feat: added ascension meter, done 0-1 asc logic, fixed mysterious man behaviours
This commit is contained in:
@@ -18,6 +18,7 @@ globals = {
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"Input",
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"Audio",
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"AsciiArt",
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"Ascension",
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"Config",
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"Context",
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"Meter",
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9
.vscode/tasks.json
vendored
9
.vscode/tasks.json
vendored
@@ -6,12 +6,17 @@
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{
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"label": "Run TIC80",
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"type": "shell",
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"command": "tic80 --fs=. impostor.lua"
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"command": "tic80 --fs=. impostor.lua",
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"problemMatcher": [],
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"group": {
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"kind": "build",
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"isDefault": true
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}
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},
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{
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"label": "Build & Run TIC80",
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"type": "shell",
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"command": "make build && tic80 --fs=. impostor.lua",
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"command": "make clean && make build && tic80 --fs=. impostor.lua",
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"problemMatcher": []
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},
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{
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@@ -1,6 +1,7 @@
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meta/meta.header.lua
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init/init.module.lua
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init/init.config.lua
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init/init.ascension.lua
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init/init.context.lua
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system/system.util.lua
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system/system.print.lua
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@@ -1,6 +1,9 @@
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Decision.register({
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id = "go_to_end",
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label = "Break the cycle",
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condition = function()
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return Ascension.is_complete()
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end,
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handle = function()
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Window.set_current("end")
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end,
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@@ -9,7 +9,8 @@ Decision.register({
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focus_center_y = (Config.screen.height / 2) - 18,
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focus_initial_radius = 0,
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on_win = function()
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MysteriousManWindow.start()
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local ascended = Ascension.consume_increase()
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MysteriousManWindow.start({ skip_text = not ascended })
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end,
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})
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end,
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@@ -1,18 +1,18 @@
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Decision.register({
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id = "start_discussion",
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label = function()
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if Context.day_count >= 3 then
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if Context.have_met_sumphore then
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return "Talk to Sumphore"
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end
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return "Talk to the homeless guy"
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end,
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handle = function()
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if Context.day_count < 3 then
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if not Context.have_met_sumphore then
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Discussion.start("homeless_guy", "game")
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end
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if Context.day_count >= 3 then
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elseif Ascension.get_level() == 0 then
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Discussion.start("homeless_guy", "game", 4)
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else
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Discussion.start("sumphore_day_3", "game")
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return
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end
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end,
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})
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@@ -46,7 +46,9 @@ Discussion.register({
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{
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question = "My name is Sumphore, nice to meet you.",
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answers = {
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{ label = "Nice to meet you, Sumphore.", next_step = 5 },
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{ label = "Nice to meet you, Sumphore.", next_step = 5, on_select = function()
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Context.have_met_sumphore = true
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end },
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},
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},
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{
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169
inc/init/init.ascension.lua
Normal file
169
inc/init/init.ascension.lua
Normal file
@@ -0,0 +1,169 @@
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--- @section Ascension
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local ASCENSION_MAX_LEVEL = 9
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local ASCENSION_WORD = "ASCENSION"
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local _increased_this_cycle = false
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local _flash_active = false
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local _flash_timer = 0
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local _flash_total = 0
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local FLASH_DURATION = 120
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local _fade_active = false
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local _fade_timer = 0
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local FADE_DURATION = 120
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local FADE_COLORS = nil
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--- Gets initial ascension state.
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--- @within Ascension
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--- @return result table Initial ascension state. </br>
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--- Fields: </br>
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--- * level (number) Current ascension level (0-9).
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function Ascension.get_initial()
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_increased_this_cycle = false
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return {
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level = 0,
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}
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end
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--- Gets the current ascension level.
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--- @within Ascension
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--- @return number The current ascension level (0-9).
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function Ascension.get_level()
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if not Context or not Context.ascension then return 0 end
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return Context.ascension.level
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end
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--- Gets the maximum ascension level.
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--- @within Ascension
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--- @return number The maximum ascension level.
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function Ascension.get_max_level()
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return ASCENSION_MAX_LEVEL
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end
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--- Increases the ascension level by 1, clamped to the max.
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--- @within Ascension
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function Ascension.increase()
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if not Context or not Context.ascension then return end
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Context.ascension.level = math.min(ASCENSION_MAX_LEVEL, Context.ascension.level + 1)
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_increased_this_cycle = true
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end
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--- Returns true if ascension was incremented since the last consume call.
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--- @within Ascension
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--- @return boolean Whether ascension increased this cycle.
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function Ascension.did_increase()
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return _increased_this_cycle
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end
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--- Consumes the increase flag, returning its value and resetting it.
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--- @within Ascension
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--- @return boolean Whether ascension had increased this cycle.
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function Ascension.consume_increase()
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local result = _increased_this_cycle
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_increased_this_cycle = false
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return result
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end
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--- Returns true when the ascension meter is fully complete (level 10).
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--- @within Ascension
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--- @return boolean Whether the cycle can be broken.
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function Ascension.is_complete()
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return Ascension.get_level() >= ASCENSION_MAX_LEVEL
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end
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--- Draws the ascension meter as individual letters of "ASCENSION".
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--- Each letter lights up per level. Drawn beneath existing meter bars.
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--- @within Ascension
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--- @param x number Left x position.
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--- @param y number Top y position.
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--- @param options table Optional overrides: lit_color, dim_color, spacing.
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function Ascension.draw(x, y, options)
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if not Context or not Context.ascension then return end
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options = options or {}
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local level = Context.ascension.level
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if level < 1 then return end
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local lit_color = options.lit_color or Config.colors.white
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local spacing = options.spacing or 5
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for i = 1, level do
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local ch = ASCENSION_WORD:sub(i, i)
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local color
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if i == level and _fade_active then
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color = Ascension.get_fade_color()
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else
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color = lit_color
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end
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print(ch, x + (i - 1) * spacing, y, color, false, 1, true)
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end
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end
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--- Returns the current fade-in color based on progress through the palette.
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--- @within Ascension
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--- @return number The palette color index for the current fade step.
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function Ascension.get_fade_color()
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if not FADE_COLORS then
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FADE_COLORS = {
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Config.colors.black,
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Config.colors.dark_grey,
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Config.colors.light_grey,
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Config.colors.white,
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}
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end
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if not _fade_active then return Config.colors.white end
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local progress = math.min(_fade_timer / FADE_DURATION, 1)
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local idx = math.floor(progress * (#FADE_COLORS - 1)) + 1
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return FADE_COLORS[idx]
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end
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--- Starts the fade-in effect for the most recently gained letter.
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--- @within Ascension
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function Ascension.start_fade()
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_fade_active = true
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_fade_timer = 0
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end
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--- Starts the ascension flash effect.
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--- @within Ascension
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function Ascension.start_flash()
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_flash_active = true
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_flash_timer = 0
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_flash_total = FLASH_DURATION
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end
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--- Updates and draws the ascension flash overlay.
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--- Call once per frame from the main loop.
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--- @within Ascension
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function Ascension.draw_flash()
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if not _flash_active then return end
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_flash_timer = _flash_timer + 1
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local sw = Config.screen.width
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local sh = Config.screen.height
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local progress = _flash_timer / FLASH_DURATION
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local pulse = math.abs(math.sin(progress * math.pi * 6))
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local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
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rect(0, 0, sw, sh, flash_color)
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if _flash_timer >= _flash_total then
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_flash_active = false
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Ascension.start_fade()
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end
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end
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--- Updates the fade-in timer. Call once per frame from the main loop.
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--- @within Ascension
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function Ascension.update_fade()
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if not _fade_active then return end
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_fade_timer = _fade_timer + 1
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if _fade_timer >= FADE_DURATION then
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_fade_active = false
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end
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end
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--- Returns whether a flash effect is currently active.
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--- @within Ascension
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--- @return boolean Whether the flash is playing.
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function Ascension.is_flashing()
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return _flash_active
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end
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@@ -17,8 +17,10 @@ Context = {}
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--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
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--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
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--- * meters (table) Meter values (see Meter.get_initial).<br/>
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--- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
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--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
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--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
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--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
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--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
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function Context.initial_data()
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return {
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@@ -33,9 +35,11 @@ function Context.initial_data()
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minigame_button_mash = {},
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minigame_rhythm = {},
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meters = Meter.get_initial(),
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ascension = Ascension.get_initial(),
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timer = Timer.get_initial(),
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triggers = {},
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home_norman_visible = false,
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have_met_sumphore = false,
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game = {
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current_screen = "home",
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current_situation = nil,
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@@ -17,3 +17,4 @@ Timer = {}
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Trigger = {}
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Discussion = {}
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AsciiArt = {}
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Ascension = {}
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@@ -23,3 +23,9 @@ Day.register_handler(function()
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m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
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m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
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end)
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Day.register_handler(function()
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if Context.day_count == 3 then
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Ascension.increase()
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end
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end)
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@@ -37,15 +37,18 @@ end
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--- @within Discussion
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--- @param id string The discussion ID to start.
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--- @param return_window string The window ID to return to after the discussion.
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function Discussion.start(id, return_window)
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--- @param[opt] start_step number The step index to start from (defaults to 1).
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function Discussion.start(id, return_window, start_step)
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local discussion = _discussions[id]
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if not discussion then
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trace("Error: Discussion not found: " .. tostring(id))
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return
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end
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local step = start_step or 1
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if not discussion.steps[step] then step = 1 end
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Context.discussion.active = true
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Context.discussion.id = id
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Context.discussion.step = 1
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Context.discussion.step = step
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Context.discussion.selected_answer = 1
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Context.discussion.scroll_y = 0
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Context.discussion.scroll_timer = 0
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@@ -152,4 +152,7 @@ function Meter.draw()
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end
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print(meter.label, label_x, label_y, meter.color, false, 1, true)
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end
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local ascension_y = start_y + 3 * line_h + 1
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Ascension.draw(bar_x, ascension_y, { spacing = 5 })
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end
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@@ -30,7 +30,6 @@ function Timer.update()
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if not in_minigame then
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t.progress = t.progress + (1 / timer_duration)
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if t.progress >= 1 then
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Day.increase()
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t.progress = t.progress - 1
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end
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end
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@@ -5,6 +5,7 @@ Screen.register({
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"go_to_toilet",
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"go_to_walking_to_office",
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"go_to_sleep",
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"go_to_end",
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},
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background = "bedroom",
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draw = function()
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@@ -75,5 +75,14 @@ Screen.register({
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Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
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Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
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end
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if Ascension.get_level() > 0 then
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local asc_y = meter_start_y + #meter_list * 20
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local asc_letter_y = asc_y + 10
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local asc_spacing = 8
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local asc_total_w = Ascension.get_level() * asc_spacing
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local asc_x = math.floor((sw - asc_total_w) / 2)
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Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
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end
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end,
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})
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@@ -26,8 +26,10 @@ function TIC()
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Timer.update()
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Trigger.update()
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Glitch.draw()
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Ascension.update_fade()
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if Context.game_in_progress then
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Meter.draw()
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Timer.draw()
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end
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Ascension.draw_flash()
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end
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@@ -16,13 +16,18 @@ He says nothing.
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local state = STATE_TEXT
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local text_y = Config.screen.height
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local text_speed = 0.4
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local text_speed = 0.2
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local day_timer = 0
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local day_display_frames = 120
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local text_done = false
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local text_done_timer = 0
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local TEXT_DONE_HOLD_FRAMES = 120
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local selected_choice = 1
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local text = DEFAULT_TEXT
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local day_text_override = nil
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local on_text_complete = nil
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local show_mysterious_screen = true
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local trigger_flash_on_wake = false
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local choices = {
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{
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@@ -47,16 +52,30 @@ end
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--- * text (string) Override for the scrolling text.<br/>
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--- * day_text (string) Override for the centered day label.<br/>
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--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
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--- * skip_text (boolean) If true, skip the text phase and go straight to day display.<br/>
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function MysteriousManWindow.start(options)
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options = options or {}
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state = STATE_TEXT
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text_y = Config.screen.height
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day_timer = 0
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text_done = false
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text_done_timer = 0
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selected_choice = 1
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text = options.text or DEFAULT_TEXT
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local line_count = 1
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for _ in string.gmatch(text, "\n") do line_count = line_count + 1 end
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local text_block_h = line_count * 8
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text_y = math.floor((Config.screen.height - text_block_h) / 2)
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day_text_override = options.day_text
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on_text_complete = options.on_text_complete
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Meter.hide()
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trigger_flash_on_wake = not options.skip_text
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if options.skip_text then
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show_mysterious_screen = false
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state = STATE_DAY
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day_timer = day_display_frames
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else
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show_mysterious_screen = true
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state = STATE_TEXT
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end
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Window.set_current("mysterious_man")
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end
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@@ -86,6 +105,10 @@ local function wake_up()
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Audio.music_play_wakingup()
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Context.home_norman_visible = true
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Meter.show()
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if trigger_flash_on_wake then
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trigger_flash_on_wake = false
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Ascension.start_flash()
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end
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Window.set_current("game")
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end,
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})
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@@ -101,6 +124,7 @@ end
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--- @within MysteriousManWindow
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function MysteriousManWindow.update()
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if state == STATE_TEXT then
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if not text_done then
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text_y = text_y - text_speed
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local lines = 1
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@@ -109,19 +133,26 @@ function MysteriousManWindow.update()
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end
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if text_y < -lines * 8 then
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text_done = true
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text_done_timer = TEXT_DONE_HOLD_FRAMES
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end
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else
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text_done_timer = text_done_timer - 1
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if text_done_timer <= 0 then
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go_to_day_state()
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end
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if Input.select() then
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go_to_day_state()
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end
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elseif state == STATE_DAY then
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day_timer = day_timer - 1
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if day_timer <= 0 or Input.select() then
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if trigger_flash_on_wake or Ascension.get_level() < 1 then
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wake_up()
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else
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state = STATE_CHOICE
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selected_choice = 1
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end
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end
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elseif state == STATE_CHOICE then
|
||||
selected_choice = UI.update_menu(choices, selected_choice)
|
||||
|
||||
@@ -140,11 +171,17 @@ end
|
||||
--- @within MysteriousManWindow
|
||||
function MysteriousManWindow.draw()
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
if show_mysterious_screen then
|
||||
Screen.draw_the_mysterious_screen()
|
||||
end
|
||||
|
||||
if state == STATE_TEXT then
|
||||
local x = (Config.screen.width - 132) / 2
|
||||
Print.text(text, x, text_y, Config.colors.light_grey)
|
||||
local cx = Config.screen.width / 2
|
||||
local line_y = text_y
|
||||
for line in (text .. "\n"):gmatch("(.-)\n") do
|
||||
Print.text_center(line, cx, line_y, Config.colors.light_grey)
|
||||
line_y = line_y + 8
|
||||
end
|
||||
elseif state == STATE_DAY then
|
||||
local day_text = day_text_override or ("Day " .. Context.day_count)
|
||||
Print.text_center(
|
||||
|
||||
Reference in New Issue
Block a user