refact by claude
This commit is contained in:
@@ -19,7 +19,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
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if current_func then
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current_func()
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else
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trace("Invalid Audio function: " .. list_func[index_menu])
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trace("Invalid Audio function: " .. list_func[index_func])
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end
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end
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},
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@@ -6,13 +6,13 @@ ConfigurationWindow = {
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--- Initializes configuration window.
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function ConfigurationWindow.init()
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ConfigurationWindow.controls = {
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UI.create_decision_item(
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UI.create_action_item(
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"Save",
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function() Config.save() end
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),
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UI.create_decision_item(
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UI.create_action_item(
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"Restore Defaults",
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function() Config.restore_defaults() end
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function() Config.reset() end
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),
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}
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end
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@@ -21,7 +21,8 @@ end
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function ConfigurationWindow.draw()
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UI.draw_top_bar("Configuration")
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local x_start = 10 local y_start = 40
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local x_start = 10
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local y_start = 40
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local x_value_right_align = Config.screen.width - 10
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local char_width = 4
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for i, control in ipairs(ConfigurationWindow.controls) do
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@@ -31,22 +32,23 @@ function ConfigurationWindow.draw()
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local value = control.get()
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local label_text = control.label
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local value_text = string.format(control.format, value)
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local value_x = x_value_right_align - (#value_text * char_width)
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local value_x = x_value_right_align - (#value_text * char_width)
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if i == ConfigurationWindow.selected_control then
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color = Config.colors.item
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Print.text("<", x_start -8, current_y, color)
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Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
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Print.text(">", x_value_right_align + 4, current_y, color) else
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Print.text("<", x_start - 8, current_y, color)
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Print.text(label_text, x_start, current_y, color)
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Print.text(value_text, value_x, current_y, color)
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Print.text(">", x_value_right_align + 4, current_y, color)
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else
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Print.text(label_text, x_start, current_y, color)
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Print.text(value_text, value_x, current_y, color)
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end
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elseif control.type == "decision_item" then
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elseif control.type == "action_item" then
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local label_text = control.label
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if i == ConfigurationWindow.selected_control then
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color = Config.colors.item
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Print.text("<", x_start -8, current_y, color)
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Print.text("<", x_start - 8, current_y, color)
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Print.text(label_text, x_start, current_y, color)
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Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
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else
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@@ -80,14 +82,16 @@ function ConfigurationWindow.update()
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if control then
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if control.type == "numeric_stepper" then
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local current_value = control.get()
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if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
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if Input.left() then
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local new_value = math.max(control.min, current_value - control.step)
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control.set(new_value)
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elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
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elseif Input.right() then
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local new_value = math.min(control.max, current_value + control.step)
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control.set(new_value)
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end
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elseif control.type == "decision_item" then
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elseif control.type == "action_item" then
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if Input.menu_confirm() then
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control.decision()
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control.action()
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end
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end
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end
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@@ -4,7 +4,7 @@ local _selected_decision_index = 1
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--- Draws the game window.
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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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Map.draw(screen.background)
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if screen.background then Map.draw(screen.background) end
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UI.draw_top_bar(screen.name)
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if #_available_decisions > 0 then
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UI.draw_decision_selector(_available_decisions, _selected_decision_index)
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@@ -15,7 +15,7 @@ end
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--- Updates the game window logic.
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function GameWindow.update()
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if Input.menu_back() then
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Context.current_window = "menu"
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Window.set_current("menu")
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MenuWindow.refresh_menu_items()
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return
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end
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@@ -23,7 +23,7 @@ function GameWindow.update()
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local screen = Screen.get_by_id(Context.game.current_screen)
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screen.update()
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-- Handle situations (Context.game.current_situation is still present)
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-- Handle current situation updates
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if Context.game.current_situation then
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local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
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if current_situation_obj and current_situation_obj.update then
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@@ -37,6 +37,10 @@ function GameWindow.update()
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if #_available_decisions == 0 then return end
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if _selected_decision_index > #_available_decisions then
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_selected_decision_index = 1
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end
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local new_selected_decision_index = UI.update_decision_selector(
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_available_decisions,
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_selected_decision_index
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@@ -56,7 +60,7 @@ function GameWindow.update()
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end
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--- Sets the active window.
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-- @param new_state number The ID of the new active window.
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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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Context.current_window = new_state
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Window.set_current(new_state)
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end
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@@ -23,16 +23,16 @@ end
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function IntroWindow.update()
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IntroWindow.y = IntroWindow.y - IntroWindow.speed
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local lines = 1
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local lines = 1
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for _ in string.gmatch(IntroWindow.text, "\n") do
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lines = lines + 1
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end
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if IntroWindow.y < -lines * 8 then
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GameWindow.set_state("menu")
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if IntroWindow.y < -lines * 8 then
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Window.set_current("menu")
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end
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if Input.menu_confirm() then
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GameWindow.set_state("menu")
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if Input.menu_confirm() then
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Window.set_current("menu")
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end
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end
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@@ -21,17 +21,20 @@ end
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--- Starts a new game from the menu.
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function MenuWindow.new_game()
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Context.new_game() GameWindow.set_state("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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function MenuWindow.load_game()
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Context.load_game() GameWindow.set_state("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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function MenuWindow.save_game()
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Context.save_game() end
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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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function MenuWindow.resume_game()
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@@ -5,7 +5,7 @@ function MinigameDDRWindow.init(params)
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end
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--- Starts the DDR minigame.
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-- @param return_window number The window ID to return to after the minigame.
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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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function MinigameDDRWindow.start(return_window, song_key, params)
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@@ -25,7 +25,7 @@ function MinigameDDRWindow.start(return_window, song_key, params)
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Context.minigame_ddr.debug_status = "Random mode"
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end
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end
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Context.current_window = "minigame_ddr"
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Window.set_current("minigame_ddr")
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end
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--- Spawns a random arrow.
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@@ -101,7 +101,7 @@ function MinigameDDRWindow.update()
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if mg.bar_fill >= mg.max_fill then
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Meter.on_minigame_complete()
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Meter.show()
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Context.current_window = mg.return_window
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Window.set_current(mg.return_window)
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return
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end
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mg.frame_counter = mg.frame_counter + 1
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@@ -109,7 +109,7 @@ function MinigameDDRWindow.update()
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if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
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Meter.on_minigame_complete()
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Meter.show()
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Context.current_window = mg.return_window
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Window.set_current(mg.return_window)
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return
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end
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end
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@@ -196,7 +196,7 @@ function MinigameDDRWindow.draw()
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print("DDR ERROR: Context not initialized", 10, 10, 12)
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print("Press Z to return", 10, 20, 12)
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if Input.select() then
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Context.current_window = "game"
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Window.set_current("game")
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end
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return
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end
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@@ -5,12 +5,12 @@ function MinigameButtonMashWindow.init(params)
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end
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--- Starts the button mash minigame.
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-- @param return_window number The window ID to return to after the minigame.
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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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MinigameButtonMashWindow.init(params)
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Context.minigame_button_mash.return_window = return_window or "game"
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Context.current_window = "minigame_button_mash"
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Window.set_current("minigame_button_mash")
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end
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--- Updates button mash minigame logic.
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@@ -26,7 +26,7 @@ function MinigameButtonMashWindow.update()
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if mg.bar_fill >= mg.max_fill then
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Meter.on_minigame_complete()
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Meter.show()
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Context.current_window = mg.return_window
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Window.set_current(mg.return_window)
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return
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end
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local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
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@@ -5,12 +5,12 @@ function MinigameRhythmWindow.init(params)
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end
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--- Starts the rhythm minigame.
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-- @param return_window number The window ID to return to after the minigame.
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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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MinigameRhythmWindow.init(params)
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Context.minigame_rhythm.return_window = return_window or "game"
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Context.current_window = "minigame_rhythm"
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Window.set_current("minigame_rhythm")
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end
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--- Updates rhythm minigame logic.
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@@ -48,7 +48,7 @@ function MinigameRhythmWindow.update()
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if mg.score >= mg.max_score then
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Meter.on_minigame_complete()
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Meter.show()
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Context.current_window = mg.return_window
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Window.set_current(mg.return_window)
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return
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end
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if mg.button_pressed_timer > 0 then
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@@ -5,21 +5,27 @@ local POPUP_HEIGHT = 80
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local TEXT_MARGIN_X = POPUP_X + 10
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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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-- @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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Context.popup.content = content_strings or {} GameWindow.set_state("popup") end
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Context.popup.content = content_strings or {}
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GameWindow.set_state("popup")
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end
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--- Hides the popup window.
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function PopupWindow.hide()
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Context.popup.show = false
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Context.popup.content = {} GameWindow.set_state("game") end
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Context.popup.content = {}
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GameWindow.set_state("game")
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end
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--- Updates popup window logic.
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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 PopupWindow.hide()
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if Input.menu_confirm() or Input.menu_back() then
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PopupWindow.hide()
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end
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end
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end
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@@ -36,6 +42,6 @@ function PopupWindow.draw()
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current_y = current_y + LINE_HEIGHT
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end
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Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
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Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
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end
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end
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@@ -1,16 +1,14 @@
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--- Draws the splash window.
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function SplashWindow.draw()
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local txt = "Definitely not an Impostor"
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local w = #txt * 6
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local x = (240 - w) / 2
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local y = (136 - 6) / 2
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print(txt, x, y, 12)
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local y = (Config.screen.height - 6) / 2
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Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
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end
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--- Updates the splash window logic.
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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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GameWindow.set_state("intro")
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Window.set_current("intro")
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end
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end
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Reference in New Issue
Block a user