feat: added new functionality with focus, added base background to screens, created Focus.close(), Focus.start(), Focus.driven() methods for different use-cases, added focus to screens
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This commit is contained in:
Zoltan Timar
2026-02-26 14:53:22 +01:00
parent 226d75d905
commit 954a39aef1
12 changed files with 232 additions and 9 deletions

View File

@@ -6,17 +6,23 @@ local _selected_decision_index = 1
--- @within GameWindow
function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen)
if screen.background then Map.draw(screen.background) end
if screen.background then
Map.draw(screen.background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
UI.draw_top_bar(screen.name)
if #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
end
Sprite.draw()
Focus.draw()
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
Focus.update()
if Input.menu_back() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
@@ -60,6 +66,8 @@ function GameWindow.update()
selected_decision.handle()
end
end
end
--- Sets the active window.

View File

@@ -13,7 +13,13 @@ end
--- @param[opt] params table Optional parameters for minigame configuration.
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or "game"
local mg = Context.minigame_button_mash
mg.return_window = return_window or "game"
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("minigame_button_mash")
end
@@ -31,6 +37,7 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return
end
@@ -42,6 +49,9 @@ function MinigameButtonMashWindow.update()
if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1
end
if mg.focus_center_x then
Focus.set_percentage(mg.bar_fill / mg.max_fill)
end
end
--- Draws button mash minigame.
@@ -51,7 +61,9 @@ function MinigameButtonMashWindow.draw()
if mg.return_window == "game" then
GameWindow.draw()
end
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width

View File

@@ -13,7 +13,13 @@ end
--- @param[opt] params table Optional parameters for minigame configuration.
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or "game"
local mg = Context.minigame_rhythm
mg.return_window = return_window or "game"
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("minigame_rhythm")
end
@@ -53,12 +59,16 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then
Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return
end
if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1
end
if mg.focus_center_x then
Focus.set_percentage(1 - mg.score / mg.max_score)
end
end
--- Draws rhythm minigame.
@@ -68,7 +78,9 @@ function MinigameRhythmWindow.draw()
if mg.return_window == "game" then
GameWindow.draw()
end
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)