feat: added ascension meter, done 0-1 asc logic, fixed mysterious man behaviours
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This commit is contained in:
Zoltan Timar
2026-03-19 18:22:06 +01:00
parent 823c3313af
commit b4dcdaba58
18 changed files with 278 additions and 31 deletions

View File

@@ -17,8 +17,10 @@ Context = {}
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
function Context.initial_data()
return {
@@ -33,9 +35,11 @@ function Context.initial_data()
minigame_button_mash = {},
minigame_rhythm = {},
meters = Meter.get_initial(),
ascension = Ascension.get_initial(),
timer = Timer.get_initial(),
triggers = {},
home_norman_visible = false,
have_met_sumphore = false,
game = {
current_screen = "home",
current_situation = nil,