refact by claude
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This commit is contained in:
Zsolt Tasnadi
2026-02-23 10:22:41 +01:00
parent 272a54ea87
commit 7deeffa8d6
20 changed files with 85 additions and 77 deletions

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@@ -58,8 +58,8 @@ export: build
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true @ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch: watch:
make build $(MAKE) build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
import_assets: $(OUTPUT) import_assets: $(OUTPUT)
@TIC_CMD="load $(OUTPUT) &"; \ @TIC_CMD="load $(OUTPUT) &"; \
@@ -221,10 +221,3 @@ docs: build
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs .PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100
#-- </WAVES>
#
#-- <SFX>
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
#-- </SFX>

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@@ -3,7 +3,6 @@ init/init.module.lua
init/init.config.lua init/init.config.lua
init/init.minigame.lua init/init.minigame.lua
init/init.meter.lua init/init.meter.lua
init/init.window.lua
init/init.context.lua init/init.context.lua
system/system.util.lua system/system.util.lua
system/system.print.lua system/system.print.lua

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@@ -11,6 +11,7 @@ function Audio.music_play_room_street_1() end
--- Plays room street 2 music. --- Plays room street 2 music.
function Audio.music_play_room_street_2() end function Audio.music_play_room_street_2() end
--- Plays room music. --- Plays room music.
-- TODO: function name is incomplete, determine the correct room identifier
function Audio.music_play_room_() end function Audio.music_play_room_() end
--- Plays room work music. --- Plays room work music.
function Audio.music_play_room_work() end function Audio.music_play_room_work() end

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@@ -27,13 +27,13 @@ end
--- Gets a decision by ID. --- Gets a decision by ID.
-- @param id string The ID of the decision. -- @param id string The ID of the decision.
-- @return table The decision table or nil. -- @return table The decision table or nil.
function Decision.get(id) function Decision.get_by_id(id)
return _decisions[id] return _decisions[id]
end end
--- Gets all registered decisions. --- Gets all registered decisions.
-- @return table A table of all registered decisions. -- @return table A table of all registered decisions.
function Decision.get_all_registered() function Decision.get_all()
return _decisions return _decisions
end end
@@ -47,7 +47,7 @@ function Decision.get_for_screen(screen_data)
local screen_decisions = {} local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get(decision_id) local decision = Decision.get_by_id(decision_id)
if decision then if decision then
table.insert(screen_decisions, decision) table.insert(screen_decisions, decision)
end end

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@@ -31,7 +31,8 @@ end
function Context.reset() function Context.reset()
local initial_data = Context.initial_data() local initial_data = Context.initial_data()
for k in pairs(Context) do for k in pairs(Context) do
if type(Context[k]) ~= "function" then Context[k] = nil if type(Context[k]) ~= "function" then
Context[k] = nil
end end
end end
@@ -57,7 +58,7 @@ end
--- Loads a saved game state. --- Loads a saved game state.
function Context.load_game() function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
Context.new_game() Context.new_game()
return return
end end
Context.reset() Context.reset()

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@@ -1,5 +1,4 @@
-- Manages minigame configurations and initial states. -- Manages minigame configurations and initial states.
Minigame = {}
--- Applies parameters to defaults. --- Applies parameters to defaults.
-- @param defaults table The default configuration table. -- @param defaults table The default configuration table.

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@@ -2,7 +2,9 @@ local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1 local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2 local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3 local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7 local INPUT_KEY_A = 4
local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_SPACE = 48 local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51 local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50 local INPUT_KEY_ENTER = 50

View File

@@ -123,10 +123,13 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
if #decisions > 0 then if #decisions > 0 then
local selected_decision = decisions[selected_decision_index] local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label local decision_label = selected_decision.label
local text_width = #decision_label * 4 local text_y = bar_y + 4 local text_width = #decision_label * 4
local text_x = (Config.screen.width - text_width) / 2 local text_y = bar_y + 4
Print.text("<", 2, text_y, Config.colors.green) local text_x = (Config.screen.width - text_width) / 2
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end Print.text("<", 2, text_y, Config.colors.green)
Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green)
end
end end
--- Draws meters. --- Draws meters.

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@@ -1,5 +1,3 @@
--- Utility functions.
Util = {}
--- Safely wraps an index for an array. --- Safely wraps an index for an array.
-- @param array table The array to index. -- @param array table The array to index.
@@ -15,16 +13,13 @@ function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id) local screen = Screen.get_by_id(screen_id)
if screen then if screen then
Context.game.current_screen = screen_id Context.game.current_screen = screen_id
local all_decisions_for_screen = Decision.get_for_screen(screen) screen.init()
Context.game.decisions = Decision.filter_available(all_decisions_for_screen)
Context.game.selected_decision_index = 1
screen.init() -- Initialize the new screen
else else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end end
end end
-- Checks if a table contains a specific value. --- Checks if a table contains a specific value.
-- @param t table The table to check. -- @param t table The table to check.
-- @param value any The value to look for. -- @param value any The value to look for.
function Util.contains(t, value) function Util.contains(t, value)

View File

@@ -19,7 +19,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
if current_func then if current_func then
current_func() current_func()
else else
trace("Invalid Audio function: " .. list_func[index_menu]) trace("Invalid Audio function: " .. list_func[index_func])
end end
end end
}, },

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@@ -6,13 +6,13 @@ ConfigurationWindow = {
--- Initializes configuration window. --- Initializes configuration window.
function ConfigurationWindow.init() function ConfigurationWindow.init()
ConfigurationWindow.controls = { ConfigurationWindow.controls = {
UI.create_decision_item( UI.create_action_item(
"Save", "Save",
function() Config.save() end function() Config.save() end
), ),
UI.create_decision_item( UI.create_action_item(
"Restore Defaults", "Restore Defaults",
function() Config.restore_defaults() end function() Config.reset() end
), ),
} }
end end
@@ -21,7 +21,8 @@ end
function ConfigurationWindow.draw() function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration") UI.draw_top_bar("Configuration")
local x_start = 10 local y_start = 40 local x_start = 10
local y_start = 40
local x_value_right_align = Config.screen.width - 10 local x_value_right_align = Config.screen.width - 10
local char_width = 4 local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do for i, control in ipairs(ConfigurationWindow.controls) do
@@ -31,22 +32,23 @@ function ConfigurationWindow.draw()
local value = control.get() local value = control.get()
local label_text = control.label local label_text = control.label
local value_text = string.format(control.format, value) local value_text = string.format(control.format, value)
local value_x = x_value_right_align - (#value_text * char_width)
local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
Print.text("<", x_start -8, current_y, color) Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) else Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
end end
elseif control.type == "decision_item" then elseif control.type == "action_item" then
local label_text = control.label local label_text = control.label
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
Print.text("<", x_start -8, current_y, color) Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color) Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else else
@@ -80,14 +82,16 @@ function ConfigurationWindow.update()
if control then if control then
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local current_value = control.get() local current_value = control.get()
if btnp(2) then local new_value = math.max(control.min, current_value - control.step) if Input.left() then
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value) control.set(new_value)
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step) elseif Input.right() then
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value) control.set(new_value)
end end
elseif control.type == "decision_item" then elseif control.type == "action_item" then
if Input.menu_confirm() then if Input.menu_confirm() then
control.decision() control.action()
end end
end end
end end

View File

@@ -4,7 +4,7 @@ local _selected_decision_index = 1
--- Draws the game window. --- Draws the game window.
function GameWindow.draw() function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen) local screen = Screen.get_by_id(Context.game.current_screen)
Map.draw(screen.background) if screen.background then Map.draw(screen.background) end
UI.draw_top_bar(screen.name) UI.draw_top_bar(screen.name)
if #_available_decisions > 0 then if #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index) UI.draw_decision_selector(_available_decisions, _selected_decision_index)
@@ -15,7 +15,7 @@ end
--- Updates the game window logic. --- Updates the game window logic.
function GameWindow.update() function GameWindow.update()
if Input.menu_back() then if Input.menu_back() then
Context.current_window = "menu" Window.set_current("menu")
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
return return
end end
@@ -23,7 +23,7 @@ function GameWindow.update()
local screen = Screen.get_by_id(Context.game.current_screen) local screen = Screen.get_by_id(Context.game.current_screen)
screen.update() screen.update()
-- Handle situations (Context.game.current_situation is still present) -- Handle current situation updates
if Context.game.current_situation then if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation) local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then if current_situation_obj and current_situation_obj.update then
@@ -37,6 +37,10 @@ function GameWindow.update()
if #_available_decisions == 0 then return end if #_available_decisions == 0 then return end
if _selected_decision_index > #_available_decisions then
_selected_decision_index = 1
end
local new_selected_decision_index = UI.update_decision_selector( local new_selected_decision_index = UI.update_decision_selector(
_available_decisions, _available_decisions,
_selected_decision_index _selected_decision_index
@@ -56,7 +60,7 @@ function GameWindow.update()
end end
--- Sets the active window. --- Sets the active window.
-- @param new_state number The ID of the new active window. -- @param new_state string The ID of the new active window.
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Context.current_window = new_state Window.set_current(new_state)
end end

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@@ -23,16 +23,16 @@ end
function IntroWindow.update() function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed IntroWindow.y = IntroWindow.y - IntroWindow.speed
local lines = 1 local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1 lines = lines + 1
end end
if IntroWindow.y < -lines * 8 then if IntroWindow.y < -lines * 8 then
GameWindow.set_state("menu") Window.set_current("menu")
end end
if Input.menu_confirm() then if Input.menu_confirm() then
GameWindow.set_state("menu") Window.set_current("menu")
end end
end end

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@@ -21,17 +21,20 @@ end
--- Starts a new game from the menu. --- Starts a new game from the menu.
function MenuWindow.new_game() function MenuWindow.new_game()
Context.new_game() GameWindow.set_state("game") Context.new_game()
GameWindow.set_state("game")
end end
--- Loads a game from the menu. --- Loads a game from the menu.
function MenuWindow.load_game() function MenuWindow.load_game()
Context.load_game() GameWindow.set_state("game") Context.load_game()
GameWindow.set_state("game")
end end
--- Saves the current game from the menu. --- Saves the current game from the menu.
function MenuWindow.save_game() function MenuWindow.save_game()
Context.save_game() end Context.save_game()
end
--- Resumes the game from the menu. --- Resumes the game from the menu.
function MenuWindow.resume_game() function MenuWindow.resume_game()

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@@ -5,7 +5,7 @@ function MinigameDDRWindow.init(params)
end end
--- Starts the DDR minigame. --- Starts the DDR minigame.
-- @param return_window number The window ID to return to after the minigame. -- @param return_window string The window ID to return to after the minigame.
-- @param[opt] song_key string The key of the song to play. -- @param[opt] song_key string The key of the song to play.
-- @param[opt] params table Optional parameters for minigame configuration. -- @param[opt] params table Optional parameters for minigame configuration.
function MinigameDDRWindow.start(return_window, song_key, params) function MinigameDDRWindow.start(return_window, song_key, params)
@@ -25,7 +25,7 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.debug_status = "Random mode" Context.minigame_ddr.debug_status = "Random mode"
end end
end end
Context.current_window = "minigame_ddr" Window.set_current("minigame_ddr")
end end
--- Spawns a random arrow. --- Spawns a random arrow.
@@ -101,7 +101,7 @@ function MinigameDDRWindow.update()
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
Context.current_window = mg.return_window Window.set_current(mg.return_window)
return return
end end
mg.frame_counter = mg.frame_counter + 1 mg.frame_counter = mg.frame_counter + 1
@@ -109,7 +109,7 @@ function MinigameDDRWindow.update()
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
Context.current_window = mg.return_window Window.set_current(mg.return_window)
return return
end end
end end
@@ -196,7 +196,7 @@ function MinigameDDRWindow.draw()
print("DDR ERROR: Context not initialized", 10, 10, 12) print("DDR ERROR: Context not initialized", 10, 10, 12)
print("Press Z to return", 10, 20, 12) print("Press Z to return", 10, 20, 12)
if Input.select() then if Input.select() then
Context.current_window = "game" Window.set_current("game")
end end
return return
end end

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@@ -5,12 +5,12 @@ function MinigameButtonMashWindow.init(params)
end end
--- Starts the button mash minigame. --- Starts the button mash minigame.
-- @param return_window number The window ID to return to after the minigame. -- @param return_window string The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration. -- @param[opt] params table Optional parameters for minigame configuration.
function MinigameButtonMashWindow.start(return_window, params) function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params) MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or "game" Context.minigame_button_mash.return_window = return_window or "game"
Context.current_window = "minigame_button_mash" Window.set_current("minigame_button_mash")
end end
--- Updates button mash minigame logic. --- Updates button mash minigame logic.
@@ -26,7 +26,7 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
Context.current_window = mg.return_window Window.set_current(mg.return_window)
return return
end end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier) local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)

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@@ -5,12 +5,12 @@ function MinigameRhythmWindow.init(params)
end end
--- Starts the rhythm minigame. --- Starts the rhythm minigame.
-- @param return_window number The window ID to return to after the minigame. -- @param return_window string The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration. -- @param[opt] params table Optional parameters for minigame configuration.
function MinigameRhythmWindow.start(return_window, params) function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params) MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or "game" Context.minigame_rhythm.return_window = return_window or "game"
Context.current_window = "minigame_rhythm" Window.set_current("minigame_rhythm")
end end
--- Updates rhythm minigame logic. --- Updates rhythm minigame logic.
@@ -48,7 +48,7 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then if mg.score >= mg.max_score then
Meter.on_minigame_complete() Meter.on_minigame_complete()
Meter.show() Meter.show()
Context.current_window = mg.return_window Window.set_current(mg.return_window)
return return
end end
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then

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@@ -5,21 +5,27 @@ local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10 local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10 local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8 local LINE_HEIGHT = 8
--- Displays a popup window. --- Displays a popup window.
-- @param content_strings table A table of strings to display in the popup. -- @param content_strings table A table of strings to display in the popup.
function PopupWindow.show(content_strings) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} GameWindow.set_state("popup") end Context.popup.content = content_strings or {}
GameWindow.set_state("popup")
end
--- Hides the popup window. --- Hides the popup window.
function PopupWindow.hide() function PopupWindow.hide()
Context.popup.show = false Context.popup.show = false
Context.popup.content = {} GameWindow.set_state("game") end Context.popup.content = {}
GameWindow.set_state("game")
end
--- Updates popup window logic. --- Updates popup window logic.
function PopupWindow.update() function PopupWindow.update()
if Context.popup.show then if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide() if Input.menu_confirm() or Input.menu_back() then
PopupWindow.hide()
end end
end end
end end
@@ -36,6 +42,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT current_y = current_y + LINE_HEIGHT
end end
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green) Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
end end
end end

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@@ -1,16 +1,14 @@
--- Draws the splash window. --- Draws the splash window.
function SplashWindow.draw() function SplashWindow.draw()
local txt = "Definitely not an Impostor" local txt = "Definitely not an Impostor"
local w = #txt * 6 local y = (Config.screen.height - 6) / 2
local x = (240 - w) / 2 Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
local y = (136 - 6) / 2
print(txt, x, y, 12)
end end
--- Updates the splash window logic. --- Updates the splash window logic.
function SplashWindow.update() function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1 Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then if Context.splash_timer <= 0 or Input.menu_confirm() then
GameWindow.set_state("intro") Window.set_current("intro")
end end
end end