAME = 3
local WINDOW_POPUP = 4
local WINDOW_CONFIGURATION = 7
local WINDOW_MINIGAME_BUTTON_MASH = 8
local WINDOW_MINIGAME_RHYTHM = 9
local WINDOW_MINIGAME_DDR = 10
local WINDOW_AUDIOTEST = 9001

View File

@@ -24,3 +24,9 @@ end
function Screen.get_by_id(screen_id)
return _screens[screen_id]
end
--- Gets all registered screens.
-- @return table A table containing all registered screen data, indexed by their IDs.
function Screen.get_all()
return _screens
end

View File

@@ -22,25 +22,44 @@ end
--- Gets a situation by ID.
-- @param id string The situation ID.
-- @return table The situation table or nil.
function Situation.get(id)
function Situation.get_by_id(id)
return _situations[id]
end
--- Applies a situation.
--- Gets all registered situations, optionally filtered by screen ID.
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
function Situation.get_all(screen_id)
if screen_id then
local filtered_situations = {}
for _, situation in pairs(_situations) do
if situation.screen_id == screen_id then
table.insert(filtered_situations, situation)
end
end
return filtered_situations
end
return _situations
end
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
-- @param id string The situation ID to apply.
function Situation.apply(id)
local situation = Situation.get(id)
-- @param current_screen_id string The ID of the currently active screen.
-- @return string|nil The ID of the applied situation if successful, otherwise nil.
function Situation.apply(id, current_screen_id)
local situation = Situation.get_by_id(id)
local screen = Screen.get_by_id(current_screen_id)
if not situation then
trace("Error: No situation found with id: " .. id)
return
return nil
end
local current_screen_obj = Screen.get_by_id(Context.current_screen)
if current_screen_obj and not current_screen_obj.situations[id] then
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. Context.current_screen .. ").")
return
if Util.contains(screen.situations, id) then
situation.handle()
return id
else
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
return nil
end
Context.current_situation = id
situation.handle()
end

View File

@@ -1,4 +1,5 @@
local _sprites = {}
local _active_sprites = {}
--- Registers a sprite definition.
-- @param sprite_data table A table containing the sprite definition.
@@ -28,7 +29,7 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
return
end
Context.sprites[id] = {
_active_sprites[id] = {
id = id,
x = x,
y = y,
@@ -43,16 +44,16 @@ end
--- Hides a displayed sprite.
-- @param id string The unique identifier of the sprite.
function Sprite.hide(id)
Context.sprites[id] = nil
_active_sprites[id] = nil
end
--- Draws all scheduled sprites.
function Sprite.draw()
for id, params in pairs(Context.sprites) do
for id, params in pairs(_active_sprites) do
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
Context.sprites[id] = nil
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
_active_sprites[id] = nil
end
local colorkey = params.colorkey or sprite_data.colorkey or 0

View File

@@ -1,53 +1,10 @@
local STATE_HANDLERS = {
[WINDOW_SPLASH] = function()
SplashWindow.update()
SplashWindow.draw()
end,
[WINDOW_INTRO] = function()
IntroWindow.update()
IntroWindow.draw()
end,
[WINDOW_MENU] = function()
MenuWindow.update()
MenuWindow.draw()
end,
[WINDOW_GAME] = function()
GameWindow.update()
GameWindow.draw()
end,
[WINDOW_POPUP] = function()
GameWindow.draw()
PopupWindow.update()
PopupWindow.draw()
end,
[WINDOW_CONFIGURATION] = function()
ConfigurationWindow.update()
ConfigurationWindow.draw()
end,
[WINDOW_AUDIOTEST] = function()
AudioTestWindow.update()
AudioTestWindow.draw()
end,
[WINDOW_MINIGAME_BUTTON_MASH] = function()
MinigameButtonMashWindow.update()
MinigameButtonMashWindow.draw()
end,
[WINDOW_MINIGAME_RHYTHM] = function()
MinigameRhythmWindow.update()
MinigameRhythmWindow.draw()
end,
[WINDOW_MINIGAME_DDR] = function()
MinigameDDRWindow.update()
MinigameDDRWindow.draw()
end,
}
local initialized_game = false
--- Initializes game state.
local function init_game()
if initialized_game then return end
Context.reset()
Window.set_current("splash") -- Set initial window using new manager
MenuWindow.refresh_menu_items()
initialized_game = true
end
@@ -56,7 +13,7 @@ end
function TIC()
init_game()
cls(Config.colors.black)
local handler = STATE_HANDLERS[Context.active_window]
local handler = Window.get_current_handler() -- Get handler from Window manager
if handler then
handler()
end

View File

@@ -12,10 +12,26 @@ end
--- Navigates to a screen by its ID.
-- @param screen_id string The ID of the screen to go to.
function Util.go_to_screen_by_id(screen_id)
local screen_index = Context.screen_indices_by_id[screen_id]
if screen_index then
Context.current_screen = screen_index
Context.selected_decision_index = 1 else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
local screen = Screen.get_by_id(screen_id)
if screen then
Context.game.current_screen = screen_id
local all_decisions_for_screen = Decision.get_for_screen(screen)
Context.game.decisions = Decision.filter_available(all_decisions_for_screen)
Context.game.selected_decision_index = 1
screen.init() -- Initialize the new screen
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end
end
-- Checks if a table contains a specific value.
-- @param t table The table to check.
-- @param value any The value to look for.
function Util.contains(t, value)
for i = 1, #t do
if t[i] == value then
return true
end
end
return false
end

View File

@@ -57,7 +57,7 @@ end
--- Navigates back from audio test window.
function AudioTestWindow.back()
Audio.sfx_deselect()
GameWindow.set_state(WINDOW_MENU)
GameWindow.set_state("menu")
end
--- Initializes audio test window.

View File

@@ -60,7 +60,7 @@ end
--- Updates configuration window logic.
function ConfigurationWindow.update()
if Input.menu_back() then
GameWindow.set_state(WINDOW_MENU)
GameWindow.set_state("menu")
return
end

View File

@@ -1,82 +1,56 @@
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
function GameWindow.draw()
local screen = Context.screens[Context.current_screen]
local screen = Screen.get_by_id(Context.game.current_screen)
Map.draw(screen.background)
UI.draw_top_bar(screen.name)
if screen and screen.decisions and #screen.decisions > 0 then
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = Decision.get(decision_id)
if decision and decision.condition() then
table.insert(available_decisions, decision)
end
end
if #available_decisions > 0 then
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
end
if #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
end
Sprite.draw()
end
--- Updates the game window logic.
function GameWindow.update()
local previous_screen_index = Context.current_screen
if Input.menu_back() then
Context.active_window = WINDOW_MENU
Context.current_window = "menu"
MenuWindow.refresh_menu_items()
return
end
if Input.up() then
Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then
Context.current_screen = #Context.screens
end
Context.selected_decision_index = 1 elseif Input.down() then
Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then
Context.current_screen = 1
end
Context.selected_decision_index = 1 end
local screen = Context.screens[Context.current_screen]
local screen = Screen.get_by_id(Context.game.current_screen)
screen.update()
if previous_screen_index ~= Context.current_screen then
screen.init()
end
if Context.current_situation then
local current_situation_obj = Situation.get(Context.current_situation)
-- Handle situations (Context.game.current_situation is still present)
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then
current_situation_obj.update()
end
end
if screen and screen.decisions and #screen.decisions > 0 then
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = Decision.get(decision_id)
if decision and decision.condition() then table.insert(available_decisions, decision)
end
end
-- Fetch and filter decisions locally
local all_decisions_for_screen = Decision.get_for_screen(screen)
_available_decisions = Decision.filter_available(all_decisions_for_screen)
if #available_decisions == 0 then return end
if #_available_decisions == 0 then return end
local new_selected_decision_index = UI.update_decision_selector(
available_decisions,
Context.selected_decision_index
)
local new_selected_decision_index = UI.update_decision_selector(
_available_decisions,
_selected_decision_index
)
if new_selected_decision_index ~= Context.selected_decision_index then
Context.selected_decision_index = new_selected_decision_index
end
if new_selected_decision_index ~= _selected_decision_index then
_selected_decision_index = new_selected_decision_index
end
if Input.select() then
local selected_decision = available_decisions[Context.selected_decision_index]
if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
end
if Input.select() then
local selected_decision = _available_decisions[_selected_decision_index]
if selected_decision and selected_decision.handle then
Audio.sfx_select()
selected_decision.handle()
end
end
end
@@ -84,5 +58,5 @@ end
--- Sets the active window.
-- @param new_state number The ID of the new active window.
function GameWindow.set_state(new_state)
Context.active_window = new_state
Context.current_window = new_state
end

View File

@@ -1,23 +1,38 @@
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the intro window.
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green)
end
--- Updates the intro window logic.
function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed
IntroWindow.y = IntroWindow.y - IntroWindow.speed
local lines = 1
for _ in string.gmatch(Context.intro.text, "\n") do
for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1
end
if Context.intro.y < -lines * 8 then
GameWindow.set_state(WINDOW_MENU)
if IntroWindow.y < -lines * 8 then
GameWindow.set_state("menu")
end
if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU)
GameWindow.set_state("menu")
end
end

View File

@@ -0,0 +1,64 @@
local _windows = {}
--- Registers a window table.
-- @param id string The ID of the window (e.g., "splash", "menu").
-- @param window_table table The actual window module table (e.g., SplashWindow).
function Window.register(id, window_table)
_windows[id] = window_table
end
--- Retrieves a registered window table by its ID.
-- @param id string The ID of the window.
-- @return table The window module table.
function Window.get(id)
return _windows[id]
end
--- Sets the currently active window.
-- @param id string The ID of the window to activate.
function Window.set_current(id)
Context.current_window = id
end
--- Gets the ID of the currently active window.
-- @return string The ID of the active window.
function Window.get_current_id()
return Context.current_window
end
--- Gets the handler function for the currently active window.
-- This function is used by the main game loop to update and draw the active window.
-- @return function A function that updates and draws the current window.
function Window.get_current_handler()
local window_table = Window.get(Context.current_window)
if window_table and window_table.update and window_table.draw then
return function()
window_table.update()
window_table.draw()
end
else
-- Fallback handler for unregistered or incomplete windows
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
end
end
SplashWindow = {}
IntroWindow = {}
MenuWindow = {}
GameWindow = {}
PopupWindow = {}
ConfigurationWindow = {}
AudioTestWindow = {}
MinigameButtonMashWindow = {}
MinigameRhythmWindow = {}
MinigameDDRWindow = {}
-- Registration of all window modules
Window.register("splash", SplashWindow)
Window.register("intro", IntroWindow)
Window.register("menu", MenuWindow)
Window.register("game", GameWindow)
Window.register("popup", PopupWindow)
Window.register("configuration", ConfigurationWindow)
Window.register("audiotest", AudioTestWindow)
Window.register("minigame_button_mash", MinigameButtonMashWindow)
Window.register("minigame_rhythm", MinigameRhythmWindow)
Window.register("minigame_ddr", MinigameDDRWindow)

View File

@@ -1,15 +1,17 @@
local _menu_items = {}
--- Draws the menu window.
function MenuWindow.draw()
UI.draw_top_bar("Main Menu")
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
end
--- Updates the menu window logic.
function MenuWindow.update()
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
if Input.menu_confirm() then
local selected_item = Context.menu_items[Context.selected_menu_item]
local selected_item = _menu_items[Context.current_menu_item]
if selected_item and selected_item.decision then
Audio.sfx_select()
selected_item.decision()
@@ -19,12 +21,12 @@ end
--- Starts a new game from the menu.
function MenuWindow.new_game()
Context.new_game() GameWindow.set_state(WINDOW_GAME)
Context.new_game() GameWindow.set_state("game")
end
--- Loads a game from the menu.
function MenuWindow.load_game()
Context.load_game() GameWindow.set_state(WINDOW_GAME)
Context.load_game() GameWindow.set_state("game")
end
--- Saves the current game from the menu.
@@ -33,7 +35,7 @@ function MenuWindow.save_game()
--- Resumes the game from the menu.
function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME)
GameWindow.set_state("game")
end
--- Exits the game.
@@ -44,27 +46,28 @@ end
--- Opens the configuration menu.
function MenuWindow.configuration()
ConfigurationWindow.init()
GameWindow.set_state(WINDOW_CONFIGURATION)
GameWindow.set_state("configuration")
end
--- Opens the audio test menu.
function MenuWindow.audio_test()
AudioTestWindow.init()
GameWindow.set_state(WINDOW_AUDIOTEST)
GameWindow.set_state("audiotest")
end
--- Refreshes menu items.
function MenuWindow.refresh_menu_items()
Context.menu_items = {}
_menu_items = {}
if Context.game_in_progress then
table.insert(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", decision = MenuWindow.save_game})
table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game})
end
table.insert(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.selected_menu_item = 1 end
Context.current_menu_item = 1
end

View File

@@ -10,7 +10,7 @@ end
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
Context.minigame_ddr.return_window = return_window or "game"
Context.minigame_ddr.debug_song_key = song_key
if song_key and Songs and Songs[song_key] then
Context.minigame_ddr.current_song = Songs[song_key]
@@ -25,7 +25,7 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.debug_status = "Random mode"
end
end
Context.active_window = WINDOW_MINIGAME_DDR
Context.current_window = "minigame_ddr"
end
--- Spawns a random arrow.
@@ -101,7 +101,7 @@ function MinigameDDRWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Context.active_window = mg.return_window
Context.current_window = mg.return_window
return
end
mg.frame_counter = mg.frame_counter + 1
@@ -109,7 +109,7 @@ function MinigameDDRWindow.update()
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
Meter.on_minigame_complete()
Meter.show()
Context.active_window = mg.return_window
Context.current_window = mg.return_window
return
end
end
@@ -196,11 +196,11 @@ function MinigameDDRWindow.draw()
print("DDR ERROR: Context not initialized", 10, 10, 12)
print("Press Z to return", 10, 20, 12)
if Input.select() then
Context.active_window = WINDOW_GAME
Context.current_window = "game"
end
return
end
if mg.return_window == WINDOW_GAME then
if mg.return_window == "game" then
GameWindow.draw()
end
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)

View File

@@ -9,8 +9,8 @@ end
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
Context.minigame_button_mash.return_window = return_window or "game"
Context.current_window = "minigame_button_mash"
end
--- Updates button mash minigame logic.
@@ -26,7 +26,7 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Context.active_window = mg.return_window
Context.current_window = mg.return_window
return
end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
@@ -42,7 +42,7 @@ end
--- Draws button mash minigame.
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
if mg.return_window == WINDOW_GAME then
if mg.return_window == "game" then
GameWindow.draw()
end
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)

View File

@@ -9,8 +9,8 @@ end
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_RHYTHM
Context.minigame_rhythm.return_window = return_window or "game"
Context.current_window = "minigame_rhythm"
end
--- Updates rhythm minigame logic.
@@ -48,7 +48,7 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then
Meter.on_minigame_complete()
Meter.show()
Context.active_window = mg.return_window
Context.current_window = mg.return_window
return
end
if mg.button_pressed_timer > 0 then
@@ -59,7 +59,7 @@ end
--- Draws rhythm minigame.
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
if mg.return_window == WINDOW_GAME then
if mg.return_window == "game" then
GameWindow.draw()
end
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)

View File

@@ -9,12 +9,12 @@ local LINE_HEIGHT = 8
-- @param content_strings table A table of strings to display in the popup.
function PopupWindow.show(content_strings)
Context.popup.show = true
Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
Context.popup.content = content_strings or {} GameWindow.set_state("popup") end
--- Hides the popup window.
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
Context.popup.content = {} GameWindow.set_state("game") end
--- Updates popup window logic.
function PopupWindow.update()

View File

@@ -11,6 +11,6 @@ end
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then
GameWindow.set_state(WINDOW_INTRO)
GameWindow.set_state("intro")
end
end