feat: added intro sequence, fixed norman's sprite, placed him in various places
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@@ -2,9 +2,7 @@
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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 function draw_game_scene(underlay_draw)
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local screen = Screen.get_by_id(Context.game.current_screen)
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if not screen then return end
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if screen.background then
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@@ -12,6 +10,9 @@ function GameWindow.draw()
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elseif screen.background_color then
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rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
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end
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if underlay_draw then
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underlay_draw()
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end
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if not Context.stat_screen_active and #_available_decisions > 0 then
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Decision.draw(_available_decisions, _selected_decision_index)
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end
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@@ -20,6 +21,19 @@ function GameWindow.draw()
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screen.draw()
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end
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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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draw_game_scene()
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end
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--- Draws the game window with a custom underlay.
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--- @within GameWindow
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--- @param underlay_draw function A draw callback rendered after the background but before overlays.<br/>
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function GameWindow.draw_with_underlay(underlay_draw)
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draw_game_scene(underlay_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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@@ -31,12 +45,13 @@ function GameWindow.update()
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end
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local screen = Screen.get_by_id(Context.game.current_screen)
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if not screen or not screen.update then return end
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screen.update()
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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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if current_situation_obj and type(current_situation_obj.update) == "function" then
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current_situation_obj.update()
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end
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end
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