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

@@ -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
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@@ -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
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@@ -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