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

@@ -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