From 76964f872de3c2d8588a89c9f402dca90b80e5ff Mon Sep 17 00:00:00 2001 From: Zsolt Tasnadi Date: Sat, 21 Feb 2026 23:53:36 +0100 Subject: [PATCH] docs --- .luacheckrc | 1 + inc/data/data.songs.lua | 14 +++++++--- inc/decision/decision.manager.lua | 7 +++++ inc/init/init.config.lua | 6 ++++- inc/init/init.context.lua | 11 ++++++++ inc/init/init.meters.lua | 14 ++++++++++ inc/init/init.minigames.lua | 20 ++++++++++++++ inc/map/map.manager.lua | 13 ++++++++- inc/screen/screen.manager.lua | 11 ++++++++ inc/situation/situation.manager.lua | 11 +++++++- inc/sprite/sprite.manager.lua | 24 ++++++++++++----- inc/sprite/sprite.norman.lua | 14 +++++----- inc/system/system.audio.lua | 13 +++++++++ inc/system/system.input.lua | 12 ++++++++- inc/system/system.main.lua | 2 ++ inc/system/system.print.lua | 15 ++++++++++- inc/system/system.ui.lua | 39 ++++++++++++++++++++++++++- inc/system/system.util.lua | 9 ++++++- inc/window/window.audiotest.lua | 10 +++++++ inc/window/window.configuration.lua | 5 +++- inc/window/window.game.lua | 21 ++++++++++++++- inc/window/window.intro.lua | 4 ++- inc/window/window.menu.lua | 10 +++++++ inc/window/window.minigame.ddr.lua | 22 +++++++++++++++ inc/window/window.minigame.mash.lua | 7 +++++ inc/window/window.minigame.rhythm.lua | 7 +++++ inc/window/window.popup.lua | 5 ++++ inc/window/window.splash.lua | 2 ++ 28 files changed, 301 insertions(+), 28 deletions(-) diff --git a/.luacheckrc b/.luacheckrc index 4707946..176e9f8 100644 --- a/.luacheckrc +++ b/.luacheckrc @@ -11,6 +11,7 @@ globals = { "Print", "Input", "Audio", + "Config", "Context", "Meters", "Minigames", diff --git a/inc/data/data.songs.lua b/inc/data/data.songs.lua index 5adb592..ec16b3c 100644 --- a/inc/data/data.songs.lua +++ b/inc/data/data.songs.lua @@ -107,8 +107,11 @@ Songs = { } } --- Helper function to calculate frame from beat --- Usage: frame_from_beat(beat_number, bpm, fps) +--- Converts beats to frames. +-- @param beat number The beat number. +-- @param bpm number Beats per minute. +-- @param[opt] fps number Frames per second (default: 60). +-- @return number The corresponding frame number. function frame_from_beat(beat, bpm, fps) fps = fps or 60 local seconds_per_beat = 60 / bpm @@ -116,8 +119,11 @@ function frame_from_beat(beat, bpm, fps) return math.floor(beat * frames_per_beat) end --- Helper function to convert simple beat notation to frame pattern --- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120) +--- Converts beat notation to frame pattern. +-- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}. +-- @param bpm number Beats per minute. +-- @param[opt] fps number Frames per second (default: 60). +-- @return table The generated pattern. function beats_to_pattern(beats, bpm, fps) fps = fps or 60 local pattern = {} diff --git a/inc/decision/decision.manager.lua b/inc/decision/decision.manager.lua index cc78a26..f14ff24 100644 --- a/inc/decision/decision.manager.lua +++ b/inc/decision/decision.manager.lua @@ -1,5 +1,7 @@ local _decisions = {} +--- Registers a decision definition. +-- @param decision table The decision data table. function Decision.register(decision) if not decision or not decision.id then PopupWindow.show({"Error: Invalid decision object registered (missing id)!"}) @@ -22,10 +24,15 @@ function Decision.register(decision) _decisions[decision.id] = decision end +--- Gets a decision by ID. +-- @param id string The ID of the decision. +-- @return table The decision table or nil. function Decision.get(id) return _decisions[id] end +--- Gets all registered decisions. +-- @return table A table of all registered decisions. function Decision.get_all() return _decisions end diff --git a/inc/init/init.config.lua b/inc/init/init.config.lua index aee08cd..af2d06f 100644 --- a/inc/init/init.config.lua +++ b/inc/init/init.config.lua @@ -22,7 +22,8 @@ local DEFAULT_CONFIG = { } } -local Config = { +-- Game configuration settings. +Config = { screen = DEFAULT_CONFIG.screen, colors = DEFAULT_CONFIG.colors, player = DEFAULT_CONFIG.player, @@ -34,10 +35,12 @@ local CONFIG_MAGIC_VALUE_ADDRESS = 2 local CONFIG_SPLASH_DURATION_ADDRESS = 3 local CONFIG_MAGIC_VALUE = 0xDE +--- Saves the current configuration. function Config.save() mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) end +--- Loads saved configuration. 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) @@ -46,6 +49,7 @@ function Config.load() end end +--- Restores default configuration settings. function Config.restore_defaults() Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration end diff --git a/inc/init/init.context.lua b/inc/init/init.context.lua index cdc133a..fde2d49 100644 --- a/inc/init/init.context.lua +++ b/inc/init/init.context.lua @@ -4,6 +4,8 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 +--- Gets initial data for Context. +-- @return table Initial context data. local function get_initial_data() return { active_window = WINDOW_SPLASH, @@ -46,13 +48,17 @@ on than meets the eye.]] minigame_button_mash = Minigames.get_default_button_mash(), minigame_rhythm = Minigames.get_default_rhythm(), meters = Meters.get_initial(), + --- Active sprites. sprites = {}, + --- Current situation ID. 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() @@ -81,12 +87,15 @@ end reset_context_to_initial_state() +--- Starts a new game. function Context.new_game() reset_context_to_initial_state() Context.game_in_progress = true MenuWindow.refresh_menu_items() + Context.screens[Context.current_screen].init() end +--- Saves the current game state. function Context.save_game() if not Context.game_in_progress then return end @@ -94,6 +103,7 @@ function Context.save_game() mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) end +--- Loads a saved game state. function Context.load_game() if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then Context.new_game() @@ -105,4 +115,5 @@ function Context.load_game() Context.game_in_progress = true MenuWindow.refresh_menu_items() + Context.screens[Context.current_screen].init() end diff --git a/inc/init/init.meters.lua b/inc/init/init.meters.lua index 14c83de..d23243d 100644 --- a/inc/init/init.meters.lua +++ b/inc/init/init.meters.lua @@ -6,11 +6,14 @@ local COMBO_BASE_BONUS = 0.02 local COMBO_MAX_BONUS = 0.16 local COMBO_TIMEOUT_FRAMES = 600 +-- Internal meters for tracking game progress and player stats. Meters.COLOR_ISM = Config.colors.red Meters.COLOR_WPM = Config.colors.blue Meters.COLOR_BM = Config.colors.black Meters.COLOR_BG = Config.colors.meter_bg +--- Gets initial meter values. +-- @return table A table of initial meter values. function Meters.get_initial() return { ism = METER_DEFAULT, @@ -22,18 +25,24 @@ function Meters.get_initial() } end +--- Hides meters. function Meters.hide() if Context and Context.meters then Context.meters.hidden = true end end +--- Shows meters. function Meters.show() if Context and Context.meters then Context.meters.hidden = false end end +--- Gets max meter value. +-- @return number The maximum meter value. function Meters.get_max() return METER_MAX end +--- Gets combo multiplier. +-- @return number The current combo multiplier. function Meters.get_combo_multiplier() if not Context or not Context.meters then return 1 end local combo = Context.meters.combo @@ -41,6 +50,7 @@ function Meters.get_combo_multiplier() return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1))) end +--- Updates all meters. function Meters.update() if not Context or not Context.game_in_progress or not Context.meters then return end local m = Context.meters @@ -56,6 +66,9 @@ function Meters.update() end end +--- Adds amount to a meter. +-- @param key string The meter key (e.g., "wpm", "ism", "bm"). +-- @param amount number The amount to add. function Meters.add(key, amount) if not Context or not Context.meters then return end local m = Context.meters @@ -64,6 +77,7 @@ function Meters.add(key, amount) end end +--- Called on minigame completion. function Meters.on_minigame_complete() local m = Context.meters local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier()) diff --git a/inc/init/init.minigames.lua b/inc/init/init.minigames.lua index 98316d2..45fbdaa 100644 --- a/inc/init/init.minigames.lua +++ b/inc/init/init.minigames.lua @@ -1,5 +1,10 @@ +-- Manages minigame configurations and initial states. Minigames = {} +--- Applies parameters to defaults. +-- @param defaults table The default configuration table. +-- @param params table The parameters to apply. +-- @return table The updated configuration table. local function apply_params(defaults, params) if not params then return defaults end for k, v in pairs(params) do @@ -8,6 +13,8 @@ local function apply_params(defaults, params) return defaults end +--- Gets default DDR minigame configuration. +-- @return table The default DDR minigame configuration. function Minigames.get_default_ddr() local arrow_size = 12 local arrow_spacing = 30 @@ -47,6 +54,8 @@ function Minigames.get_default_ddr() } end +--- Gets default button mash minigame configuration. +-- @return table The default button mash minigame configuration. function Minigames.get_default_button_mash() return { bar_fill = 0, @@ -67,6 +76,8 @@ function Minigames.get_default_button_mash() } end +--- Gets default rhythm minigame configuration. +-- @return table The default rhythm minigame configuration. function Minigames.get_default_rhythm() return { line_position = 0, @@ -94,14 +105,23 @@ function Minigames.get_default_rhythm() } end +--- Configures DDR minigame. +-- @param params table Optional parameters to override defaults. +-- @return table The configured DDR minigame state. function Minigames.configure_ddr(params) return apply_params(Minigames.get_default_ddr(), params) end +--- Configures button mash minigame. +-- @param params table Optional parameters to override defaults. +-- @return table The configured button mash minigame state. function Minigames.configure_button_mash(params) return apply_params(Minigames.get_default_button_mash(), params) end +--- Configures rhythm minigame. +-- @param params table Optional parameters to override defaults. +-- @return table The configured rhythm minigame state. function Minigames.configure_rhythm(params) return apply_params(Minigames.get_default_rhythm(), params) end diff --git a/inc/map/map.manager.lua b/inc/map/map.manager.lua index d2be257..6ddae9f 100644 --- a/inc/map/map.manager.lua +++ b/inc/map/map.manager.lua @@ -1,5 +1,9 @@ +-- Manages game maps. + local _maps = {} +--- Gets all registered maps as an array. +-- @return table An array of registered map data. function Map.get_maps_array() local maps_array = {} for _, map_data in pairs(_maps) do @@ -8,6 +12,8 @@ function Map.get_maps_array() return maps_array end +--- Registers a map definition. +-- @param map_data table The map data table. function Map.register(map_data) if _maps[map_data.id] then trace("Warning: Overwriting map with id: " .. map_data.id) @@ -15,10 +21,15 @@ function Map.register(map_data) _maps[map_data.id] = map_data end +--- Gets a map by ID. +-- @param map_id string The ID of the map. +-- @return table The map data table or nil. function Map.get_by_id(map_id) return _maps[map_id] end +--- Draws a map. +-- @param map_id string The ID of the map to draw. function Map.draw(map_id) local map_data = Map.get_by_id(map_id) if not map_data then @@ -32,4 +43,4 @@ function Map.draw(map_id) map_data.to_x, map_data.to_y ) -end \ No newline at end of file +end diff --git a/inc/screen/screen.manager.lua b/inc/screen/screen.manager.lua index 42b50f3..4a75b72 100644 --- a/inc/screen/screen.manager.lua +++ b/inc/screen/screen.manager.lua @@ -1,5 +1,7 @@ local _screens = {} +--- Registers a screen definition. +-- @param screen_data table The screen data table. function Screen.register(screen_data) if _screens[screen_data.id] then trace("Warning: Overwriting screen with id: " .. screen_data.id) @@ -7,9 +9,18 @@ function Screen.register(screen_data) if not screen_data.situations then screen_data.situations = {} end + if not screen_data.init then + screen_data.init = function() end + end + if not screen_data.update then + screen_data.update = function() end + end _screens[screen_data.id] = screen_data end +--- Gets a screen by ID. +-- @param screen_id string The ID of the screen. +-- @return table The screen table or nil. function Screen.get_by_id(screen_id) return _screens[screen_id] end diff --git a/inc/situation/situation.manager.lua b/inc/situation/situation.manager.lua index 88c6b2d..c16fa0e 100644 --- a/inc/situation/situation.manager.lua +++ b/inc/situation/situation.manager.lua @@ -1,5 +1,7 @@ local _situations = {} +--- Registers a situation definition. +-- @param situation table The situation data table. function Situation.register(situation) if not situation or not situation.id then PopupWindow.show({"Error: Invalid situation object registered (missing id)!"}) @@ -8,16 +10,24 @@ function Situation.register(situation) if not situation.handle then situation.handle = function() end end + if not situation.update then + situation.update = function() end + end if _situations[situation.id] then trace("Warning: Overwriting situation with id: " .. situation.id) end _situations[situation.id] = situation end +--- Gets a situation by ID. +-- @param id string The situation ID. +-- @return table The situation table or nil. function Situation.get(id) return _situations[id] end +--- Applies a situation. +-- @param id string The situation ID to apply. function Situation.apply(id) local situation = Situation.get(id) if not situation then @@ -34,4 +44,3 @@ function Situation.apply(id) Context.current_situation = id situation.handle() end - diff --git a/inc/sprite/sprite.manager.lua b/inc/sprite/sprite.manager.lua index 60d5a97..6ebcef6 100644 --- a/inc/sprite/sprite.manager.lua +++ b/inc/sprite/sprite.manager.lua @@ -1,5 +1,7 @@ local _sprites = {} +--- Registers a sprite definition. +-- @param sprite_data table A table containing the sprite definition. function Sprite.register(sprite_data) if not sprite_data or not sprite_data.id then trace("Error: Invalid sprite object registered (missing id)!") @@ -11,8 +13,16 @@ function Sprite.register(sprite_data) _sprites[sprite_data.id] = sprite_data end +--- Schedules a sprite for drawing. +-- @param id string The unique identifier of the sprite. +-- @param x number The x-coordinate. +-- @param y number The y-coordinate. +-- @param[opt] colorkey number The color index for transparency. +-- @param[opt] scale number The scaling factor. +-- @param[opt] flip_x number Set to 1 to flip horizontally. +-- @param[opt] flip_y number Set to 1 to flip vertically. +-- @param[opt] rot number The rotation in degrees. function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot) - -- Ensure the sprite exists before attempting to show it if not _sprites[id] then trace("Error: Attempted to show non-registered sprite with id: " .. id) return @@ -30,28 +40,28 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot) } end +--- Hides a displayed sprite. +-- @param id string The unique identifier of the sprite. function Sprite.hide(id) Context.sprites[id] = nil end +--- Draws all scheduled sprites. function Sprite.draw() for id, params in pairs(Context.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 -- Clean up invalid entry - -- We should probably continue to the next sprite instead of returning - -- so that other valid sprites can still be drawn. + Context.sprites[id] = nil end - -- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults local colorkey = params.colorkey or sprite_data.colorkey or 0 local scale = params.scale or sprite_data.scale or 1 local flip_x = params.flip_x or sprite_data.flip_x or 0 local flip_y = params.flip_y or sprite_data.flip_y or 0 local rot = params.rot or sprite_data.rot or 0 - if sprite_data.sprites then -- Complex sprite + if sprite_data.sprites then for i = 1, #sprite_data.sprites do local sub_sprite = sprite_data.sprites[i] spr( @@ -65,7 +75,7 @@ function Sprite.draw() sub_sprite.rot or rot ) end - else -- Simple sprite + else spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot) end end diff --git a/inc/sprite/sprite.norman.lua b/inc/sprite/sprite.norman.lua index 67cfbcb..d56eaaf 100644 --- a/inc/sprite/sprite.norman.lua +++ b/inc/sprite/sprite.norman.lua @@ -1,17 +1,17 @@ Sprite.register({ id = "norman", sprites = { - -- Body + -- Body (sprite index 0) { s = 0, x_offset = 0, y_offset = 0 }, - -- Head + -- Head (sprite index 1) { s = 1, x_offset = 0, y_offset = -8 }, - -- Left Arm + -- Left Arm (sprite index 2) { s = 2, x_offset = -4, y_offset = 4 }, - -- Right Arm + -- Right Arm (sprite index 3, flipped) { s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm - -- Left Leg + -- Left Leg (sprite index 4) { s = 4, x_offset = -2, y_offset = 8 }, - -- Right Leg + -- Right Leg (sprite index 5, flipped) { s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg } -}) +}) \ No newline at end of file diff --git a/inc/system/system.audio.lua b/inc/system/system.audio.lua index fb32f31..9d7757a 100644 --- a/inc/system/system.audio.lua +++ b/inc/system/system.audio.lua @@ -1,14 +1,27 @@ +--- Stops current music. function Audio.music_stop() music() end +--- Plays main menu music. function Audio.music_play_mainmenu() end +--- Plays waking up music. function Audio.music_play_wakingup() end +--- Plays room morning music. function Audio.music_play_room_morning() end +--- Plays room street 1 music. function Audio.music_play_room_street_1() end +--- Plays room street 2 music. function Audio.music_play_room_street_2() end +--- Plays room music. function Audio.music_play_room_() end +--- Plays room work music. function Audio.music_play_room_work() end +--- Plays select sound effect. function Audio.sfx_select() sfx(17, 'C-7', 30) end +--- Plays deselect sound effect. function Audio.sfx_deselect() sfx(18, 'C-7', 30) end +--- Plays beep sound effect. function Audio.sfx_beep() sfx(19, 'C-6', 30) end +--- Plays success sound effect. function Audio.sfx_success() sfx(16, 'C-7', 60) end +--- Plays bloop sound effect. function Audio.sfx_bloop() sfx(21, 'C-3', 60) end diff --git a/inc/system/system.input.lua b/inc/system/system.input.lua index e6f3870..815644e 100644 --- a/inc/system/system.input.lua +++ b/inc/system/system.input.lua @@ -7,11 +7,21 @@ local INPUT_KEY_SPACE = 48 local INPUT_KEY_BACKSPACE = 51 local INPUT_KEY_ENTER = 50 +--- Checks if Up is pressed. function Input.up() return btnp(INPUT_KEY_UP) end +--- Checks if Down is pressed. function Input.down() return btnp(INPUT_KEY_DOWN) end +--- Checks if Left is pressed. function Input.left() return btnp(INPUT_KEY_LEFT) end +--- Checks if Right is pressed. function Input.right() return btnp(INPUT_KEY_RIGHT) end +--- Checks if Select is pressed. function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end +--- Checks if Menu Confirm is pressed. function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end -function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end +--- Checks if Player Interact is pressed. +function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end +--- Checks if Menu Back is pressed. +function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end +--- Checks if Toggle Popup is pressed. function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end diff --git a/inc/system/system.main.lua b/inc/system/system.main.lua index aebb173..cd48c05 100644 --- a/inc/system/system.main.lua +++ b/inc/system/system.main.lua @@ -44,6 +44,7 @@ local STATE_HANDLERS = { local initialized_game = false +--- Initializes game state. local function init_game() if initialized_game then return end @@ -51,6 +52,7 @@ local function init_game() initialized_game = true end +--- Main game loop (TIC-80 callback). function TIC() init_game() cls(Config.colors.black) diff --git a/inc/system/system.print.lua b/inc/system/system.print.lua index 375a1f9..f575bdd 100644 --- a/inc/system/system.print.lua +++ b/inc/system/system.print.lua @@ -1,4 +1,10 @@ - +--- Prints text with shadow. +-- @param text string The text to print. +-- @param x number The x-coordinate. +-- @param y number The y-coordinate. +-- @param color number The color of the text. +-- @param[opt] fixed boolean If true, uses fixed-width font. +-- @param[opt] scale number The scaling factor. function Print.text(text, x, y, color, fixed, scale) local shadow_color = Config.colors.black if color == shadow_color then shadow_color = Config.colors.light_grey end @@ -7,6 +13,13 @@ function Print.text(text, x, y, color, fixed, scale) print(text, x, y, color, fixed, scale) end +--- Prints centered text with shadow. +-- @param text string The text to print. +-- @param x number The x-coordinate for centering. +-- @param y number The y-coordinate. +-- @param color number The color of the text. +-- @param[opt] fixed boolean If true, uses fixed-width font. +-- @param[opt] scale number The scaling factor. function Print.text_center(text, x, y, color, fixed, scale) scale = scale or 1 local text_width = print(text, 0, -6, 0, fixed, scale) diff --git a/inc/system/system.ui.lua b/inc/system/system.ui.lua index bc28d45..ba70394 100644 --- a/inc/system/system.ui.lua +++ b/inc/system/system.ui.lua @@ -1,12 +1,20 @@ +--- Draws the top bar. +-- @param title string The title text to display. function UI.draw_top_bar(title) rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey) Print.text(title, 3, 2, Config.colors.green) end +--- Draws dialog window. function UI.draw_dialog() PopupWindow.draw() end +--- Draws a menu. +-- @param items table A table of menu items. +-- @param selected_item number The index of the currently selected item. +-- @param x number The x-coordinate for the menu. +-- @param y number The y-coordinate for the menu. function UI.draw_menu(items, selected_item, x, y) for i, item in ipairs(items) do local current_y = y + (i-1)*10 @@ -17,6 +25,10 @@ function UI.draw_menu(items, selected_item, x, y) end end +--- Updates menu selection. +-- @param items table A table of menu items. +-- @param selected_item number The current index of the selected item. +-- @return number The updated index of the selected item. function UI.update_menu(items, selected_item) if Input.up() then Audio.sfx_beep() @@ -34,6 +46,10 @@ function UI.update_menu(items, selected_item) return selected_item end +--- Wraps text. +-- @param text string The text to wrap. +-- @param max_chars_per_line number The maximum characters per line. +-- @return table A table of wrapped lines. function UI.word_wrap(text, max_chars_per_line) if text == nil then return {""} end local lines = {} @@ -63,6 +79,15 @@ function UI.word_wrap(text, max_chars_per_line) return lines end +--- Creates a numeric stepper. +-- @param label string The label for the stepper. +-- @param value_getter function Function to get the current value. +-- @param value_setter function Function to set the current value. +-- @param min number The minimum value. +-- @param max number The maximum value. +-- @param step number The step increment. +-- @param[opt] format string The format string for displaying the value. +-- @return table A numeric stepper control definition. function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format) return { label = label, @@ -76,6 +101,10 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, } end +--- Creates an action item. +-- @param label string The label for the action item. +-- @param action function The function to execute when the item is selected. +-- @return table An action item control definition. function UI.create_action_item(label, action) return { label = label, @@ -84,6 +113,9 @@ function UI.create_action_item(label, action) } end +--- Draws decision selector. +-- @param decisions table A table of decision items. +-- @param selected_decision_index number The index of the selected decision. function UI.draw_decision_selector(decisions, selected_decision_index) local bar_height = 16 local bar_y = Config.screen.height - bar_height @@ -97,6 +129,7 @@ function UI.draw_decision_selector(decisions, selected_decision_index) Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end end +--- Draws meters. function UI.draw_meters() if not Context or not Context.game_in_progress or not Context.meters then return end if Context.meters.hidden then return end @@ -129,6 +162,10 @@ function UI.draw_meters() end end +--- Updates decision selector. +-- @param decisions table A table of decision items. +-- @param selected_decision_index number The current index of the selected decision. +-- @return number The updated index of the selected decision. function UI.update_decision_selector(decisions, selected_decision_index) if Input.left() then Audio.sfx_beep() @@ -138,4 +175,4 @@ function UI.update_decision_selector(decisions, selected_decision_index) selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1) end return selected_decision_index -end \ No newline at end of file +end diff --git a/inc/system/system.util.lua b/inc/system/system.util.lua index 2c128e3..8d1b4b9 100644 --- a/inc/system/system.util.lua +++ b/inc/system/system.util.lua @@ -1,9 +1,16 @@ +--- Utility functions. Util = {} +--- Safely wraps an index for an array. +-- @param array table The array to index. +-- @param index number The desired index (can be out of bounds). +-- @return number The wrapped index within the array's bounds. function Util.safeindex(array, index) return ((index - 1 + #array) % #array) + 1 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 @@ -11,4 +18,4 @@ function Util.go_to_screen_by_id(screen_id) Context.selected_decision_index = 1 else PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"}) end -end \ No newline at end of file +end diff --git a/inc/window/window.audiotest.lua b/inc/window/window.audiotest.lua index 2b30a8b..4a0d107 100644 --- a/inc/window/window.audiotest.lua +++ b/inc/window/window.audiotest.lua @@ -6,6 +6,10 @@ AudioTestWindow = { last_pressed = false } +--- Generates menu items for audio test. +-- @param list_func table List of audio functions. +-- @param index_func number Current index of selected function. +-- @return table Generated menu items. function AudioTestWindow.generate_menuitems(list_func, index_func) return { { @@ -34,6 +38,8 @@ function AudioTestWindow.generate_menuitems(list_func, index_func) } end +--- Generates list of audio functions. +-- @return table A sorted list of audio function names. function AudioTestWindow.generate_listfunc() local result = {} @@ -48,11 +54,13 @@ function AudioTestWindow.generate_listfunc() return result end +--- Navigates back from audio test window. function AudioTestWindow.back() Audio.sfx_deselect() GameWindow.set_state(WINDOW_MENU) end +--- Initializes audio test window. function AudioTestWindow.init() AudioTestWindow.last_pressed = false AudioTestWindow.index_menu = 1 @@ -63,11 +71,13 @@ function AudioTestWindow.init() ) end +--- Draws audio test window. function AudioTestWindow.draw() UI.draw_top_bar("Audio test") UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50) end +--- Updates audio test window logic. function AudioTestWindow.update() if Input.up() then AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1) diff --git a/inc/window/window.configuration.lua b/inc/window/window.configuration.lua index 2147eaf..7906000 100644 --- a/inc/window/window.configuration.lua +++ b/inc/window/window.configuration.lua @@ -3,6 +3,7 @@ ConfigurationWindow = { selected_control = 1, } +--- Initializes configuration window. function ConfigurationWindow.init() ConfigurationWindow.controls = { UI.create_decision_item( @@ -16,6 +17,7 @@ function ConfigurationWindow.init() } end +--- Draws configuration window. function ConfigurationWindow.draw() UI.draw_top_bar("Configuration") @@ -55,6 +57,7 @@ function ConfigurationWindow.draw() Print.text("Press B to go back", x_start, 120, Config.colors.light_grey) end +--- Updates configuration window logic. function ConfigurationWindow.update() if Input.menu_back() then GameWindow.set_state(WINDOW_MENU) @@ -88,4 +91,4 @@ function ConfigurationWindow.update() end end end -end \ No newline at end of file +end diff --git a/inc/window/window.game.lua b/inc/window/window.game.lua index 85b9375..7be3992 100644 --- a/inc/window/window.game.lua +++ b/inc/window/window.game.lua @@ -1,3 +1,4 @@ +--- Draws the game window. function GameWindow.draw() local screen = Context.screens[Context.current_screen] Map.draw(screen.background) @@ -17,7 +18,10 @@ function GameWindow.draw() 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 MenuWindow.refresh_menu_items() @@ -37,6 +41,19 @@ function GameWindow.update() Context.selected_decision_index = 1 end local screen = Context.screens[Context.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) + 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 @@ -64,6 +81,8 @@ function GameWindow.update() end 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 - end \ No newline at end of file +end diff --git a/inc/window/window.intro.lua b/inc/window/window.intro.lua index 6df26cb..85d4547 100644 --- a/inc/window/window.intro.lua +++ b/inc/window/window.intro.lua @@ -1,8 +1,10 @@ +--- 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) end +--- Updates the intro window logic. function IntroWindow.update() Context.intro.y = Context.intro.y - Context.intro.speed @@ -18,4 +20,4 @@ function IntroWindow.update() if Input.menu_confirm() then GameWindow.set_state(WINDOW_MENU) end -end \ No newline at end of file +end diff --git a/inc/window/window.menu.lua b/inc/window/window.menu.lua index 5b6cfbb..4f8db26 100644 --- a/inc/window/window.menu.lua +++ b/inc/window/window.menu.lua @@ -1,8 +1,10 @@ +--- 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) end +--- Updates the menu window logic. function MenuWindow.update() Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item) @@ -15,35 +17,43 @@ function MenuWindow.update() end end +--- Starts a new game from the menu. function MenuWindow.new_game() Context.new_game() GameWindow.set_state(WINDOW_GAME) end +--- Loads a game from the menu. function MenuWindow.load_game() Context.load_game() GameWindow.set_state(WINDOW_GAME) end +--- Saves the current game from the menu. function MenuWindow.save_game() Context.save_game() end +--- Resumes the game from the menu. function MenuWindow.resume_game() GameWindow.set_state(WINDOW_GAME) end +--- Exits the game. function MenuWindow.exit() exit() end +--- Opens the configuration menu. function MenuWindow.configuration() ConfigurationWindow.init() GameWindow.set_state(WINDOW_CONFIGURATION) end +--- Opens the audio test menu. function MenuWindow.audio_test() AudioTestWindow.init() GameWindow.set_state(WINDOW_AUDIOTEST) end +--- Refreshes menu items. function MenuWindow.refresh_menu_items() Context.menu_items = {} if Context.game_in_progress then diff --git a/inc/window/window.minigame.ddr.lua b/inc/window/window.minigame.ddr.lua index 26a5f8d..715fb6f 100644 --- a/inc/window/window.minigame.ddr.lua +++ b/inc/window/window.minigame.ddr.lua @@ -1,7 +1,13 @@ +--- Initializes DDR minigame state. +-- @param params table Optional parameters for configuration. function MinigameDDRWindow.init(params) Context.minigame_ddr = Minigames.configure_ddr(params) end +--- Starts the DDR minigame. +-- @param return_window number The window ID to return to after the minigame. +-- @param[opt] song_key string The key of the song to play. +-- @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 @@ -22,6 +28,7 @@ function MinigameDDRWindow.start(return_window, song_key, params) Context.active_window = WINDOW_MINIGAME_DDR end +--- Spawns a random arrow. local function spawn_arrow() local mg = Context.minigame_ddr local target = mg.target_arrows[math.random(1, 4)] @@ -32,6 +39,8 @@ local function spawn_arrow() }) end +--- Spawns an arrow in a specific direction. +-- @param direction string The direction of the arrow ("left", "down", "up", "right"). local function spawn_arrow_dir(direction) local mg = Context.minigame_ddr for _, target in ipairs(mg.target_arrows) do @@ -46,17 +55,28 @@ local function spawn_arrow_dir(direction) end end +--- Checks if an arrow is hit. +-- @param arrow table The arrow data. +-- @return boolean True if the arrow is hit, false otherwise. local function check_hit(arrow) local mg = Context.minigame_ddr local distance = math.abs(arrow.y - mg.target_y) return distance <= mg.hit_threshold end +--- Checks if an arrow is missed. +-- @param arrow table The arrow data. +-- @return boolean True if the arrow is missed, false otherwise. local function check_miss(arrow) local mg = Context.minigame_ddr return arrow.y > mg.target_y + mg.hit_threshold end +--- Draws an arrow. +-- @param x number The x-coordinate. +-- @param y number The y-coordinate. +-- @param direction string The direction of the arrow. +-- @param color number The color of the arrow. local function draw_arrow(x, y, direction, color) local size = 12 local half = size / 2 @@ -75,6 +95,7 @@ local function draw_arrow(x, y, direction, color) end end +--- Updates DDR minigame logic. function MinigameDDRWindow.update() local mg = Context.minigame_ddr if mg.bar_fill >= mg.max_fill then @@ -167,6 +188,7 @@ function MinigameDDRWindow.update() end end +--- Draws DDR minigame. function MinigameDDRWindow.draw() local mg = Context.minigame_ddr if not mg then diff --git a/inc/window/window.minigame.mash.lua b/inc/window/window.minigame.mash.lua index 30d3f41..2642ac8 100644 --- a/inc/window/window.minigame.mash.lua +++ b/inc/window/window.minigame.mash.lua @@ -1,13 +1,19 @@ +--- Initializes button mash minigame state. +-- @param params table Optional parameters for configuration. function MinigameButtonMashWindow.init(params) Context.minigame_button_mash = Minigames.configure_button_mash(params) end +--- Starts the button mash minigame. +-- @param return_window number The window ID to return to after the minigame. +-- @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 end +--- Updates button mash minigame logic. function MinigameButtonMashWindow.update() local mg = Context.minigame_button_mash if Input.select() then @@ -33,6 +39,7 @@ function MinigameButtonMashWindow.update() end end +--- Draws button mash minigame. function MinigameButtonMashWindow.draw() local mg = Context.minigame_button_mash if mg.return_window == WINDOW_GAME then diff --git a/inc/window/window.minigame.rhythm.lua b/inc/window/window.minigame.rhythm.lua index 9a4d186..aa33bdc 100644 --- a/inc/window/window.minigame.rhythm.lua +++ b/inc/window/window.minigame.rhythm.lua @@ -1,13 +1,19 @@ +--- Initializes rhythm minigame state. +-- @param params table Optional parameters for configuration. function MinigameRhythmWindow.init(params) Context.minigame_rhythm = Minigames.configure_rhythm(params) end +--- Starts the rhythm minigame. +-- @param return_window number The window ID to return to after the minigame. +-- @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 end +--- Updates rhythm minigame logic. function MinigameRhythmWindow.update() local mg = Context.minigame_rhythm mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction) @@ -50,6 +56,7 @@ function MinigameRhythmWindow.update() end end +--- Draws rhythm minigame. function MinigameRhythmWindow.draw() local mg = Context.minigame_rhythm if mg.return_window == WINDOW_GAME then diff --git a/inc/window/window.popup.lua b/inc/window/window.popup.lua index 149d5fc..e608451 100644 --- a/inc/window/window.popup.lua +++ b/inc/window/window.popup.lua @@ -5,14 +5,18 @@ local POPUP_HEIGHT = 80 local TEXT_MARGIN_X = POPUP_X + 10 local TEXT_MARGIN_Y = POPUP_Y + 10 local LINE_HEIGHT = 8 +--- Displays a popup window. +-- @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 +--- Hides the popup window. function PopupWindow.hide() Context.popup.show = false Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end +--- Updates popup window logic. function PopupWindow.update() if Context.popup.show then if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide() @@ -20,6 +24,7 @@ function PopupWindow.update() end end +--- Draws the popup window. function PopupWindow.draw() if Context.popup.show then rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black) diff --git a/inc/window/window.splash.lua b/inc/window/window.splash.lua index 7d669af..2ad4eff 100644 --- a/inc/window/window.splash.lua +++ b/inc/window/window.splash.lua @@ -1,3 +1,4 @@ +--- Draws the splash window. function SplashWindow.draw() local txt = "Definitely not an Impostor" local w = #txt * 6 @@ -6,6 +7,7 @@ function SplashWindow.draw() print(txt, x, y, 12) end +--- Updates the splash window logic. function SplashWindow.update() Context.splash_timer = Context.splash_timer - 1 if Context.splash_timer <= 0 or Input.menu_confirm() then