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