refact
This commit is contained in:
@@ -15,6 +15,7 @@ globals = {
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"Context",
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"Meter",
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"Minigame",
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"Window",
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"SplashWindow",
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"IntroWindow",
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"MenuWindow",
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21
impostor.inc
21
impostor.inc
@@ -1,10 +1,16 @@
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meta/meta.header.lua
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init/init.modules.lua
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init/init.module.lua
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init/init.config.lua
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init/init.minigames.lua
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init/init.meters.lua
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init/init.minigame.lua
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init/init.meter.lua
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init/init.window.lua
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init/init.context.lua
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system/system.util.lua
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init/init.windows.lua
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system/system.print.lua
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system/system.input.lua
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system/system.ui.lua
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audio/audio.manager.lua
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audio/audio.songs.lua
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sprite/sprite.manager.lua
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sprite/sprite.norman.lua
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situation/situation.manager.lua
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@@ -27,12 +33,7 @@ screen/screen.toilet.lua
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screen/screen.walking_to_office.lua
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screen/screen.office.lua
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screen/screen.walking_to_home.lua
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init/init.context.lua
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data/data.songs.lua
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system/system.print.lua
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system/system.input.lua
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system/system.audio.lua
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system/system.ui.lua
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window/window.manager.lua
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window/window.splash.lua
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window/window.intro.lua
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window/window.menu.lua
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@@ -2,6 +2,7 @@ Decision.register({
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id = "have_a_coffee",
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label = "Have a Coffee",
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handle = function()
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Situation.apply("drink_coffee")
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local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
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Context.game.current_situation = new_situation_id
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end,
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})
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@@ -33,6 +33,37 @@ end
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--- Gets all registered decisions.
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-- @return table A table of all registered decisions.
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function Decision.get_all()
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function Decision.get_all_registered()
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return _decisions
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end
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--- Gets decision objects based on a screen's data.
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-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
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-- @return table A table containing decision objects relevant to the screen.
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function Decision.get_for_screen(screen_data)
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if not screen_data or not screen_data.decisions then
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return {}
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end
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local screen_decisions = {}
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for _, decision_id in ipairs(screen_data.decisions) do
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local decision = Decision.get(decision_id)
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if decision then
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table.insert(screen_decisions, decision)
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end
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end
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return screen_decisions
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end
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--- Filters a list of decision objects based on their condition function.
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-- @param decisions_list table A table of decision objects.
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-- @return table A new table containing only the decisions for which condition() is true.
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function Decision.filter_available(decisions_list)
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local available = {}
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for _, decision in ipairs(decisions_list) do
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if decision and decision.condition() then
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table.insert(available, decision)
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end
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end
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return available
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end
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@@ -1,5 +1,5 @@
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Decision.register({
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id = "play_button_mash",
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label = "Play Button Mash",
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handle = function() Meter.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
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handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end,
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})
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@@ -1,5 +1,5 @@
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Decision.register({
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id = "play_ddr",
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label = "Play DDR (Random)",
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handle = function() Meter.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
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handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
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})
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@@ -1,5 +1,5 @@
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Decision.register({
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id = "play_rhythm",
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label = "Play Rhythm Game",
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handle = function() Meter.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
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handle = function() Meter.hide() MinigameRhythmWindow.start("game") end,
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})
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@@ -1,34 +1,35 @@
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local DEFAULT_CONFIG = {
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screen = {
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width = 240,
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height = 136
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},
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colors = {
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black = 0,
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light_grey = 13,
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dark_grey = 14,
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red = 2,
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green = 6,
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blue = 9,
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white = 12,
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item = 12,
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meter_bg = 12
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},
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player = {
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sprite_id = 1
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},
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timing = {
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splash_duration = 120
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}
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}
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Config = {}
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-- Game configuration settings.
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Config = {
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screen = DEFAULT_CONFIG.screen,
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colors = DEFAULT_CONFIG.colors,
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player = DEFAULT_CONFIG.player,
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timing = DEFAULT_CONFIG.timing,
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}
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function Config.initial_data()
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return {
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screen = {
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width = 240,
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height = 136
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},
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colors = {
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black = 0,
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light_grey = 13,
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dark_grey = 14,
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red = 2,
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green = 6,
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blue = 9,
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white = 12,
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item = 12,
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meter_bg = 12
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},
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timing = {
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splash_duration = 120
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}
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}
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end
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--- Restores default configuration settings.
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function Config.reset()
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local initial = Config.initial_data()
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Config.screen = initial.screen
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Config.colors = initial.colors
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Config.timing = initial.timing
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end
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local CONFIG_SAVE_BANK = 7
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local CONFIG_MAGIC_VALUE_ADDRESS = 2
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@@ -38,6 +39,7 @@ local CONFIG_MAGIC_VALUE = 0xDE
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--- Saves the current configuration.
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function Config.save()
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mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
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mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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end
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--- Loads saved configuration.
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@@ -45,13 +47,8 @@ function Config.load()
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if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
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Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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else
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Config.restore_defaults()
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Config.reset()
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end
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end
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--- Restores default configuration settings.
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function Config.restore_defaults()
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Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
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end
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Config.load()
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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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13
inc/init/init.module.lua
Normal file
13
inc/init/init.module.lua
Normal file
@@ -0,0 +1,13 @@
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Window = {}
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Util = {}
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Meter = {}
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Minigame = {}
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Decision = {}
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Situation = {}
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Screen = {}
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Map = {}
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UI = {}
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Print = {}
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Input = {}
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Sprite = {}
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Audio = {}
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@@ -1,22 +0,0 @@
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SplashWindow = {}
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IntroWindow = {}
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MenuWindow = {}
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GameWindow = {}
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PopupWindow = {}
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ConfigurationWindow = {}
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AudioTestWindow = {}
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MinigameButtonMashWindow = {}
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MinigameRhythmWindow = {}
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MinigameDDRWindow = {}
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Util = {}
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Meter = {}
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Minigame = {}
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Decision = {}
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Situation = {}
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Screen = {}
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Map = {}
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UI = {}
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Print = {}
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Input = {}
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Sprite = {}
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Audio = {}
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0
inc/init/init.window.lua
Normal file
0
inc/init/init.window.lua
Normal file
@@ -1,10 +0,0 @@
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local WINDOW_SPLASH = 0
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local WINDOW_INTRO = 1
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local WINDOW_MENU = 2
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local WINDOW_GAME = 3
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local WINDOW_POPUP = 4
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local WINDOW_CONFIGURATION = 7
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local WINDOW_MINIGAME_BUTTON_MASH = 8
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local WINDOW_MINIGAME_RHYTHM = 9
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local WINDOW_MINIGAME_DDR = 10
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local WINDOW_AUDIOTEST = 9001
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@@ -24,3 +24,9 @@ end
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function Screen.get_by_id(screen_id)
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return _screens[screen_id]
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end
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--- Gets all registered screens.
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-- @return table A table containing all registered screen data, indexed by their IDs.
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function Screen.get_all()
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return _screens
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end
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@@ -22,25 +22,44 @@ end
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--- Gets a situation by ID.
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-- @param id string The situation ID.
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-- @return table The situation table or nil.
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function Situation.get(id)
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function Situation.get_by_id(id)
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return _situations[id]
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end
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--- Applies a situation.
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--- Gets all registered situations, optionally filtered by screen ID.
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-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
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-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
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function Situation.get_all(screen_id)
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if screen_id then
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local filtered_situations = {}
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for _, situation in pairs(_situations) do
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if situation.screen_id == screen_id then
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table.insert(filtered_situations, situation)
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end
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end
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return filtered_situations
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end
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return _situations
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end
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--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
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-- @param id string The situation ID to apply.
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function Situation.apply(id)
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local situation = Situation.get(id)
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-- @param current_screen_id string The ID of the currently active screen.
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-- @return string|nil The ID of the applied situation if successful, otherwise nil.
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function Situation.apply(id, current_screen_id)
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local situation = Situation.get_by_id(id)
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local screen = Screen.get_by_id(current_screen_id)
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if not situation then
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trace("Error: No situation found with id: " .. id)
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return
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return nil
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end
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local current_screen_obj = Screen.get_by_id(Context.current_screen)
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if current_screen_obj and not current_screen_obj.situations[id] then
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trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. Context.current_screen .. ").")
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return
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if Util.contains(screen.situations, id) then
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situation.handle()
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return id
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else
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trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
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return nil
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end
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Context.current_situation = id
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situation.handle()
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end
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@@ -1,4 +1,5 @@
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local _sprites = {}
|
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local _active_sprites = {}
|
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|
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--- 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)
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return
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end
|
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|
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Context.sprites[id] = {
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_active_sprites[id] = {
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id = id,
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x = x,
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y = y,
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@@ -43,16 +44,16 @@ end
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--- Hides a displayed sprite.
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-- @param id string The unique identifier of the sprite.
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function Sprite.hide(id)
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Context.sprites[id] = nil
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_active_sprites[id] = nil
|
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end
|
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|
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--- Draws all scheduled sprites.
|
||||
function Sprite.draw()
|
||||
for id, params in pairs(Context.sprites) do
|
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for id, params in pairs(_active_sprites) do
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local sprite_data = _sprites[id]
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if not sprite_data then
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trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
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Context.sprites[id] = nil
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trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
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_active_sprites[id] = nil
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end
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local colorkey = params.colorkey or sprite_data.colorkey or 0
|
||||
|
||||
@@ -1,53 +1,10 @@
|
||||
local STATE_HANDLERS = {
|
||||
[WINDOW_SPLASH] = function()
|
||||
SplashWindow.update()
|
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SplashWindow.draw()
|
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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
|
||||
|
||||
@@ -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
|
||||
@@ -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.
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
64
inc/window/window.manager.lua
Normal file
64
inc/window/window.manager.lua
Normal 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)
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user