section and within annotations for ldoc
This commit is contained in:
@@ -1,3 +1,4 @@
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--- @section AudioTestWindow
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AudioTestWindow = {
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index_menu = 1,
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index_func = 1,
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@@ -7,6 +8,7 @@ AudioTestWindow = {
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}
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--- Generates menu items for audio test.
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--- @within AudioTestWindow
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-- @param list_func table List of audio functions.
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-- @param index_func number Current index of selected function.
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-- @return table Generated menu items.
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@@ -39,6 +41,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
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end
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--- Generates list of audio functions.
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--- @within AudioTestWindow
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-- @return table A sorted list of audio function names.
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function AudioTestWindow.generate_listfunc()
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local result = {}
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@@ -55,12 +58,14 @@ function AudioTestWindow.generate_listfunc()
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end
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--- Navigates back from audio test window.
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--- @within AudioTestWindow
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function AudioTestWindow.back()
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Audio.sfx_deselect()
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GameWindow.set_state("menu")
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end
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--- Initializes audio test window.
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--- @within AudioTestWindow
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function AudioTestWindow.init()
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AudioTestWindow.last_pressed = false
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AudioTestWindow.index_menu = 1
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@@ -72,12 +77,14 @@ function AudioTestWindow.init()
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end
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--- Draws audio test window.
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--- @within AudioTestWindow
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function AudioTestWindow.draw()
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UI.draw_top_bar("Audio test")
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UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
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end
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--- Updates audio test window logic.
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--- @within AudioTestWindow
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function AudioTestWindow.update()
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if Input.up() then
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AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
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@@ -1,9 +1,11 @@
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--- @section ConfigurationWindow
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ConfigurationWindow = {
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controls = {},
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selected_control = 1,
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}
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--- Initializes configuration window.
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--- @within ConfigurationWindow
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function ConfigurationWindow.init()
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ConfigurationWindow.controls = {
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UI.create_action_item(
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@@ -18,6 +20,7 @@ function ConfigurationWindow.init()
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end
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--- Draws configuration window.
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--- @within ConfigurationWindow
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function ConfigurationWindow.draw()
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UI.draw_top_bar("Configuration")
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@@ -60,6 +63,7 @@ function ConfigurationWindow.draw()
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end
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--- Updates configuration window logic.
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--- @within ConfigurationWindow
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function ConfigurationWindow.update()
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if Input.menu_back() then
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GameWindow.set_state("menu")
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@@ -1,7 +1,9 @@
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--- @section GameWindow
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local _available_decisions = {}
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local _selected_decision_index = 1
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--- Draws the game window.
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--- @within GameWindow
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function GameWindow.draw()
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local screen = Screen.get_by_id(Context.game.current_screen)
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if screen.background then Map.draw(screen.background) end
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@@ -13,6 +15,7 @@ function GameWindow.draw()
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end
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--- Updates the game window logic.
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--- @within GameWindow
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function GameWindow.update()
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if Input.menu_back() then
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Window.set_current("menu")
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@@ -60,6 +63,7 @@ function GameWindow.update()
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end
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--- Sets the active window.
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--- @within GameWindow
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-- @param new_state string The ID of the new active window.
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function GameWindow.set_state(new_state)
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Window.set_current(new_state)
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@@ -1,3 +1,4 @@
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--- @section IntroWindow
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IntroWindow.y = Config.screen.height
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IntroWindow.speed = 0.5
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IntroWindow.text = [[
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@@ -14,12 +15,14 @@ on than meets the eye.
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]]
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--- Draws the intro window.
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--- @within IntroWindow
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function IntroWindow.draw()
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local x = (Config.screen.width - 132) / 2
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Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green)
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end
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--- Updates the intro window logic.
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--- @within IntroWindow
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function IntroWindow.update()
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IntroWindow.y = IntroWindow.y - IntroWindow.speed
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@@ -1,6 +1,8 @@
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--- @section Window
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local _windows = {}
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--- Registers a window table.
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--- @within Window
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-- @param id string The ID of the window (e.g., "splash", "menu").
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-- @param window_table table The actual window module table (e.g., SplashWindow).
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function Window.register(id, window_table)
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@@ -8,6 +10,7 @@ function Window.register(id, window_table)
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end
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--- Retrieves a registered window table by its ID.
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--- @within Window
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-- @param id string The ID of the window.
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-- @return table The window module table.
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function Window.get(id)
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@@ -15,12 +18,14 @@ function Window.get(id)
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end
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--- Sets the currently active window.
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--- @within Window
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-- @param id string The ID of the window to activate.
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function Window.set_current(id)
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Context.current_window = id
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end
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--- Gets the ID of the currently active window.
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--- @within Window
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-- @return string The ID of the active window.
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function Window.get_current_id()
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return Context.current_window
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@@ -28,6 +33,7 @@ end
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--- Gets the handler function for the currently active window.
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-- This function is used by the main game loop to update and draw the active window.
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--- @within Window
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-- @return function A function that updates and draws the current window.
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function Window.get_current_handler()
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local window_table = Window.get(Context.current_window)
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@@ -1,12 +1,15 @@
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--- @section MenuWindow
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local _menu_items = {}
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--- Draws the menu window.
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--- @within MenuWindow
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function MenuWindow.draw()
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UI.draw_top_bar("Main Menu")
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UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
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end
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--- Updates the menu window logic.
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--- @within MenuWindow
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function MenuWindow.update()
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Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
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@@ -20,45 +23,53 @@ function MenuWindow.update()
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end
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--- Starts a new game from the menu.
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--- @within MenuWindow
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function MenuWindow.new_game()
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Context.new_game()
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GameWindow.set_state("game")
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end
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--- Loads a game from the menu.
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--- @within MenuWindow
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function MenuWindow.load_game()
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Context.load_game()
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GameWindow.set_state("game")
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end
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--- Saves the current game from the menu.
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--- @within MenuWindow
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function MenuWindow.save_game()
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Context.save_game()
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end
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--- Resumes the game from the menu.
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--- @within MenuWindow
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function MenuWindow.resume_game()
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GameWindow.set_state("game")
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end
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--- Exits the game.
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--- @within MenuWindow
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function MenuWindow.exit()
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exit()
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end
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--- Opens the configuration menu.
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--- @within MenuWindow
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function MenuWindow.configuration()
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ConfigurationWindow.init()
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GameWindow.set_state("configuration")
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end
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--- Opens the audio test menu.
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--- @within MenuWindow
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function MenuWindow.audio_test()
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AudioTestWindow.init()
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GameWindow.set_state("audiotest")
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end
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--- Refreshes menu items.
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--- @within MenuWindow
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function MenuWindow.refresh_menu_items()
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_menu_items = {}
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if Context.game_in_progress then
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@@ -1,10 +1,14 @@
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--- @section MinigameDDRWindow
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--- Initializes DDR minigame state.
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--- @within MinigameDDRWindow
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-- @param params table Optional parameters for configuration.
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function MinigameDDRWindow.init(params)
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Context.minigame_ddr = Minigame.configure_ddr(params)
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end
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--- Starts the DDR minigame.
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--- @within MinigameDDRWindow
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-- @param return_window string The window ID to return to after the minigame.
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-- @param[opt] song_key string The key of the song to play.
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-- @param[opt] params table Optional parameters for minigame configuration.
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@@ -29,6 +33,7 @@ function MinigameDDRWindow.start(return_window, song_key, params)
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end
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--- Spawns a random arrow.
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--- @within MinigameDDRWindow
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local function spawn_arrow()
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local mg = Context.minigame_ddr
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local target = mg.target_arrows[math.random(1, 4)]
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@@ -40,6 +45,7 @@ local function spawn_arrow()
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end
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--- Spawns an arrow in a specific direction.
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--- @within MinigameDDRWindow
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-- @param direction string The direction of the arrow ("left", "down", "up", "right").
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local function spawn_arrow_dir(direction)
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local mg = Context.minigame_ddr
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@@ -56,6 +62,7 @@ local function spawn_arrow_dir(direction)
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end
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--- Checks if an arrow is hit.
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--- @within MinigameDDRWindow
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-- @param arrow table The arrow data.
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-- @return boolean True if the arrow is hit, false otherwise.
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local function check_hit(arrow)
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@@ -65,6 +72,7 @@ local function check_hit(arrow)
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end
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--- Checks if an arrow is missed.
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--- @within MinigameDDRWindow
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-- @param arrow table The arrow data.
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-- @return boolean True if the arrow is missed, false otherwise.
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local function check_miss(arrow)
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@@ -73,6 +81,7 @@ local function check_miss(arrow)
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end
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--- Draws an arrow.
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--- @within MinigameDDRWindow
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-- @param x number The x-coordinate.
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-- @param y number The y-coordinate.
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-- @param direction string The direction of the arrow.
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@@ -96,6 +105,7 @@ local function draw_arrow(x, y, direction, color)
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end
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--- Updates DDR minigame logic.
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--- @within MinigameDDRWindow
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function MinigameDDRWindow.update()
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local mg = Context.minigame_ddr
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if mg.bar_fill >= mg.max_fill then
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@@ -189,6 +199,7 @@ function MinigameDDRWindow.update()
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end
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--- Draws DDR minigame.
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--- @within MinigameDDRWindow
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function MinigameDDRWindow.draw()
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local mg = Context.minigame_ddr
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if not mg then
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@@ -1,10 +1,14 @@
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--- @section MinigameButtonMashWindow
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--- Initializes button mash minigame state.
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--- @within MinigameButtonMashWindow
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-- @param params table Optional parameters for configuration.
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function MinigameButtonMashWindow.init(params)
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Context.minigame_button_mash = Minigame.configure_button_mash(params)
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end
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--- Starts the button mash minigame.
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--- @within MinigameButtonMashWindow
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-- @param return_window string The window ID to return to after the minigame.
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-- @param[opt] params table Optional parameters for minigame configuration.
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function MinigameButtonMashWindow.start(return_window, params)
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@@ -14,6 +18,7 @@ function MinigameButtonMashWindow.start(return_window, params)
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end
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--- Updates button mash minigame logic.
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--- @within MinigameButtonMashWindow
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function MinigameButtonMashWindow.update()
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local mg = Context.minigame_button_mash
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if Input.select() then
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@@ -40,6 +45,7 @@ function MinigameButtonMashWindow.update()
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end
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--- Draws button mash minigame.
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--- @within MinigameButtonMashWindow
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function MinigameButtonMashWindow.draw()
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local mg = Context.minigame_button_mash
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if mg.return_window == "game" then
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@@ -1,10 +1,14 @@
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--- @section MinigameRhythmWindow
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--- Initializes rhythm minigame state.
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--- @within MinigameRhythmWindow
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-- @param params table Optional parameters for configuration.
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function MinigameRhythmWindow.init(params)
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Context.minigame_rhythm = Minigame.configure_rhythm(params)
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end
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--- Starts the rhythm minigame.
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--- @within MinigameRhythmWindow
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-- @param return_window string The window ID to return to after the minigame.
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-- @param[opt] params table Optional parameters for minigame configuration.
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function MinigameRhythmWindow.start(return_window, params)
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@@ -14,6 +18,7 @@ function MinigameRhythmWindow.start(return_window, params)
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end
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--- Updates rhythm minigame logic.
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--- @within MinigameRhythmWindow
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function MinigameRhythmWindow.update()
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local mg = Context.minigame_rhythm
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mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
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@@ -57,6 +62,7 @@ function MinigameRhythmWindow.update()
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end
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--- Draws rhythm minigame.
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--- @within MinigameRhythmWindow
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function MinigameRhythmWindow.draw()
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local mg = Context.minigame_rhythm
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if mg.return_window == "game" then
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@@ -1,3 +1,4 @@
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--- @section PopupWindow
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local POPUP_X = 40
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local POPUP_Y = 40
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local POPUP_WIDTH = 160
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@@ -7,6 +8,7 @@ local TEXT_MARGIN_Y = POPUP_Y + 10
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local LINE_HEIGHT = 8
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--- Displays a popup window.
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--- @within PopupWindow
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-- @param content_strings table A table of strings to display in the popup.
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function PopupWindow.show(content_strings)
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Context.popup.show = true
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@@ -15,6 +17,7 @@ function PopupWindow.show(content_strings)
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end
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--- Hides the popup window.
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--- @within PopupWindow
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function PopupWindow.hide()
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Context.popup.show = false
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Context.popup.content = {}
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@@ -22,6 +25,7 @@ function PopupWindow.hide()
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end
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--- Updates popup window logic.
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--- @within PopupWindow
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function PopupWindow.update()
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if Context.popup.show then
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if Input.menu_confirm() or Input.menu_back() then
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@@ -31,6 +35,7 @@ function PopupWindow.update()
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end
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--- Draws the popup window.
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--- @within PopupWindow
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function PopupWindow.draw()
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if Context.popup.show then
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rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
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@@ -1,4 +1,7 @@
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--- @section SplashWindow
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--- Draws the splash window.
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--- @within SplashWindow
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function SplashWindow.draw()
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local txt = "Definitely not an Impostor"
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local y = (Config.screen.height - 6) / 2
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@@ -6,6 +9,7 @@ function SplashWindow.draw()
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end
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--- Updates the splash window logic.
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--- @within SplashWindow
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function SplashWindow.update()
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Context.splash_timer = Context.splash_timer - 1
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if Context.splash_timer <= 0 or Input.menu_confirm() then
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Reference in New Issue
Block a user