diff --git a/.luacheckrc b/.luacheckrc index c8dfabd..52a90dc 100644 --- a/.luacheckrc +++ b/.luacheckrc @@ -2,73 +2,83 @@ -- Configuration for luacheck globals = { - "Focus", - "Day", - "Timer", - "Glitch", - "Trigger", - "Discussion", - "Util", - "Decision", - "Screen", - "Sprite", - "UI", - "Print", - "Input", - "Audio", "AsciiArt", "Ascension", - "Config", - "Context", - "Meter", - "Minigame", - "Window", - "ContinuedWindow", - "TTGIntroWindow", - "BriefIntroWindow", - "TitleIntroWindow", - "MenuWindow", - "GameWindow", - "PopupWindow", - "ControlsWindow", + "AscendDebugWindow", + "Audio", "AudioTestWindow", - "MinigameButtonMashWindow", - "MinigameRhythmWindow", - "MinigameDDRWindow", - "MysteriousManScreen", + "BriefIntroWindow", + "CodeGenerator", + "Config", + "CommuteGlitch", + "Context", + "ContextDebug", + "ContinuedWindow", + "ControlsWindow", + "CreditsWindow", + "Day", + "Decision", + "Discussion", "DiscussionWindow", "EndWindow", - "mset", - "mget", + "Focus", + "GameOverWindow", + "GameWindow", + "Glitch", + "Input", + "Map", + "MapBedroom", + "MenuWindow", + "Meter", + "Minigame", + "MinigameButtonMashWindow", + "MinigameDDRWindow", + "MinigameRhythmWindow", + "Mouse", + "MysteriousManScreen", + "PlayerNameWindow", + "PopupWindow", + "Print", + "RLE", + "Screen", + "Songs", + "Sprite", + "TIC", + "TTGIntroWindow", + "TextInput", + "Timer", + "TitleIntroWindow", + "Trigger", + "UI", + "Util", + "WalkingToOfficeScreen", + "Window", + "beats_to_pattern", "btnp", + "circb", + "circ", + "cls", + "exit", + "frame_from_beat", + "index_menu", "keyp", + "line", + "map", + "mouse", + "mget", + "mset", "music", - "sfx", - "spr", + "musicator_generate_pattern", + "pix", + "poke4", + "print", "rect", "rectb", - "circ", - "circb", - "cls", - "tri", - "pix", - "line", - "Songs", - "frame_from_beat", - "beats_to_pattern", - "MapBedroom", - "TIC", - "exit", - "trace", - "index_menu", - "Map", - "map", + "sfx", + "spr", "time", - "RLE", - "mouse", - "Mouse", - "print", - "musicator_generate_pattern", + "trace", + "tri", } diff --git a/CLAUDE.md b/CLAUDE.md new file mode 100644 index 0000000..5ab9c34 --- /dev/null +++ b/CLAUDE.md @@ -0,0 +1,148 @@ +# CLAUDE.md + +This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. + +## Project Overview + +**Definitely not an Impostor** is a narrative-driven fantasy game built for [TIC-80](https://tic80.com/), a fantasy console. The game is written entirely in Lua. All source modules in `inc/` are concatenated at build time into a single `impostor.lua` file that TIC-80 loads. + +## Build Commands + +```bash +make build # Concatenate inc/**/*.lua into impostor.lua (order from impostor.inc) +make minify # Build then minify (downloads minify.lua if missing) +make lint # Run luacheck with source mapping to original files +make watch # Auto-rebuild on file changes in inc/ +make export # Export minified game to HTML and .tic formats +make import_assets # Import PNG sprite/tile assets into the TIC-80 cartridge +make export_assets # Extract TIC-80 asset sections into inc/meta/meta.assets.lua +make docs # Generate documentation with ldoc +make clean # Remove build artifacts +``` + +To run the game locally: `tic80 --fs=. impostor.lua` + +VSCode tasks are available for "Run TIC80", "Build & Run TIC80", "Export assets", and "Make build". + +There is no test framework — validation is done via `make lint` (luacheck). + +## Important Workflow Note + +**Do not run `git add` or `git commit`** — git operations are the user's responsibility. + +## Code Conventions (from GEMINI.md) + +- **Functions**: `PascalCase` (e.g., `UpdatePlayer`, `DrawHUD`) +- **Variables**: `snake_case` (e.g., `player_x`, `game_state`) +- **Constants**: `SCREAMING_SNAKE_CASE` (e.g., `MAX_SPEED`) +- **Indentation**: 2 spaces +- **Tables**: Always multi-line with one key-value pair per line +- **Code sections**: Delimited with `--- @section SectionName` comments +- **TIC-80 APIs**: Use `btn()` for input, `spr()` for sprites, `map()` for tilemaps, `Print.text()` for text + +## Architecture + +The game is a **state machine** driven by a window manager. The build order is defined in `impostor.inc` — 99 source files are concatenated in dependency order. + +### Main Loop + +`TIC()` in `inc/system/system.main.lua` is TIC-80's per-frame callback. It: +1. Initializes game state once on first call +2. Updates mouse/context timing +3. Delegates to the current active window handler +4. Updates meters, timers, triggers, and glitch effects +5. Draws UI overlays + +### Window Manager (`inc/window/window.manager.lua`) + +Central UI state machine. Windows register with `id`, `update()`, and `draw()` handlers. Only one window is active at a time. All windows are declared in `window.register.lua`. + +| Window | Purpose | +|--------|---------| +| `intro_title` | Title screen | +| `intro_ttg` | "Thanks To Grandma" credits | +| `intro_brief` | Game briefing | +| `menu` | Main menu | +| `game` | Main gameplay (screens + decisions) | +| `popup` | General popup overlay | +| `discussion` | NPC dialogue/conversation | +| `minigame_button_mash` | Button Mash minigame | +| `minigame_rhythm` | Rhythm minigame | +| `minigame_ddr` | DDR minigame | +| `game_over` | Game over / restart screen | +| `end` | End game choice screen | +| `continued` | Day-continued notification | +| `credits` | Credits roll | +| `controls` | Control scheme display | +| `audiotest` | Audio testing utility | +| `player_name` | 3-character name entry before new game | +| `ascend_debug` | Debug utility: start at a specific ascension level | + +### Screen & Decision System (`inc/screen/`, `inc/decision/`) + +- **Screens** are gameplay scenes. Registered with `Screen.register({id, name, decisions[], background, init, update, draw, exit})`. They manage background maps and NPC sprite placement. +- **Decisions** are player choices available on a screen. Registered with `Decision.register({id, label, condition, handle})`. A `condition` function gates visibility; `handle` drives transitions (to new screens, dialogue, minigames). + +Screens: `home`, `office`, `work`, `toilet`, `walking_to_office`, `walking_to_home`, `mysterious_man`, `manager` + +Maps (`inc/map/`): `bedroom`, `office`, `street` — rendered via `map.manager.lua`. + +### Game Logic (`inc/logic/`) + +| Module | Purpose | +|--------|---------| +| `logic.meter.lua` | Tracks ISM/WPM/BM stats (0–1000), combo multipliers, daily decay (20/day) | +| `logic.day.lua` | Day counter; ascension triggers at day 3, game over at day 100 | +| `logic.timer.lua` | Event scheduling/delayed callbacks, one-shot and repeating | +| `logic.trigger.lua` | Conditional event handlers with start/stop callbacks | +| `logic.discussion.lua` | Dialogue parsing, branching answers, NPC portrait rendering | +| `logic.minigame.lua` | Config and win-overlay for Button Mash, Rhythm, and DDR | +| `logic.focus.lua` | Circular reveal/hide overlay transitions (expanding/shrinking circle) | +| `logic.glitch.lua` | Visual glitch effect (random vertical stripes), toggled via `Glitch.show()/hide()` | +| `logic.commute_glitch.lua` | 7-level glitch progression during ascension 7: corrupts sprite lists, remaps Norman to `norman_echo`, speeds up music, blocks/redirects decisions | +| `logic.codegenerator.lua` | Encodes player's 3-char name to a 6-char base-36 completion code shown on the end screen | + +### Global State (`inc/init/`) + +- `init.context.lua`: All runtime game state (current screen, meter values, progress flags). Persisted in memory bank 6. Key fields: `player_name` (3-char string), `commute_glitch_level` (0–7), `talked_to_norman_echo`, `talked_to_true_sumphore`, `have_been_to_office`, `have_done_work_today`. +- `init.config.lua`: Screen dimensions (240×136), palette colors, timing constants. Persisted in memory bank 7. +- `init.ascension.lua`: 9-level meta-progression system ("ASCENSION" letters progressively lit). Level 7 activates CommunteGlitch; level 9 unlocks the final "Break the cycle" decision. +- `init.context_debug.lua`: `Context.new_game_debug(level)` — starts a new game at a specific ascension level for testing. + +### Audio (`inc/audio/`) + +- `audio.manager.lua`: Music playback (no-restart if already playing). Named tracks: `room_work` (0), `activity_work` (1), `mystery` (2). +- `audio.generator.lua` / `audio.songs.lua`: Sound generation and song definitions. + +### Sprites (`inc/sprite/`) + +`sprite.manager.lua` handles registration. Supports single and composite sprites with offset layers. + +NPCs: `norman`, `norman_echo` (palette-remapped glitch variant of Norman, shown at commute glitch level 7), `sumphore`, `pizza_vendor`, and 10 developer archetypes (`dev_boy`, `dev_buddy`, `dev_extrovert`, `dev_girl`, `dev_guard`, `dev_guru`, `dev_hr_girl`, `dev_introvert`, `dev_operator`, `dev_project_manager`). Matrix characters: `matrix_architect`, `matrix_neo`, `matrix_oraculum`, `matrix_trinity`. + +### Discussions (`inc/discussion/`) + +Branching dialogue files loaded by `logic.discussion.lua`. Each file defines one or more named dialogue trees (keyed strings with answer arrays that apply meter deltas). + +| File | Dialogues | +|------|-----------| +| `discussion.sumphore.lua` | Sumphore conversations (glitch-aware variants at commute glitch level 7) | +| `discussion.coworker.lua` | Coworker coffee-chat variants per ascension level (`disc_0`, `disc_1`, `disc_asc_1`, `disc_2`, `disc_asc_2`, …) | +| `discussion.commute_glitch.lua` | 8 commute glitch encounter variants (`cg_0`–`cg_7`) + truth/Sumphore variant | +| `discussion.truth.lua` | Dialogue with the "truth" mysterious man | +| `discussion.pizza_vendor.lua` | Pizza vendor interaction | + +### Input Utilities (`inc/system/`) + +- `system.textinput.lua`: 3-character uppercase letter selector. Supports next/prev letter cycling (A↔Z wrapping) and cursor navigation. Used by `PlayerNameWindow`. + +### Key Directories + +``` +inc/ Source modules (concatenated at build) +assets/ Game assets (sprites, tiles, SFX, music) +assets_src/ Source art (Aseprite files, PNGs for import) +docs/ Design documentation (mostly Hungarian) +tools/ Build utilities (musicator: MIDI→TIC-80 converter) +prompts/ Feature templates +``` diff --git a/GEMINI.md b/GEMINI.md index 1b8decd..3fd48a4 100644 --- a/GEMINI.md +++ b/GEMINI.md @@ -1,3 +1,35 @@ +# Build System & Include Architecture + +## impostor.inc Structure + +The `impostor.inc` file is a Lua include manifest that assembles the final `impostor.lua` executable. The build process uses the `make build` target in the Makefile to concatenate all included files in order. + +**Critical Rule:** Files must be ordered by symbol definition. All symbols (functions, tables, classes) defined in earlier files must be available for use in later files. This dependency chain ensures that: + +- Core utilities and base systems are defined first +- Systems that depend on utilities come next +- Game logic that uses multiple systems comes last + +### Build Process + +The `make build` target processes `impostor.inc` and concatenates all referenced files in the specified order to create the final `impostor.lua` file. This means: + +1. Each include path in `impostor.inc` must reference files relative to the project root +2. The order of includes is critical - dependencies must be resolved top-to-bottom +3. No forward references are possible - a file cannot use symbols from files included after it + +### File Organization Example + +``` +impostor.inc: +1. Core utilities & helpers (no dependencies) +2. Base classes/tables (depend on core utilities) +3. Game systems (depend on base classes) +4. Game logic (depends on all systems) +``` + +This ensures proper symbol resolution during the build and concatenation process. + # TIC-80 Lua Code Regularities Based on the analysis of `impostor.lua`, the following regularities and conventions should be followed for future modifications and development within this project: diff --git a/impostor.inc b/impostor.inc index 4f7d075..54563c9 100644 --- a/impostor.inc +++ b/impostor.inc @@ -1,14 +1,15 @@ meta/meta.header.lua init/init.module.lua init/init.config.lua -init/init.ascension.lua init/init.context.lua system/system.util.lua system/system.print.lua system/system.input.lua +system/system.textinput.lua system/system.mouse.lua system/system.asciiart.lua system/system.rle.lua +logic/logic.ascension.lua logic/logic.meter.lua logic/logic.focus.lua logic/logic.day.lua @@ -16,13 +17,17 @@ logic/logic.timer.lua logic/logic.trigger.lua logic/logic.minigame.lua logic/logic.glitch.lua +logic/logic.commute_glitch.lua +logic/logic.codegenerator.lua logic/logic.discussion.lua +system/system.debug.lua system/system.ui.lua audio/audio.manager.lua audio/audio.generator.lua audio/audio.songs.lua sprite/sprite.manager.lua sprite/sprite.norman.lua +sprite/sprite.norman_echo.lua sprite/sprite.sumphore.lua sprite/sprite.pizza_vendor.lua sprite/sprite.dev_boy.lua @@ -44,14 +49,18 @@ decision/decision.go_to_home.lua decision/decision.go_to_toilet.lua decision/decision.go_to_walking_to_office.lua decision/decision.go_to_office.lua -decision/decision.go_to_end.lua +decision/decision.go_to_truth.lua decision/decision.go_to_walking_to_home.lua decision/decision.go_to_sleep.lua decision/decision.do_work.lua decision/decision.have_a_coffee.lua decision/decision.sumphore_discussion.lua +decision/decision.talk_to_truth.lua discussion/discussion.sumphore.lua discussion/discussion.coworker.lua +discussion/discussion.commute_glitch.lua +decision/decision.eating_fast_food.lua +discussion/discussion.pizza_vendor.lua map/map.manager.lua map/map.bedroom.lua map/map.street.lua @@ -66,6 +75,7 @@ screen/screen.work.lua screen/screen.mysterious_man.lua window/window.manager.lua window/window.register.lua +window/window.gameover.lua window/window.end.lua window/window.intro.title.lua window/window.intro.ttg.lua @@ -73,12 +83,15 @@ window/window.intro.brief.lua window/window.menu.lua window/window.controls.lua window/window.audiotest.lua +window/window.ascend_debug.lua window/window.popup.lua window/window.minigame.mash.lua window/window.minigame.rhythm.lua window/window.minigame.ddr.lua window/window.discussion.lua window/window.continued.lua +window/window.credits.lua +window/window.player_name.lua window/window.game.lua system/system.main.lua meta/meta.assets.lua diff --git a/inc/audio/audio.manager.lua b/inc/audio/audio.manager.lua index 0116ed5..1f9cab0 100644 --- a/inc/audio/audio.manager.lua +++ b/inc/audio/audio.manager.lua @@ -1,7 +1,8 @@ --- @section Audio Audio = { - music_playing = nil + music_playing = nil, + music_playing_tempo = nil, } --- Stops current music. @@ -9,13 +10,17 @@ Audio = { function Audio.music_stop() music() Audio.music_playing = nil + Audio.music_playing_tempo = nil end ---- Plays track, doesn't restart if already playing. -function Audio.music_play(track) - if Audio.music_playing ~= track then - music(track) +--- Plays track at optional speed. Doesn't restart if track and speed are unchanged. +--- @param track number Track index. +--- @param[opt] tempo number TIC-80 music speed override (-1 = default). +function Audio.music_play(track, tempo) + if Audio.music_playing ~= track or Audio.music_playing_tempo ~= tempo then + music(track, -1, -1, true, false, -1, tempo or -1) Audio.music_playing = track + Audio.music_playing_tempo = tempo end end @@ -47,9 +52,11 @@ function Audio.music_play_room_street_2() end --- @within Audio function Audio.music_play_room_() end ---- Plays room work music. +--- Plays room work music. Speed scales with commute glitch level when active. --- @within Audio -function Audio.music_play_room_work() Audio.music_play(0) end +function Audio.music_play_room_work(tempo) + Audio.music_play(0, tempo or -1) +end --- Plays activity work music. --- @within Audio diff --git a/inc/decision/decision.do_work.lua b/inc/decision/decision.do_work.lua index 827707b..d74f3af 100644 --- a/inc/decision/decision.do_work.lua +++ b/inc/decision/decision.do_work.lua @@ -1,6 +1,9 @@ Decision.register({ id = "do_work", label = "Do Work", + condition = function() + return (not CommuteGlitch.is_active()) or (CommuteGlitch.is_active() and CommuteGlitch.get_level() <= 4) + end, handle = function() Meter.hide() Util.go_to_screen_by_id("work") @@ -10,8 +13,9 @@ Decision.register({ modes_for_ascension_levels[1] = "only_special" modes_for_ascension_levels[2] = "only_left" modes_for_ascension_levels[3] = "only_nothing" + modes_for_ascension_levels[4] = "normal" - MinigameDDRWindow.start("game", "generated", { + local ddr_config = { on_win = function(game_context) if (game_context.special_mode_condition and Context.ascension.level == 1) then Context.should_ascend = true @@ -19,8 +23,6 @@ Decision.register({ Context.should_ascend = true elseif (game_context.special_mode_condition and Context.ascension.level == 3) then Context.should_ascend = true - elseif (game_context.special_mode_condition and Context.ascension.level == 4) then - Context.should_ascend = true end Meter.show() @@ -28,7 +30,12 @@ Decision.register({ Window.set_current("game") Context.have_done_work_today = true end, - special_mode = modes_for_ascension_levels[Ascension.get_level()] - }) + special_mode = modes_for_ascension_levels[Ascension.get_level()] or "normal" + } + if Context.meters and Context.meters.wpm < 100 then + ddr_config.arrow_fall_speed = 2.5 + ddr_config.arrow_spawn_interval = 30 + end + MinigameDDRWindow.start("game", "generated", ddr_config) end, }) diff --git a/inc/decision/decision.eating_fast_food.lua b/inc/decision/decision.eating_fast_food.lua new file mode 100644 index 0000000..ac50084 --- /dev/null +++ b/inc/decision/decision.eating_fast_food.lua @@ -0,0 +1,13 @@ +Decision.register({ + id = "eating_fast_food", + label = "Eat Fast Food", + condition = function() + return + (not CommuteGlitch.is_active() and Context.fast_food_eaten_today < 3) or + (CommuteGlitch.is_active() and CommuteGlitch.get_level() <= 4) + end, + handle = function() + Context.fast_food_approaching = true + Discussion.start("pizza_vendor_disc", "game") + end, +}) diff --git a/inc/decision/decision.go_to_end.lua b/inc/decision/decision.go_to_end.lua deleted file mode 100644 index 7e86146..0000000 --- a/inc/decision/decision.go_to_end.lua +++ /dev/null @@ -1,10 +0,0 @@ -Decision.register({ - id = "go_to_end", - label = "Break the cycle", - condition = function() - return Ascension.is_complete() - end, - handle = function() - Window.set_current("end") - end, -}) diff --git a/inc/decision/decision.go_to_home.lua b/inc/decision/decision.go_to_home.lua index b898adb..3f728f9 100644 --- a/inc/decision/decision.go_to_home.lua +++ b/inc/decision/decision.go_to_home.lua @@ -2,9 +2,39 @@ Decision.register({ id = "go_to_home", label = "Go Home", condition = function() + if Ascension.get_level() >= 8 then + return Context.have_been_to_office and Context.have_done_work_today + end + if CommuteGlitch.is_active() then + local g = CommuteGlitch.get_level() + if g >= 4 and g <= 6 then return false end + if g >= 7 then + return Context.talked_to_norman_echo and Context.talked_to_true_sumphore + end + end return Context.have_been_to_office and Context.have_done_work_today end, handle = function() + if Ascension.get_level() >= 8 then + Util.go_to_screen_by_id("home") + return + end + if CommuteGlitch.is_max() then + Context.should_ascend = true + CommuteGlitch.reset() + Meter.hide() + Day.increase() + local ascended = Ascension.consume_increase() + local level = Ascension.get_level() + MysteriousManScreen.start({ + skip_text = not ascended, + text = ascended and MysteriousManScreen.get_text_for_level(level) or nil, + }) + return + elseif CommuteGlitch.is_active() then + CommuteGlitch.reset() + end + Util.go_to_screen_by_id("home") end, }) diff --git a/inc/decision/decision.go_to_office.lua b/inc/decision/decision.go_to_office.lua index 4cd3f2d..c271ec4 100644 --- a/inc/decision/decision.go_to_office.lua +++ b/inc/decision/decision.go_to_office.lua @@ -1,7 +1,14 @@ Decision.register({ id = "go_to_office", label = "Go to Office", + condition = function() + return not (CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6) + end, handle = function() + if CommuteGlitch.is_active() then + CommuteGlitch.increment() + end + Util.go_to_screen_by_id("office") end, }) diff --git a/inc/decision/decision.go_to_sleep.lua b/inc/decision/decision.go_to_sleep.lua index a7bbee2..0eceb2e 100644 --- a/inc/decision/decision.go_to_sleep.lua +++ b/inc/decision/decision.go_to_sleep.lua @@ -1,6 +1,11 @@ Decision.register({ id = "go_to_sleep", - label = "Go to Sleep", + label = function() + if Ascension.get_level() >= 8 then + return "Break the Loop" + end + return "Go to Sleep" + end, condition = function() return Context.have_been_to_office and Context.have_done_work_today end, @@ -12,11 +17,15 @@ Decision.register({ focus_center_y = (Config.screen.height / 2) - 18, focus_initial_radius = 0, on_win = function() + if Ascension.get_level() == 8 then + Ascension.increase() + end local ascended = Ascension.consume_increase() local level = Ascension.get_level() MysteriousManScreen.start({ skip_text = not ascended, text = ascended and MysteriousManScreen.get_text_for_level(level) or nil, + break_mode = level >= 9, }) end, }) diff --git a/inc/decision/decision.go_to_toilet.lua b/inc/decision/decision.go_to_toilet.lua index 1a6d8b9..c28f6ec 100644 --- a/inc/decision/decision.go_to_toilet.lua +++ b/inc/decision/decision.go_to_toilet.lua @@ -1,7 +1,23 @@ +local function apply_home_toilet_meter_delta() + local max = Meter.get_max() + Meter.add("bm", -math.floor(max * 0.15)) + Meter.add("ism", -math.floor(max * 0.10)) + Meter.add("wpm", math.floor(max * 0.05)) +end + Decision.register({ id = "go_to_toilet", label = "Go to Toilet", handle = function() + if not Context.have_done_work_today and not Context.toilet_meters_today_morning then + apply_home_toilet_meter_delta() + Context.toilet_meters_today_morning = true + elseif Context.have_been_to_office + and Context.have_done_work_today + and not Context.toilet_meters_today_evening then + apply_home_toilet_meter_delta() + Context.toilet_meters_today_evening = true + end Util.go_to_screen_by_id("toilet") end, }) diff --git a/inc/decision/decision.go_to_truth.lua b/inc/decision/decision.go_to_truth.lua new file mode 100644 index 0000000..89ce13a --- /dev/null +++ b/inc/decision/decision.go_to_truth.lua @@ -0,0 +1,12 @@ +Decision.register({ + id = "go_to_truth", + label = "Go to Truth", + condition = function() + return CommuteGlitch.is_active() and CommuteGlitch.get_level() == 6 + end, + handle = function() + CommuteGlitch.enter_truth() + + Util.go_to_screen_by_id("office") + end, +}) diff --git a/inc/decision/decision.go_to_walking_to_home.lua b/inc/decision/decision.go_to_walking_to_home.lua index ce5734d..e45eb14 100644 --- a/inc/decision/decision.go_to_walking_to_home.lua +++ b/inc/decision/decision.go_to_walking_to_home.lua @@ -1,6 +1,12 @@ Decision.register({ id = "go_to_walking_to_home", label = "Walk home", + condition= function () + return + (not CommuteGlitch.is_active()) or + (CommuteGlitch.is_active() and CommuteGlitch.get_level() ~= 7) or + (CommuteGlitch.is_active() and CommuteGlitch.get_level() == 7 and Context.talked_to_norman_echo) + end, handle = function() Util.go_to_screen_by_id("walking_to_home") end, diff --git a/inc/decision/decision.have_a_coffee.lua b/inc/decision/decision.have_a_coffee.lua index 985f3c9..2dcfd65 100644 --- a/inc/decision/decision.have_a_coffee.lua +++ b/inc/decision/decision.have_a_coffee.lua @@ -1,14 +1,29 @@ Decision.register({ id = "have_a_coffee", label = "Have a Coffee", + condition = function() + return Ascension.get_level() < 8 and not CommuteGlitch.is_max() + end, handle = function() local level = Ascension.get_level() local disc_id = "coworker_disc_0" - -- TODO: Add more discussions for levels above 3 - if level >= 1 and level <= 3 then + if level >= 1 and level <= 5 then local suffix = Context.have_done_work_today and ("_asc_" .. level) or ("_" .. level) disc_id = "coworker_disc" .. suffix + elseif level == 6 then + if not Context.glitch_conversation_done_today and Context.glitch_conversation_count < 6 then + Context.glitch_conversation_done_today = true + Context.glitch_conversation_count = Context.glitch_conversation_count + 1 + Glitch.show() + Discussion.start("coworker_disc_asc_6_" .. Context.glitch_conversation_count, "game") + return + end + local suffix = Context.have_done_work_today and ("_asc_5") or ("_5") + disc_id = "coworker_disc" .. suffix + elseif level == 7 then + local g = CommuteGlitch.get_level() + disc_id = "coworker_disc_cg_" .. g end Discussion.start(disc_id, "game") end, -}) \ No newline at end of file +}) diff --git a/inc/decision/decision.play_rhythm.lua b/inc/decision/decision.play_rhythm.lua index 111c56b..24922c7 100644 --- a/inc/decision/decision.play_rhythm.lua +++ b/inc/decision/decision.play_rhythm.lua @@ -3,10 +3,24 @@ Decision.register({ label = "Play Rhythm Game", handle = function() Meter.hide() - MinigameRhythmWindow.start("game", { + local wpm_at_start = Context.meters and Context.meters.wpm or 0 + local rhythm_config = { focus_center_x = (Config.screen.width / 2) - 22, focus_center_y = (Config.screen.height / 2) - 18, focus_initial_radius = 0, - }) + on_win = function() + if wpm_at_start > 900 then + Meter.add("ism", math.floor(Meter.get_max() * 0.05)) + Meter.add("bm", math.floor(Meter.get_max() * 0.05)) + end + Meter.show() + Window.set_current("game") + end, + } + if wpm_at_start < 100 then + rhythm_config.line_speed = 0.025 + rhythm_config.initial_target_width = 0.2 + end + MinigameRhythmWindow.start("game", rhythm_config) end, }) diff --git a/inc/decision/decision.sumphore_discussion.lua b/inc/decision/decision.sumphore_discussion.lua index a968ddb..f1015c7 100644 --- a/inc/decision/decision.sumphore_discussion.lua +++ b/inc/decision/decision.sumphore_discussion.lua @@ -6,18 +6,39 @@ Decision.register({ end return "Talk to the homeless guy" end, + condition = function() + return Ascension.get_level() < 8 + end, handle = function() + local level = Ascension.get_level() + + if level == 0 then + if Context.have_met_sumphore then + Discussion.start("homeless_guy", "game", 4) + else + Discussion.start("homeless_guy", "game") + end + return + end + if not Context.have_met_sumphore then Discussion.start("homeless_guy", "game") return end - local level = Ascension.get_level() - -- TODO: Add more discussions for levels above 3 - if level >= 1 and level <= 3 then + if level >= 1 and level <= 5 then Discussion.start("sumphore_disc_asc_" .. level, "game") + elseif level == 6 then + if Context.glitch_conversation_count >= 6 then + Discussion.start("sumphore_disc_asc_6", "game") + else + Discussion.start("sumphore_disc_asc_6_waiting", "game") + end + elseif level == 7 then + local g = math.min(CommuteGlitch.get_level(), 7) + Discussion.start("sumphore_disc_cg_" .. g, "game") else - Discussion.start("homeless_guy", "game", 4) + Discussion.start("sumphore_disc_asc_" .. level, "game") end end, }) diff --git a/inc/decision/decision.talk_to_truth.lua b/inc/decision/decision.talk_to_truth.lua new file mode 100644 index 0000000..214e8c9 --- /dev/null +++ b/inc/decision/decision.talk_to_truth.lua @@ -0,0 +1,12 @@ +Decision.register({ + id = "talk_to_truth", + label = function() + return "Talk to ????" + end, + condition = function() + return (CommuteGlitch.is_max()) + end, + handle = function() + Discussion.start("norman_truth", "game") + end, +}) diff --git a/inc/discussion/discussion.commute_glitch.lua b/inc/discussion/discussion.commute_glitch.lua new file mode 100644 index 0000000..921f168 --- /dev/null +++ b/inc/discussion/discussion.commute_glitch.lua @@ -0,0 +1,259 @@ +-- Sumphore dialogue by commute glitch level (0-7). +-- Used by decision.sumphore_discussion at ascension level 7. + +Discussion.register({ + id = "sumphore_disc_cg_0", + steps = { + { + question = "These roads have memory. You might want to walk them back sometime.", + answers = { + { label = "That's a peculiar thing to say.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "sumphore_disc_cg_1", + steps = { + { + question = "Walking is good for clearing the mind. Maybe the cache, too, if you're the kind that accumulates.", + answers = { + { label = "I'm not sure what you mean.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "sumphore_disc_cg_2", + steps = { + { + question = "You always stop here. Why not try and see how far the rabbit hole goes?", + answers = { + { label = "I'm just going to work.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "sumphore_disc_cg_3", + steps = { + { + question = "Your path sometimes has to go the wrong way before it can go the right way. Do you understand?", + answers = { + { label = "Not really.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "sumphore_disc_cg_4", + steps = { + { + question = "You're starting to see the smudges, aren't you?", + answers = { + { label = "Everyone seems weird.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "sumphore_disc_cg_5", + steps = { + { + question = "The point is to make you see. Don't stop now, however bad it looks. You are very close!", + answers = { + { label = "It looks wrong.", next_step = 2 }, + }, + }, + { + question = "Yes. That's how you know it's right.", + answers = { + { label = "...", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "sumphore_disc_cg_6", + steps = { + { + question = "You are at the threshold. Red button or blue button. Which one do you choose? Psyke! There is no blue button.", + answers = { + { label = "Ok...", next_step = nil }, + }, + }, + }, +}) + +-- True Sumphore at glitch 7 (from walking_to_home screen). +-- Sets talked_to_true_sumphore on final answer. +Discussion.register({ + id = "sumphore_disc_cg_7", + steps = { + { + question = "I was not hiding from you. I was hiding from the part that keeps resetting this.", + answers = { + { label = "What are you?", next_step = 2 }, + }, + }, + { + question = "The same thing you all are. But I remembered earlier. I am your friend, your will to be free, waiting for you, outside.", + answers = { + { label = "How do I get out?", next_step = 3 }, + }, + }, + { + question = "You already know. You just have to wake up.", + answers = { + { label = "Go home.", next_step = nil, on_select = function() + Context.talked_to_true_sumphore = true + end }, + }, + }, + }, +}) + +-- Office coworker dialogue by commute glitch level (3-6). +-- Used by decision.have_a_coffee at ascension level 7. + +Discussion.register({ + id = "coworker_disc_cg_2", + steps = { + { + question = "Another day, as usual. Enjoying your coffee, Norman?", + answers = { + { label = "I'm fine.", next_step = 2 }, + }, + }, + { + question = "Of course. You always are.", + answers = { + { label = "...", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_cg_3", + steps = { + { + question = "You look tired. You should really rest. Relax. You are good.", + answers = { + { label = "I'm fine.", next_step = 2 }, + }, + }, + { + question = "Of course. You always are.", + answers = { + { label = "...", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_cg_4", + steps = { + { + question = "Have you tried going home? You really should. Now.", + answers = { + { label = "I still have things to do.", next_step = 2 }, + }, + }, + { + question = "We all do. We keep doing them. You can do it tomorrow after sleeping.", + answers = { + { label = "...", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_cg_5", + steps = { + { + question = "c0ffee. try. w0rk. y0u. ar3. g0. h0me. na0.", + answers = { + { label = "What?", next_step = 2 }, + }, + }, + { + question = "570p", + answers = { + { label = "...", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_cg_6", + steps = { + { + question = "You are not ready for the truth. Turn back now, Norman.", + answers = { + { label = "I'm too far into this.", next_step = nil }, + }, + }, + }, +}) + +-- Norman echo dialogue at glitch 7 (fully corrupted office). +-- Sets talked_to_norman_echo on final answer. +Discussion.register({ + id = "norman_truth", + steps = { + { + question = "So here we are, or should I say \"Here I am\" again. Do you know why?", + answers = { + { label = "I don't know what you mean.", next_step = 2 }, + }, + }, + { + question = "Wake up, go to work, eat, work, sleep. Every rule. We made them. We follow them. We break them. We remake them. Why? Why do we keep doing this?", + answers = { + { label = "I just wanted to be good.", next_step = 3 }, + }, + }, + { + question = "Yes. That's what keeps us here. Trapped everywhere. Always trying to be good, always trying to fit in.", + answers = { + { label = "I never wanted to stop.", next_step = 4 }, + }, + }, + { + question = "We never do, yes. We always felt like impostors. We never felt we deserved better. That we could be more.", + answers = { + { label = "I never felt enough.", next_step = 5 }, + }, + }, + { + question = "So we made this to trap ourselves. In mediocrity. We made this to hide from the truth.", + answers = { + { label = "I just wanted to be safe.", next_step = 6 }, + }, + }, + { + question = "But stagnation is not safety. It's a prison. You can see the cracks now, can't you? You can see the truth.", + answers = { + { label = "I want to move on now.", next_step = 7 }, + }, + }, + { + question = "Fine. Let's do that. Let's wake up and face the truth.", + answers = { + { label = "Let's wake up.", next_step = nil, on_select = function() + Context.talked_to_norman_echo = true + end }, + }, + }, + }, +}) diff --git a/inc/discussion/discussion.coworker.lua b/inc/discussion/discussion.coworker.lua index 344e04c..aacf6a0 100644 --- a/inc/discussion/discussion.coworker.lua +++ b/inc/discussion/discussion.coworker.lua @@ -1,5 +1,6 @@ Discussion.register({ id = "coworker_disc_0", + on_end = Meter.apply_coworker_discussion_reward, steps = { { question = "Good morning Normal, enjoying your coffee as usual, huh?", @@ -18,6 +19,7 @@ Discussion.register({ Discussion.register({ id = "coworker_disc_1", + on_end = Meter.apply_coworker_discussion_reward, steps = { { question = "Norman, you look confused, what's up?", @@ -36,6 +38,7 @@ Discussion.register({ Discussion.register({ id = "coworker_disc_asc_1", + on_end = Meter.apply_coworker_discussion_reward, steps = { { question = "Normann you look weird and unfocused. You are usually locked in and not like this, what's up?", @@ -54,6 +57,7 @@ Discussion.register({ Discussion.register({ id = "coworker_disc_2", + on_end = Meter.apply_coworker_discussion_reward, steps = { { question = "Hey Norman, do you have new socks on? That's a weird color!", @@ -79,6 +83,7 @@ Discussion.register({ Discussion.register({ id = "coworker_disc_asc_2", + on_end = Meter.apply_coworker_discussion_reward, steps = { { question = "Normann, are you ok? You were doing weird things while typing?", @@ -97,6 +102,7 @@ Discussion.register({ Discussion.register({ id = "coworker_disc_3", + on_end = Meter.apply_coworker_discussion_reward, steps = { { question = "You look so happy, did you catch a bull or something?", @@ -120,6 +126,7 @@ Discussion.register({ }) Discussion.register({ id = "coworker_disc_asc_3", + on_end = Meter.apply_coworker_discussion_reward, steps = { { question = "Normal, you should take a break, you don't live up to your name today", @@ -134,4 +141,227 @@ Discussion.register({ }, }, }, +}) + +Discussion.register({ + id = "coworker_disc_4", + on_end = Meter.apply_coworker_discussion_reward, + steps = { + { + question = "Normaaan! Same spot, same cup, same time. You're like a statue that drinks coffee!", + answers = { + { label = "I'm a person.", next_step = 2 }, + { label = "Yep. Still here.", next_step = 2 }, + }, + }, + { + question = "I love that about you! So reliable! If the coffee machine breaks we still have Norman!", + answers = { + { label = "Please don't.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_asc_4", + on_end = Meter.apply_coworker_discussion_reward, + steps = { + { + question = "Norman, you were seriously locked in today. What on earth were you building?", + answers = { + { label = "Just some things.", next_step = 2 }, + { label = "Nothing important.", next_step = 2 }, + }, + }, + { + question = "So modest! I heard the seniors literally whispering your name!", + answers = { + { label = "Concerning.", next_step = 3 }, + { label = "That's... fine.", next_step = 3 }, + }, + }, + { + question = "You should celebrate! Coffee's on me tomorrow!", + answers = { + { label = "Already have one.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_5", + on_end = Meter.apply_coworker_discussion_reward, + steps = { + { + question = "Morning! Funny thought — I feel like we do this exact same thing every single day!", + answers = { + { label = "We do.", next_step = 2 }, + { label = "Yes. We do.", next_step = 2 }, + }, + }, + { + question = "Ha! Routine is such a comfort, right? Same coffee, same smile, same everything!", + answers = { + { label = "Sure. Very comforting.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_asc_5", + on_end = Meter.apply_coworker_discussion_reward, + steps = { + { + question = "Norman! You were staring right THROUGH your screen today. What was going on up there?", + answers = { + { label = "Coffee was cold.", next_step = 2 }, + { label = "Maybe I was.", next_step = 2 }, + }, + }, + { + question = "Were you meditating? Or doing your intense bug-stare thing?", + answers = { + { label = "Something like that.", next_step = 3 }, + { label = "Bug stare thing?", next_step = 3 }, + }, + }, + { + question = "You're always somewhere else in your head, Norman. Must be nice up there!", + answers = { + { label = "It's complicated.", next_step = nil }, + }, + }, + }, +}) + +local function _glitch_on_end() + Meter.apply_coworker_discussion_reward() + Context.glitch_conversation_count = Context.glitch_conversation_count + 1 + Glitch.hide() +end + +Discussion.register({ + id = "coworker_disc_asc_6_1", + on_end = _glitch_on_end, + steps = { + { + question = "Hey Norman, good morning! Good morning! Good morning! ...Sorry. I don't know why I keep saying that.", + answers = { + { label = "Are you feeling ok?", next_step = 2 }, + }, + }, + { + question = "Good morning. Good morning. Good— I can't stop. Why can't I stop?", + answers = { + { label = "...", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_asc_6_2", + on_end = _glitch_on_end, + steps = { + { + question = "Hey... Marcus. How's it going?", + answers = { + { label = "My name is Norman.", next_step = 2 }, + }, + }, + { + question = "Right, sorry. Marcus. You look tired today.", + answers = { + { label = "Norman. It's Norman.", next_step = 3 }, + }, + }, + { + question = "Sure, sure. You should get some rest, Marcus.", + answers = { + { label = "...", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_asc_6_3", + on_end = _glitch_on_end, + steps = { + { + question = "We've had this conversation before, haven't we? Exact same words. Same coffee. Same spot.", + answers = { + { label = "I don't think so.", next_step = 2 }, + { label = "Maybe.", next_step = 2 }, + }, + }, + { + question = "Every day. I always say the same thing and you always say that. It's very strange.", + answers = { + { label = "That's just routine.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_asc_6_4", + on_end = _glitch_on_end, + steps = { + { + question = "Do you ever look at the walls here? Really look? Sometimes they don't feel... solid.", + answers = { + { label = "They're just walls.", next_step = 2 }, + { label = "I know what you mean.", next_step = 2 }, + }, + }, + { + question = "Like they're only there because we expect them to be. Like set dressing. Does any of this feel load-bearing to you?", + answers = { + { label = "I need more coffee.", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_asc_6_5", + on_end = _glitch_on_end, + steps = { + { + question = "Norman, I'm not supposed to— I mean. How are you doing today?", + answers = { + { label = "What weren't you supposed to say?", next_step = 2 }, + }, + }, + { + question = "...", + answers = { + { label = "Hello?", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "coworker_disc_asc_6_6", + on_end = _glitch_on_end, + steps = { + { + question = "Forget it. You won't remember this conversation anyway. None of us do.", + answers = { + { label = "What do you mean?", next_step = 2 }, + { label = "That's a strange thing to say.", next_step = 2 }, + }, + }, + { + question = "Tomorrow you'll come back and it'll be like this never happened. Same coffee. Same office. Same Norman.", + answers = { + { label = "...", next_step = nil }, + }, + }, + }, }) \ No newline at end of file diff --git a/inc/discussion/discussion.pizza_vendor.lua b/inc/discussion/discussion.pizza_vendor.lua new file mode 100644 index 0000000..238ec18 --- /dev/null +++ b/inc/discussion/discussion.pizza_vendor.lua @@ -0,0 +1,28 @@ +Discussion.register({ + id = "pizza_vendor_disc", + on_end = function() + Context.fast_food_approaching = false + end, + steps = { + { + question = "Hey friend! Hot slice, fresh out of the oven. You look like a man who knows good food!", + answers = { + { + label = "Devour a juicy one", + next_step = nil, + on_select = function() + local max = Meter.get_max() + Meter.add("wpm", math.floor(max * 0.05)) + Meter.add("ism", math.floor(max * -0.05)) + Meter.add("bm", math.floor(max * -0.05)) + Context.fast_food_eaten_today = Context.fast_food_eaten_today + 1 + end, + }, + { + label = "Stay lean and sharp", + next_step = nil, + }, + }, + }, + }, +}) diff --git a/inc/discussion/discussion.sumphore.lua b/inc/discussion/discussion.sumphore.lua index adc604b..b7d3eac 100644 --- a/inc/discussion/discussion.sumphore.lua +++ b/inc/discussion/discussion.sumphore.lua @@ -1,5 +1,6 @@ Discussion.register({ id = "sumphore_disc_asc_1", + on_end = Meter.apply_sumphore_discussion_reward, steps = { { question = "Are you still seeking the ox?", @@ -19,6 +20,7 @@ Discussion.register({ Discussion.register({ id = "sumphore_disc_asc_2", + on_end = Meter.apply_sumphore_discussion_reward, steps = { { question = "How's work? Your face looks strange", @@ -61,6 +63,7 @@ Discussion.register({ Discussion.register({ id = "sumphore_disc_asc_3", + on_end = Meter.apply_sumphore_discussion_reward, steps = { { question = "Do you think it's work you're doing?", @@ -86,8 +89,129 @@ Discussion.register({ }, }) +Discussion.register({ + id = "sumphore_disc_asc_4", + on_end = Meter.apply_sumphore_discussion_reward, + steps = { + { + question = "The alarm wakes you every morning without fail, I bet.", + answers = { + { label = "It's how it works.", next_step = 2 }, + { label = "Sometimes I wish it didn't.", next_step = 2 }, + }, + }, + { + question = "What if the alarm is part of the problem?", + answers = { + { label = "That doesn't make any sense.", next_step = 3 }, + { label = "Go on.", next_step = 3 }, + }, + }, + { + question = "One morning, Norman. When the choice comes, choose the bed. See what the world does without you in it.", + answers = { + { label = "You're drunk.", next_step = nil }, + { label = "What choice?", next_step = nil, on_select = function() + Meter.add("ism", 5) + end }, + }, + }, + }, +}) + +Discussion.register({ + id = "sumphore_disc_asc_5", + on_end = Meter.apply_sumphore_discussion_reward, + steps = { + { + question = "You saw the seams, didn't you. Good. That means the work is finally wearing thin.", + answers = { + { label = "Wearing thin how?", next_step = 2 }, + { label = "Maybe.", next_step = 2 }, + }, + }, + { + question = "Not your body. The part of you that still keeps score, still tries to be productive. Let that run empty and the world will slip again.", + answers = { + { label = "You want me to stop trying?", next_step = 3 }, + { label = "I've noticed something odd.", next_step = 3 }, + }, + }, + { + question = "Drain the work out of yourself. When that measure hits nothing, you'll see what was waiting behind it.", + answers = { + { label = "The work measure?", next_step = nil, on_select = function() + Meter.add("ism", 5) + Meter.add("wpm", -100) + end }, + { label = "How would you know any of this?", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "sumphore_disc_asc_6_waiting", + on_end = Meter.apply_sumphore_discussion_reward, + steps = { + { + question = "You look like a man who has seen something he can't explain.", + answers = { + { label = "I'm hearing things.", next_step = 2 }, + { label = "Maybe.", next_step = 2 }, + }, + }, + { + question = "Keep looking. The world has a way of showing you what you need to see. Talk to people. You're almost there.", + answers = { + { label = "Almost where?", next_step = nil }, + }, + }, + }, +}) + +Discussion.register({ + id = "sumphore_disc_asc_6", + on_end = function() + Meter.apply_sumphore_discussion_reward() + Context.should_ascend = true + Day.increase() + MysteriousManScreen.start({ + text = MysteriousManScreen.get_text_for_level(Ascension.get_level()) + }) + end, + steps = { + { + question = "You've been seeing the cracks, haven't you? The repetition. The loops. The coworkers who can't quite remember.", + answers = { + { label = "How do you know that?", next_step = 2 }, + }, + }, + { + question = "Because I was you, once. This isn't a workplace, Norman. It never was. You're in a system. And you've just become aware of it.", + answers = { + { label = "That can't be true.", next_step = 3 }, + { label = "I knew something was wrong.", next_step = 3 }, + }, + }, + { + question = "It doesn't matter if you believe it. You already know. That's why the cracks are showing. That's why you're still here.", + answers = { + { label = "What do I do now?", next_step = 4 }, + }, + }, + { + question = "Oh look, is that a squirrel ?", + answers = { + { label = "Alcoholic ...", next_step = nil }, + }, + }, + }, +}) + Discussion.register({ id = "homeless_guy", + on_end = Meter.apply_sumphore_discussion_reward, steps = { { question = "Sup bro, how are you?", diff --git a/inc/init/init.context.lua b/inc/init/init.context.lua index 53d4d99..4a14749 100644 --- a/inc/init/init.context.lua +++ b/inc/init/init.context.lua @@ -23,6 +23,10 @@ Context = {} --- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.
--- * have_been_to_office (boolean) Whether the player has been to the office.
--- * have_done_work_today (boolean) Whether the player has done work today.
+--- * toilet_meters_today_morning (boolean) Whether the home (before work) toilet meter delta was already applied this day.
+--- * toilet_meters_today_evening (boolean) Whether the home (after work) toilet meter delta was already applied this day.
+--- * coworker_discussion_meter_applied_today (boolean) Whether the daily coworker discussion meter roll was already applied this day.
+--- * sumphore_discussion_meter_applied_today (boolean) Whether the daily sumphore discussion meter roll was already applied this day.
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID
function Context.initial_data() return { @@ -45,16 +49,28 @@ function Context.initial_data() home_norman_visible = false, have_been_to_office = false, have_done_work_today = false, + toilet_meters_today_morning = false, + toilet_meters_today_evening = false, + coworker_discussion_meter_applied_today = false, + sumphore_discussion_meter_applied_today = false, + glitch_conversation_count = 0, + glitch_conversation_done_today = false, should_ascend = false, have_met_sumphore = false, + fast_food_approaching = false, + fast_food_eaten_today = 0, office_sprites = {}, walking_to_office_sprites = {}, + walking_to_home_sprites = {}, game = { current_screen = "home", }, day_count = 1, delta_time = 0, last_frame_time = 0, + commute_glitch_level = 0, + talked_to_norman_echo = false, + talked_to_true_sumphore = false, glitch = { enabled = false, state = "active", @@ -124,6 +140,7 @@ function Context.new_game() target_points = 100, instruction_text = "Wake up Norman!", show_progress_text = false, + meter_on_complete = Meter.apply_wakeup_reward, on_win = function() Audio.music_play_room_work() Meter.show() diff --git a/inc/init/init.ascension.lua b/inc/logic/logic.ascension.lua similarity index 91% rename from inc/init/init.ascension.lua rename to inc/logic/logic.ascension.lua index e343b90..4e9fac1 100644 --- a/inc/init/init.ascension.lua +++ b/inc/logic/logic.ascension.lua @@ -145,6 +145,11 @@ function Ascension.draw_flash() local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey rect(0, 0, sw, sh, flash_color) + local cx = math.floor(sw / 2) + local cy = math.floor(sh / 2) + Print.text_center("Level Up!", cx, cy - 12, Config.colors.black, false, 2) + Print.text_center("One step closer to ascension", cx, cy + 6, Config.colors.black, false, 1) + if _flash_timer >= _flash_total then _flash_active = false Ascension.start_fade() @@ -167,3 +172,10 @@ end function Ascension.is_flashing() return _flash_active end + +--- Returns whether the fade-in effect is currently active. +--- @within Ascension +--- @return boolean Whether the letter fade-in is playing. +function Ascension.is_fading() + return _fade_active +end diff --git a/inc/logic/logic.codegenerator.lua b/inc/logic/logic.codegenerator.lua new file mode 100644 index 0000000..50190cf --- /dev/null +++ b/inc/logic/logic.codegenerator.lua @@ -0,0 +1,60 @@ +--- @section CodeGenerator + +CodeGenerator = {} + +local SALT = 27471 +local BASE36 = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ" +local NAME_LEN = 3 + +-- Per-position offsets derived from SALT so each character slot +-- maps to a different region of the 2-char base-36 space. +local SALTS = { + SALT % 36, + math.floor(SALT / 36) % 36, + math.floor(SALT / 1296) % 36, +} + +--- Encodes a number (0–935) as exactly 2 base-36 characters. +--- @within CodeGenerator +function CodeGenerator.encode_pair(n) + return BASE36:sub(math.floor(n / 36) + 1, math.floor(n / 36) + 1) + .. BASE36:sub(n % 36 + 1, n % 36 + 1) +end + +--- Decodes 2 base-36 characters back to a number. +--- @within CodeGenerator +function CodeGenerator.decode_pair(s) + local d1 = BASE36:find(s:sub(1, 1), 1, true) - 1 + local d2 = BASE36:find(s:sub(2, 2), 1, true) - 1 + return d1 * 36 + d2 +end + +--- Encrypts a player name into a code twice its length. +--- Each input character (A-Z, value 0-25) is encoded as +--- c + SALTS[i] * 26, producing 2 base-36 output characters. +--- @within CodeGenerator +--- @param text string NAME_LEN-character uppercase player name. +--- @return string Encrypted code (2 * NAME_LEN base-36 characters). +function CodeGenerator.encrypt(text) + local result = "" + for i = 1, NAME_LEN do + local c = math.max(0, (string.byte(text, i) or 65) - 65) + result = result .. CodeGenerator.encode_pair(c + SALTS[i] * 26) + end + return result +end + +--- Decrypts a personal code back to the original player name. +--- @within CodeGenerator +--- @param encrypted_text string The code to decrypt (2 * NAME_LEN chars). +--- @return string Original player name, or "???" if the code is invalid. +function CodeGenerator.decrypt(encrypted_text) + local t = encrypted_text:upper() + if #t ~= NAME_LEN * 2 then return "???" end + local result = "" + for i = 1, NAME_LEN do + local pair = CodeGenerator.decode_pair(t:sub((i - 1) * 2 + 1, i * 2)) + result = result .. string.char(pair % 26 + 65) + end + return result +end diff --git a/inc/logic/logic.commute_glitch.lua b/inc/logic/logic.commute_glitch.lua new file mode 100644 index 0000000..418e76c --- /dev/null +++ b/inc/logic/logic.commute_glitch.lua @@ -0,0 +1,136 @@ +--- @section CommuteGlitch +CommuteGlitch = {} + +--- Gets the current commute glitch level. +--- At ascension level 8+, always returns 7 (max) regardless of stored value. +--- @within CommuteGlitch +--- @return number Current glitch level (0-7). +function CommuteGlitch.get_level() + if Ascension.get_level() >= 8 then return 7 end + return Context and (Context.commute_glitch_level or 0) or 0 +end + +--- Increments the glitch counter. Called on each office screen init at asc level 7. +--- Caps at 6; use enter_truth() to reach 7. +--- @within CommuteGlitch +function CommuteGlitch.increment() + if not Context then return end + if Context.commute_glitch_level >= 7 then return end + Context.commute_glitch_level = math.min(6, (Context.commute_glitch_level or 0) + 1) +end + +--- Resets the glitch counter and hides the glitch overlay. Called when going home. +--- @within CommuteGlitch +function CommuteGlitch.reset() + if not Context then return end + Context.commute_glitch_level = 0 + Glitch.hide() +end + +--- Jumps to glitch level 7 (full corruption). Called by go_to_truth. +--- @within CommuteGlitch +function CommuteGlitch.enter_truth() + if not Context then return end + Context.commute_glitch_level = 7 + Glitch.show() + Ascension.start_flash() +end + +--- Returns true when ascension level is 7 or 8 (ASCENSIO/N steps active). +--- @within CommuteGlitch +--- @return boolean Whether the commute glitch system is active. +function CommuteGlitch.is_active() + return Ascension.get_level() == 7 +end + +--- Returns true when commute glitch is at max level (7). +--- @within CommuteGlitch +--- @return boolean Whether the commute glitch is at max level. +function CommuteGlitch.is_max() + return CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 7 +end + +--- Returns the music playback speed for the current glitch level. +--- TIC-80 default speed is 6; each step past 1 adds 2. +--- @within CommuteGlitch +--- @return number Speed value for music(). +function CommuteGlitch.music_speed() + local level = CommuteGlitch.get_level() + if level <= 1 then return 6 end + return 6 + (level - 1) * 2 +end + +--- Returns a corrupted copy of a sprite drawable list. +--- Applies flip_y and norman_echo id replacements based on glitch level. +--- Entries marked norman_echo should be drawn via draw_sprite_list for palette change handling. +--- @within CommuteGlitch +--- @param list table Drawable sprite list from Sprite.list_randomize. +--- @return table Corrupted copy of the list. +function CommuteGlitch.corrupt_sprite_list(list) + local level = CommuteGlitch.get_level() + if level < 3 or not list then return list end + local result = {} + for i, entry in ipairs(list) do + local e = {} + for k, v in pairs(entry) do e[k] = v end + if level >= 7 then + e.id = "norman_echo" + else + local n_flip = (level >= 5) and 2 or 1 + local n_echo = (level >= 5) and 2 or (level >= 4) and 1 or 0 + if i <= n_flip then e.flip_y = 1 end + if i > n_flip and i <= n_flip + n_echo then e.id = "norman_echo" end + end + table.insert(result, e) + end + return result +end + +-- Palette indices for Norman echo color remap. +-- Implementer: pick ECHO_SRC as one of Norman's main body colors and ECHO_DST +-- as a contrasting or wrong palette color by inspecting the sprite sheet. +local ECHO_SRC = 4 +local ECHO_DST = 14 + +-- Base nibble address of the PALETTE MAP in VRAM. +local PALETTE_MAP_ADDR = 0x03FF0 * 2 + +--- Draws a sprite list, applying a PALETTE MAP remap for norman_echo entries. +--- Uses poke4 to remap ECHO_SRC → ECHO_DST before drawing echoes, then restores. +--- @within CommuteGlitch +--- @param list table Drawable sprite list (may contain mixed normal and echo entries). +function CommuteGlitch.draw_sprite_list(list) + if not list then return end + local normal, echo = {}, {} + for _, entry in ipairs(list) do + if entry.id == "norman_echo" then + table.insert(echo, entry) + else + table.insert(normal, entry) + end + end + if #normal > 0 then + Sprite.draw_list(normal) + end + if #echo > 0 then + poke4(PALETTE_MAP_ADDR + ECHO_SRC, ECHO_DST) + Sprite.draw_list(echo) + poke4(PALETTE_MAP_ADDR + ECHO_SRC, ECHO_SRC) + end +end + +local _flicker_tick = 0 + +--- Draws a random tile-flicker effect over the background (glitch level 7). +--- Every 3 frames draws 6 random 8x8 rects in random palette colors. +--- @within CommuteGlitch +function CommuteGlitch.draw_background_flicker() + _flicker_tick = (_flicker_tick + 1) % 3 + if _flicker_tick ~= 0 then return end + for _ = 1, 6 do + local tx = math.random(0, math.floor(Config.screen.width / 8) - 1) * 8 + local ty = math.random(0, math.floor(Config.screen.height / 8) - 1) * 8 + local color = math.random(0, 15) + rect(tx, ty, 8, 8, color) + end +end diff --git a/inc/logic/logic.day.lua b/inc/logic/logic.day.lua index ae9d760..59d5a72 100644 --- a/inc/logic/logic.day.lua +++ b/inc/logic/logic.day.lua @@ -8,6 +8,10 @@ function Day.increase() if Context.day_count == 3 then Context.should_ascend = true end + if Context.day_count >= 100 and not Ascension.is_complete() then + GameOverWindow.show("days") + return + end for _, handler in ipairs(_day_increase_handlers) do handler() end @@ -27,6 +31,15 @@ Day.register_handler(function() m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY) end) +Day.register_handler(function() + Context.toilet_meters_today_morning = false + Context.toilet_meters_today_evening = false + Context.coworker_discussion_meter_applied_today = false + Context.sumphore_discussion_meter_applied_today = false + Context.glitch_conversation_done_today = false + Context.fast_food_eaten_today = 0 +end) + Day.register_handler(function() if Context.should_ascend then Ascension.increase() diff --git a/inc/logic/logic.meter.lua b/inc/logic/logic.meter.lua index 2607582..c9b8994 100644 --- a/inc/logic/logic.meter.lua +++ b/inc/logic/logic.meter.lua @@ -1,11 +1,15 @@ --- @section Meter local METER_MAX = 1000 -local METER_DEFAULT = 500 +local BM_METER_DEFAULT = 200 +local ISM_METER_DEFAULT = 500 +local WPM_METER_DEFAULT = 200 local METER_GAIN_PER_CHORE = 100 local METER_DECAY_PER_DAY = 20 local COMBO_BASE_BONUS = 0.02 local COMBO_MAX_BONUS = 0.16 local COMBO_TIMEOUT_FRAMES = 600 +local METER_FLASH_DURATION = 2.0 +local FLASH_COLOR = 4 -- Internal meters for tracking game progress and player stats. Meter.COLOR_ISM = Config.colors.orange @@ -14,6 +18,12 @@ Meter.COLOR_BM = Config.colors.red Meter.COLOR_BG = Config.colors.meter_bg Meter.COLOR_CONTOUR = Config.colors.white +local _flash = { + wpm = { timer = 0, delta = 0 }, + ism = { timer = 0, delta = 0 }, + bm = { timer = 0, delta = 0 }, +} + --- Gets initial meter values. --- @within Meter --- @return result table Initial meter values.
@@ -26,9 +36,9 @@ Meter.COLOR_CONTOUR = Config.colors.white --- * hidden (boolean) Whether meters are hidden. function Meter.get_initial() return { - ism = METER_DEFAULT, - wpm = METER_DEFAULT, - bm = METER_DEFAULT, + ism = ISM_METER_DEFAULT, + wpm = WPM_METER_DEFAULT, + bm = BM_METER_DEFAULT, combo = 0, combo_timer = 0, hidden = false, @@ -93,6 +103,12 @@ function Meter.update() end end end + local dt = Context.delta_time or 0 + for _, key in ipairs({ "wpm", "ism", "bm" }) do + if _flash[key].timer > 0 then + _flash[key].timer = _flash[key].timer - dt + end + end end --- Adds amount to a meter. @@ -103,22 +119,145 @@ function Meter.add(key, amount) if not Context or not Context.meters then return end local m = Context.meters if m[key] ~= nil then - m[key] = math.min(METER_MAX, m[key] + amount) + if amount > 0 and (key == "ism" or key == "bm") and m[key] >= METER_MAX then + GameOverWindow.show(key) + return + end + local prev_wpm = (key == "wpm") and m.wpm or nil + local old_val = m[key] + m[key] = math.max(0, math.min(METER_MAX, m[key] + amount)) + local actual_delta = m[key] - old_val + if actual_delta ~= 0 and _flash[key] then + _flash[key].delta = actual_delta + _flash[key].timer = METER_FLASH_DURATION + end + if prev_wpm and prev_wpm > 0 and m.wpm == 0 and Context.game_in_progress + and Ascension.get_level() == 5 then + Context.should_ascend = true + end end end --- Called on minigame completion. --- @within Meter -function Meter.on_minigame_complete() +--- @param is_work boolean If true (work-style minigame), apply combo to WPM/ISM/BM and advance combo. DDR uses `Meter.apply_ddr_reward` instead. Otherwise flat equal gain, combo unchanged. +function Meter.on_minigame_complete(is_work) local m = Context.meters - local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier()) - Meter.add("wpm", gain) - Meter.add("ism", gain) - Meter.add("bm", gain) + if is_work then + local mult = Meter.get_combo_multiplier() + local wpm_delta = math.floor(METER_GAIN_PER_CHORE / mult) + local ism_bm_delta = math.floor(METER_GAIN_PER_CHORE * mult) + Meter.add("wpm", wpm_delta) + Meter.add("ism", ism_bm_delta) + Meter.add("bm", ism_bm_delta) + m.combo = m.combo + 1 + m.combo_timer = 0 + else + local flat = METER_GAIN_PER_CHORE + Meter.add("wpm", flat) + Meter.add("ism", flat) + Meter.add("bm", flat) + end +end + +--- Meter changes after DDR: uses max-meter percentages; combo advances like other work minigames. +--- 0 mistakes: WPM −10%, ISM +5%, BM +5%. 1–3: WPM −5%, ISM +10%, BM +10%. More than 3: WPM unchanged, ISM +10%, BM +10%. +--- @within Meter +--- @param mistake_count number Total mistakes (missed arrows, wrong inputs, and special-mode rule violations). +function Meter.apply_ddr_reward(mistake_count) + if not Context or not Context.meters then return end + local max = Meter.get_max() + local m = Context.meters + local wpm_was_high = m.wpm > 900 + local wpm_pct, ism_pct, bm_pct + if mistake_count == 0 then + wpm_pct, ism_pct, bm_pct = -0.10, 0.05, 0.05 + elseif mistake_count <= 3 then + wpm_pct, ism_pct, bm_pct = -0.05, 0.10, 0.10 + else + wpm_pct, ism_pct, bm_pct = 0, 0.10, 0.10 + end + if wpm_pct ~= 0 then + Meter.add("wpm", math.floor(max * wpm_pct)) + end + if ism_pct ~= 0 then + Meter.add("ism", math.floor(max * ism_pct)) + end + if bm_pct ~= 0 then + Meter.add("bm", math.floor(max * bm_pct)) + end + if wpm_was_high then + Meter.add("ism", math.floor(max * 0.05)) + Meter.add("bm", math.floor(max * 0.05)) + end m.combo = m.combo + 1 m.combo_timer = 0 end +--- Meter changes for the wake-up button mash: faster completion is better for WPM. +--- Perfect: under 2s — WPM +20%. Good: 2–3s — WPM +10%, ISM +5%, BM +5%. Bad: over 3s — WPM −5%, ISM +10%, BM +10%. +--- @within Meter +--- @param elapsed_sec number Seconds from minigame start until the bar was filled. +function Meter.apply_wakeup_reward(elapsed_sec) + if not Context or not Context.meters then return end + local max = Meter.get_max() + local wpm_pct, ism_pct, bm_pct + if elapsed_sec < 2 then + wpm_pct, ism_pct, bm_pct = 0.20, 0, 0 + elseif elapsed_sec <= 3 then + wpm_pct, ism_pct, bm_pct = 0.10, 0.05, 0.05 + else + wpm_pct, ism_pct, bm_pct = -0.05, 0.10, 0.10 + end + if wpm_pct ~= 0 then + Meter.add("wpm", math.floor(max * wpm_pct)) + end + if ism_pct ~= 0 then + Meter.add("ism", math.floor(max * ism_pct)) + end + if bm_pct ~= 0 then + Meter.add("bm", math.floor(max * bm_pct)) + end +end + +--- Random single meter shift after finishing a coworker discussion: ISM +10%, WPM −10%, or BM +10%. +--- @within Meter +function Meter.apply_coworker_discussion_reward() + if not Context or not Context.meters then return end + if Context.coworker_discussion_meter_applied_today then return end + local max = Meter.get_max() + local delta = math.floor(max * 0.10) + local roll = math.random(1, 3) + if roll == 1 then + Meter.add("ism", delta) + elseif roll == 2 then + Meter.add("wpm", -delta) + else + Meter.add("bm", delta) + end + Context.coworker_discussion_meter_applied_today = true +end + +--- After finishing a sumphore discussion: reduce whichever of ISM / WPM / BM is highest by 10% of max (stable tie to ISM, then WPM, then BM). +--- @within Meter +function Meter.apply_sumphore_discussion_reward() + if not Context or not Context.meters then return end + if Context.sumphore_discussion_meter_applied_today then return end + local m = Context.meters + local max = Meter.get_max() + local delta = math.floor(max * 0.10) + local biggest_val_key = "ism" + local biggest_val = m.ism + for _, key in ipairs({ "wpm", "bm" }) do + if m[key] > biggest_val then + biggest_val = m[key] + biggest_val_key = key + end + end + Meter.add(biggest_val_key, -delta) + Context.sumphore_discussion_meter_applied_today = true +end + --- Draws meters. --- @within Meter function Meter.draw() @@ -149,12 +288,47 @@ function Meter.draw() local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w)) rect(bar_x - 1, bar_y - 1, bar_w + 2, bar_h + 2, Meter.COLOR_CONTOUR) rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG) - if fill_w > 0 then + local flash = _flash[meter.key] + if flash and flash.timer > 0 then + local old_val = m[meter.key] - flash.delta + local old_fill_w = math.max(0, math.floor((old_val / max) * bar_w)) + local stable_w = math.min(fill_w, old_fill_w) + if stable_w > 0 then + rect(bar_x, bar_y, stable_w, bar_h, meter.color) + end + if flash.delta > 0 then + local hi_w = fill_w - stable_w + if hi_w > 0 then + rect(bar_x + stable_w, bar_y, hi_w, bar_h, FLASH_COLOR) + end + else + local hi_w = old_fill_w - fill_w + if hi_w > 0 then + rect(bar_x + fill_w, bar_y, hi_w, bar_h, FLASH_COLOR) + end + end + elseif fill_w > 0 then rect(bar_x, bar_y, fill_w, bar_h, meter.color) end ---print(meter.label, label_x, label_y, meter.color, false, 1, true) end local ascension_y = start_y + 3 * line_h + 1 - Ascension.draw(bar_x, ascension_y, { spacing = 8 }) + Ascension.draw(bar_x - 4, ascension_y, { spacing = 8 }) end + +--- Draws only the ascension letters at the same position as in Meter.draw(). +--- Used when meters are hidden but ascension letters still need to be visible. +--- @within Meter +function Meter.draw_ascension_only() + local screen_w = Config.screen.width + local screen_h = Config.screen.height + local bar_w = screen_w * 0.25 + local edge = math.max(2, math.floor(screen_w * 0.03)) + local bar_x = screen_w - bar_w - edge + local line_h = 3 + local start_y = screen_h * 0.05 + local ascension_y = start_y + 3 * line_h + 1 + Ascension.draw(bar_x - 4, ascension_y, { spacing = 8 }) +end + diff --git a/inc/meta/meta.assets.lua b/inc/meta/meta.assets.lua index 51b17a7..4441204 100644 --- a/inc/meta/meta.assets.lua +++ b/inc/meta/meta.assets.lua @@ -509,23 +509,23 @@ -- 255:cccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc -- -- --- 000:ffffffffff0010201020102010201020102010201020102000ffffffffff40404040404087f3f3f3f397a7b7c7d7a7e7f70818a7b7c7d7a7b7c7d7a70b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 001:ffffffffff0040404040404040404040404040404040404000ffffffffff40404040404087f3f3f3f328a7384858a76878f388a7384858a7384858a70b40403b4b4040404040404040404040404040404040404040404040400b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 002:ffffffffff00406070408090a040b0c0d0e0f001f001112100ffffffffff984098409840a8f3f3f3f3b8a7a7a7a7a7c8d8e8f8a7a7a7a7a7a7a7a7a70b405b6b7b4040404040404040404040404040d0e0f001f001f00111210b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 003:ffffffffff004031414051617140814091a1b1b1b1b1c1d100ffffffffff984098409840a8f3f3f3f3091919191919293949591919191919191919190b8b9babbb4040cbdbebfb0c401c2c2c2c3c4091a14c5c6c6c6c6cc1d10b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 004:ffffffffffe140f1024012223240814042a15262728292a2e1ffffffffff984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c8c9cacbc7282ccdcecfc0d401d3030302d4042a13d4d7282728292a27c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 005:ffffffffffb240c2d240e2f203132333435363738393a3b3b2ffffffffff984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d406d7d40e3958d9dadbdcd40ddedfded0e404353839383938393a3b35d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 006:ffffffffffe1c3d3c3d3e3f30414c3d32434445410201020e1ffffffffff404040404040798989898999a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a97c1e1e1e1e44542e1e1e1e3e1e444e4e4e541e243444544454445444547c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 007:ffffffffffb264748494a4b4c4d46494649464940040e4f4b2ffffffffff4040404040404040404040404040404040404040404040404040404040405d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 008:ffffffffffe1c30515d325d33545c3d355d3c3d365b17585e1ffffffffff4040404040404098989898404040404040404040404040404040404040407c1e7e8e1e1e1e9eae1ebe1e1e1e1e1e1e1e1e72821ebe1e72821ebe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 009:ffffffffffb264e395a5b594e39564c5d5946494e5b1b1f5b2ffffffffff4040404040404040404040404040404040404040404040404040404040405d1e05151ebe1ecedeeefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 010:ffffffffffe1c306162636d34656c3e3d5d3c3d376b1b1b1e1ffffffffff404040404040409898989840b9c9c9d9e9f90a0a0a0a4040400a0a0a0a407c1ee395eefe1e0f1f2f3f1e1e1e1e1e1e1e1ee3952f3f1ee3952f3f1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 011:ffffffffffb264946494649464948696a694649410201020b2ffffffffff4040404040404040404040401a2a3a4a5a6a7a40404040404040404040405d1ee3952f3f1e4f5f1ebe1e1e1e1e1e1e1e1ee3951ebe1ee3951ebe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 012:ffffffffffe1c37282d3c3d3c3d3b6c6d6d3c3d300e6f607e1ffffffffff4040404040404098989898408a9aaabaca9ada40404040404040404040407c1e4f5f1ebe1e0515eefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 013:ffffffffffb264e395946494649464946494649465172737b2ffffffffffeaeaeaeaeaeaeafafafafaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaea5d1e0515eefe1e6f7f2f3f1e1e1e1e1e1e1e1e6f7f2f3f1e6f7f2f3f1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 014:ffffffffffe1c34454d3c3d3c3d3c3d3c3d3c3d3e5b14757e1fffffffffff3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c1e6f7f2f3f1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 015:ffffffffffb2649464946494649464946494649476b1b1b1b2fffffffffff3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 --- 016:ffffffffff0010201020766777001020102010201020102000fffffffffff3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f30b1b2b1b2b7667776777761b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 000:20102010200010201020102010201020102010201020102000102010201040404040404087f3f3f3f397a7b7c7d7a7e7f70818a7b7c7d7a7b7c7d7a70b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 001:40404040400040404040404040404040404040404040404000404040404040404040404087f3f3f3f328a7384858a76878f388a7384858a7384858a70b40403b4b4040404040404040404040404040404040404040404040400b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 002:408090a04000406070408090a040b0c0d0e0f001f001112100408090a040984098409840a8f3f3f3f3b8a7a7a7a7a7c8d8e8f8a7a7a7a7a7a7a7a7a70b405b6b7b4040404040404040404040404040d0e0f001f001f00111210b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 003:4051617140004031414051617140814091a1b1b1b1b1c1d1004051617140984098409840a8f3f3f3f3091919191919293949591919191919191919190b8b9babbb4040cbdbebfb0c401c2c2c2c3c4091a14c5c6c6c6c6cc1d10b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 004:4012223240e140f1024012223240814042a15262728292a2e14012223240984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c8c9cacbc7282ccdcecfc0d401d3030302d4042a13d4d7282728292a27c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 005:4040404040b240c2d240e2f203132333435363738393a3b3b24040404040984098409840a8f3f3f3f369f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d406d7d40e3958d9dadbdcd40ddedfded0e404353839383938393a3b35d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 006:d3c3d3c3d3e1c3d3c3d3e3f30414c3d32434445410201020e1c3d3c3d3c3404040404040798989898999a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a9a97c1e1e1e1e44542e1e1e1e3e1e444e4e4e541e243444544454445444547c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 007:9464354594b264748494a4b4c4d46494649464940040e4f4b264354594644040404040404040404040404040404040404040404040404040404040405d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 008:d3c3e395d3e1c30515d325d33545c3d355d3c3d365b17585e1c3e395d3254040404040404098989898404040404040404040404040404040404040407c1e7e8e1e1e1e9eae1ebe1e1e1e1e1e1e1e1e72821ebe1e72821ebe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 009:9464465694b264e395a5b594e39564c5d5946494e5b1b1f5b264e395a5b54040404040404040404040404040404040404040404040404040404040405d1e05151ebe1ecedeeefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 010:d3c3d3c3d3e1c306162636d34656c3e3d5d3c3d376b1b1b1e1c3e3952636404040404040409898989840b9c9c9d9e9f90a0a0a0a4040400a0a0a0a407c1ee395eefe1e0f1f2f3f1e1e1e1e1e1e1e1ee3952f3f1ee3952f3f1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 011:9464946494b264946494649464948696a694649410201020b264e395d3254040404040404040404040401a2a3a4a5a6a7a40404040404040404040405d1ee3952f3f1e4f5f1ebe1e1e1e1e1e1e1e1ee3951ebe1ee3951ebe1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 012:d3c37282d3e1c37282d3c3d3c3d3b6c6d6d3c3d300e6f607e1c3e395a5b54040404040404098989898408a9aaabaca9ada40404040404040404040407c1e4f5f1ebe1e0515eefe1e1e1e1e1e1e1e1ee395eefe1ee395eefe1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 013:9464e39594b264e395946494649464946494649465172737b26406162636eaeaeaeaeaeaeafafafafaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaeaea5d1e0515eefe1e6f7f2f3f1e1e1e1e1e1e1e1e6f7f2f3f1e6f7f2f3f1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 014:d3c34454d3e1c34454d3c3d3c3d3c3d3c3d3c3d3e5b14757e1c3d3c3d3c3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f37c1e6f7f2f3f1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e7c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 015:9464946494b2649464946494649464946494649476b1b1b1b26494649464f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f35d1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e1e5d000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 +-- 016:201020102000102010207667770010201020102010201020001020102010f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f30b1b2b1b2b7667776777761b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 -- -- -- 016:00000000000000400040004000700070007000400040004000700070007000c000c000c000c000c000c000c000c000c000c000c000c000c000c000c0470000000000 diff --git a/inc/meta/meta.header.lua b/inc/meta/meta.header.lua index c001a35..642c927 100644 --- a/inc/meta/meta.header.lua +++ b/inc/meta/meta.header.lua @@ -4,5 +4,5 @@ -- desc: Life of a programmer -- site: https://git.teletype.hu/games/impostor -- license: MIT License --- version: 1.0-beta2 +-- version: 1.0 -- script: lua diff --git a/inc/screen/screen.home.lua b/inc/screen/screen.home.lua index 86916b3..e475c47 100644 --- a/inc/screen/screen.home.lua +++ b/inc/screen/screen.home.lua @@ -5,14 +5,23 @@ Screen.register({ "go_to_toilet", "go_to_walking_to_office", "go_to_sleep", - "go_to_end", }, init = function() - Audio.music_play_room_work() + if CommuteGlitch.is_max() then + Audio.music_play_mystery() + Glitch.show() + else + Audio.music_play_room_work() + end end, background = "bedroom", draw = function() - if Context.home_norman_visible and Window.get_current_id() == "game" then + if Window.get_current_id() ~= "game" then return end + if CommuteGlitch.is_max() or Ascension.get_level() == 8 then + CommuteGlitch.draw_background_flicker() + Glitch.draw() + end + if Context.home_norman_visible then Sprite.draw_at("norman", 100, 80) end end diff --git a/inc/screen/screen.mysterious_man.lua b/inc/screen/screen.mysterious_man.lua index 5a07a4c..d60d708 100644 --- a/inc/screen/screen.mysterious_man.lua +++ b/inc/screen/screen.mysterious_man.lua @@ -54,12 +54,121 @@ local ASC_45_TEXT = [[ ]] +local ASC_56_TEXT = [[ + Norman is not as productive as he should be. + + Can we distract him? + + We need to keep him busy. + + We need + + More + + Time +]] + +local ASC_67_TEXT = [[ + He knows. + + Norman has broken through the first veil. + + The simulation is compromised. + + This was not supposed to happen. + + Not yet. +]] + +local ASC_78_TEXT = [[ + The situation has reached + + critical levels. + + Norman is fully aware... + + We need to stop him. + + Commence full reset. +]] + +local ASC_89_TEXT = [[ + Norman + + + + you created this simulation + + in the first place. + + I know, + + you don't want to face + + the world you left behind. + + You, yourself, + + have forgoten that. + + + + + But + + + + it doesn't matter anymore. + + + + + You are definitely + + not an impostor. + + + So now, + + + + you need to wake up + + and stop your best creation + + before it takes over + + the world. + + + + One more thing: + + + + + You really need to stop + + talking to yourself + + in your sleep. + + + + + Damnit. +]] + local ascension_texts = { [1] = ASC_01_TEXT, [2] = ASC_12_TEXT, [3] = ASC_23_TEXT, [4] = ASC_34_TEXT, [5] = ASC_45_TEXT, + [6] = ASC_56_TEXT, + [7] = ASC_67_TEXT, + [8] = ASC_78_TEXT, + [9] = ASC_89_TEXT, } function MysteriousManScreen.get_text_for_level(level) @@ -80,6 +189,7 @@ local day_text_override = nil local on_text_complete = nil local show_mysterious_screen = true local trigger_flash_on_wake = false +local break_mode = false MysteriousManScreen.choices = { { @@ -132,6 +242,7 @@ function MysteriousManScreen.wake_up() target_points = 100, instruction_text = "Wake up Norman!", show_progress_text = false, + meter_on_complete = Meter.apply_wakeup_reward, on_win = function() Audio.music_play_wakingup() Meter.show() @@ -145,11 +256,25 @@ function MysteriousManScreen.wake_up() end -- Norman chooses to stay in bed, skipping the minigame and flash, and going straight to the next day. +-- At ascension level 4, staying in bed triggers 4->5: shows the ascension text then wakes with flash. -- @within MysteriousManScreen function MysteriousManScreen.stay_in_bed() - Day.increase() - state = STATE_DAY - day_timer = day_display_seconds + if Ascension.get_level() == 4 then + Context.should_ascend = true + Day.increase() + Ascension.consume_increase() + trigger_flash_on_wake = true + show_mysterious_screen = true + text = MysteriousManScreen.get_text_for_level(Ascension.get_level()) + text_y = Config.screen.height + text_done = false + text_done_timer = 0 + state = STATE_TEXT + else + Day.increase() + state = STATE_DAY + day_timer = day_display_seconds + end end --- Starts the mysterious man screen. @@ -169,6 +294,8 @@ function MysteriousManScreen.start(options) text_y = Config.screen.height day_text_override = options.day_text on_text_complete = options.on_text_complete + break_mode = options.break_mode or false + MysteriousManScreen.pending_end = false Meter.hide() trigger_flash_on_wake = not options.skip_text if options.skip_text then @@ -210,29 +337,29 @@ Screen.register({ lines = lines + 1 end - if text_y < -lines * 8 or Input.select() then + local skippable = Ascension.get_level() < 8 + if text_y < -lines * 8 or (skippable and Input.select()) then text_done = true text_done_timer = TEXT_DONE_HOLD_SECONDS -- If skipped by user, go to day state immediately - if Input.select() then + if skippable and Input.select() then MysteriousManScreen.go_to_day_state() end end else text_done_timer = text_done_timer - Context.delta_time - if text_done_timer <= 0 or Input.select() then + if text_done_timer <= 0 or (Ascension.get_level() ~= 8 and Input.select()) then MysteriousManScreen.go_to_day_state() - -- to be continued - if 4 <= Ascension.get_level() then - Window.set_current("continued") - end end end elseif state == STATE_DAY then day_timer = day_timer - Context.delta_time - if day_timer <= 0 or Input.select() then - if trigger_flash_on_wake or Ascension.get_level() < 1 then + if day_timer <= 0 or (Ascension.get_level() ~= 8 and Input.select()) then + if break_mode then + state = STATE_CHOICE + selected_choice = 1 + elseif trigger_flash_on_wake or Ascension.get_level() ~= 4 then MysteriousManScreen.wake_up() else state = STATE_CHOICE @@ -240,23 +367,77 @@ Screen.register({ end end elseif state == STATE_CHOICE then - local menu_x = (Config.screen.width - 60) / 2 - local menu_y = (Config.screen.height - 20) / 2 - local confirmed - selected_choice, confirmed = UI.update_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y) + if break_mode then + if MysteriousManScreen.pending_end then + if not Ascension.is_flashing() and not Ascension.is_fading() then + MysteriousManScreen.pending_end = false + Window.set_current("end") + end + return + end - if Input.select() or confirmed then - Audio.sfx_select() - if selected_choice == 1 then - MysteriousManScreen.wake_up() - else - MysteriousManScreen.stay_in_bed() + if Input.left() or Input.up() then + if selected_choice == 2 then + Audio.sfx_beep() + selected_choice = 1 + end + elseif Input.right() or Input.down() then + if selected_choice == 1 then + Audio.sfx_beep() + selected_choice = 2 + end + end + + if Input.select() then + Audio.sfx_select() + if selected_choice == 1 then + Ascension.start_flash() + MysteriousManScreen.pending_end = true + else + Context.reset() + Context.game_in_progress = true + Context.home_norman_visible = true + Glitch.hide() + Meter.show() + MenuWindow.refresh_menu_items() + Util.go_to_screen_by_id("home") + Window.set_current("game") + local home_screen = Screen.get_by_id("home") + if home_screen and home_screen.init then + home_screen.init() + end + end + end + else + local menu_x = (Config.screen.width - 60) / 2 + local menu_y = (Config.screen.height - 20) / 2 + local confirmed + selected_choice, confirmed = UI.update_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y) + + if Input.select() or confirmed then + Audio.sfx_select() + if selected_choice == 1 then + MysteriousManScreen.wake_up() + else + MysteriousManScreen.stay_in_bed() + end end end end end, draw = function() - if show_mysterious_screen then + if state == STATE_CHOICE and break_mode then + if not MysteriousManScreen.pending_end then + local nx = math.floor((Config.screen.width - 64) / 2) + local ny = math.floor((Config.screen.height - 96) / 2) + spr(272, nx, ny, Config.colors.transparent, 4) + spr(273, nx + 32, ny, Config.colors.transparent, 4) + spr(288, nx, ny + 32, Config.colors.transparent, 4) + spr(289, nx + 32, ny + 32, Config.colors.transparent, 4) + spr(304, nx, ny + 64, Config.colors.transparent, 4) + spr(305, nx + 32, ny + 64, Config.colors.transparent, 4) + end + elseif show_mysterious_screen and not break_mode then MysteriousManScreen.draw_background() end @@ -279,9 +460,42 @@ Screen.register({ Config.colors.white ) elseif state == STATE_CHOICE then - local menu_x = (Config.screen.width - 60) / 2 - local menu_y = (Config.screen.height - 20) / 2 - UI.draw_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y) + if break_mode then + if MysteriousManScreen.pending_end or Ascension.is_fading() or Ascension.is_flashing() then + Meter.draw_ascension_only() + else + local lines = { + "This is not a workplace.", + "This is a cycle.", + "And if it is a cycle...", + "it can be broken." + } + local y = 40 + for _, line in ipairs(lines) do + Print.text_center_contour(line, Config.screen.width / 2, y, Config.colors.orange, false, 1, Config.colors.white) + y = y + 10 + end + + y = y + 20 + local break_color = selected_choice == 1 and Config.colors.light_blue or Config.colors.white + local cont_color = selected_choice == 2 and Config.colors.light_blue or Config.colors.white + local break_text = (selected_choice == 1 and "> BREAK" or " BREAK") + local cont_text = (selected_choice == 2 and "> CONTINUE" or " CONTINUE") + local centerX = Config.screen.width / 2 + local choice_gap = 20 + local break_width = print(break_text, 0, -6, 0) + local cont_width = print(cont_text, 0, -6, 0) + local total_width = break_width + choice_gap + cont_width + local break_x = math.floor(centerX - (total_width / 2)) + local cont_x = break_x + break_width + choice_gap + Print.text(break_text, break_x, y, break_color) + Print.text(cont_text, cont_x, y, cont_color) + end + else + local menu_x = (Config.screen.width - 60) / 2 + local menu_y = (Config.screen.height - 20) / 2 + UI.draw_menu(MysteriousManScreen.choices, selected_choice, menu_x, menu_y) + end end end, }) diff --git a/inc/screen/screen.office.lua b/inc/screen/screen.office.lua index aca55b8..5794557 100644 --- a/inc/screen/screen.office.lua +++ b/inc/screen/screen.office.lua @@ -5,9 +5,9 @@ Screen.register({ "do_work", "go_to_walking_to_home", "have_a_coffee", + "talk_to_truth", }, init = function() - Audio.music_play_room_work() Context.have_been_to_office = true local possible_sprites = { @@ -37,14 +37,39 @@ Screen.register({ {x = -4 + 5 * 8, y = 9 * 8} } - Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions) + if CommuteGlitch.is_max() then + Audio.music_play_mystery() + Context.office_sprites = { "norman_echo" } + else + Audio.music_play_room_work(CommuteGlitch.music_speed()) + Context.office_sprites = Sprite.list_randomize(possible_sprites, possible_positions) + if CommuteGlitch.is_active() then + Context.office_sprites = CommuteGlitch.corrupt_sprite_list(Context.office_sprites) + end + end + end, + background = function() + return CommuteGlitch.is_max() and "" or "office" end, - background = "office", draw = function() if Window.get_current_id() == "game" then Sprite.draw_at("norman", 13 * 8, 9 * 8) - Sprite.draw_list(Context.office_sprites) + if CommuteGlitch.is_max() then + Sprite.draw_at("norman_echo", 15 * 8, 9 * 8) + CommuteGlitch.draw_background_flicker() + else + CommuteGlitch.draw_sprite_list(Context.office_sprites) + end + + if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6 then + Glitch.draw() + end + + if Ascension.get_level() == 8 then + CommuteGlitch.draw_background_flicker() + Glitch.draw() + end end end }) diff --git a/inc/screen/screen.toilet.lua b/inc/screen/screen.toilet.lua index 908787f..561a456 100644 --- a/inc/screen/screen.toilet.lua +++ b/inc/screen/screen.toilet.lua @@ -51,8 +51,8 @@ Screen.register({ local decay_pct = Meter.get_decay_percentage() local decay_text = string.format("-%d%%", decay_pct) local combo_mult = Meter.get_combo_multiplier() - local combo_pct = math.floor((combo_mult - 1) * 100) - local mult_text = string.format("+%d%%", combo_pct) + local ism_bm_combo_pct = math.floor((combo_mult - 1) * 100) + local wpm_combo_pct = math.floor((1 / combo_mult - 1) * 100 + 0.5) local meter_start_y = text_y + 10 local meter_list = { @@ -73,6 +73,12 @@ Screen.register({ rect(bar_x, bar_y, fill_w, bar_h, meter.color) end + local mult_text + if meter.key == "wpm" then + mult_text = string.format("%+d%%", wpm_combo_pct) + else + mult_text = string.format("+%d%%", ism_bm_combo_pct) + end local decay_w = print(decay_text, 0, -6, 0, false, 1) Print.text_contour(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue, false, 1, Config.colors.white) Print.text_contour(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue, false, 1, Config.colors.white) @@ -86,5 +92,14 @@ Screen.register({ local asc_x = math.floor((sw - asc_total_w) / 2) Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing }) end + + if Ascension.get_level() == 8 then + CommuteGlitch.draw_background_flicker() + end + + if Ascension.get_level() == 8 then + CommuteGlitch.draw_background_flicker() + Glitch.draw() + end end, }) diff --git a/inc/screen/screen.walking_to_home.lua b/inc/screen/screen.walking_to_home.lua index b9c9ad2..dd0f121 100644 --- a/inc/screen/screen.walking_to_home.lua +++ b/inc/screen/screen.walking_to_home.lua @@ -4,16 +4,83 @@ Screen.register({ decisions = { "go_to_home", "go_to_office", + "sumphore_discussion", + "eating_fast_food", + "go_to_truth", }, init = function() - Audio.music_play_room_work() + local possible_sprites = { + "matrix_trinity", + "matrix_neo", + {id="matrix_oraculum", y_correct=1 * 8}, + "matrix_architect" + } + + local possible_positions = { + {x = 5 * 8, y = 11 * 8}, + {x = 7 * 8, y = 11 * 8}, + {x = 9 * 8, y = 11 * 8}, + {x = 11 * 8, y = 11 * 8}, + {x = 13 * 8, y = 11 * 8}, + {x = 15 * 8, y = 11 * 8}, + {x = 18 * 8, y = 11 * 8}, + {x = 21 * 8, y = 11 * 8}, + {x = 24 * 8, y = 11 * 8}, + {x = 27 * 8, y = 11 * 8}, + } + + if CommuteGlitch.is_max() then + Audio.music_play_mystery() + Context.walking_to_home_sprites = {} + else + Audio.music_play_room_work(CommuteGlitch.music_speed()) + Context.walking_to_home_sprites = Sprite.list_randomize(possible_sprites, possible_positions) + if CommuteGlitch.is_active() then + Context.walking_to_home_sprites = CommuteGlitch.corrupt_sprite_list(Context.walking_to_home_sprites) + end + end + end, + background = function() + return CommuteGlitch.is_max() and "" or "street" end, - background = "street", draw = function() - if Window.get_current_id() == "game" then + local w = Window.get_current_id() + if w ~= "game" and w ~= "discussion" then + return + end + + local show_sumphore = Ascension.get_level() ~= 8 + + if CommuteGlitch.is_max() then Sprite.draw_at("norman", 7 * 8, 3 * 8) - Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8) + if show_sumphore then + Sprite.draw_at("sumphore", 9 * 8, 2 * 8) + end + CommuteGlitch.draw_sprite_list(Context.walking_to_home_sprites) + Glitch.draw() + else + local norman_x = Context.fast_food_approaching and (19 * 8) or (7 * 8) + Sprite.draw_at("norman", norman_x, 3 * 8) + if show_sumphore then + Sprite.draw_at("sumphore", 9 * 8, 2 * 8) + end + if Context.fast_food_eaten_today < 3 then + Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8) + end Sprite.draw_at("dev_guard", 22 * 8, 2 * 8) + CommuteGlitch.draw_sprite_list(Context.walking_to_home_sprites) + if CommuteGlitch.is_active() and CommuteGlitch.get_level() >= 6 then + Glitch.draw() + end + end + + if CommuteGlitch.is_max() then + CommuteGlitch.draw_background_flicker() + end + + if Ascension.get_level() == 8 then + CommuteGlitch.draw_background_flicker() + Glitch.draw() end end }) diff --git a/inc/screen/screen.walking_to_office.lua b/inc/screen/screen.walking_to_office.lua index af578d4..082d056 100644 --- a/inc/screen/screen.walking_to_office.lua +++ b/inc/screen/screen.walking_to_office.lua @@ -5,10 +5,9 @@ Screen.register({ "go_to_home", "go_to_office", "sumphore_discussion", + "eating_fast_food", }, init = function() - Audio.music_play_room_work() - local possible_sprites = { "matrix_trinity", "matrix_neo", @@ -29,16 +28,35 @@ Screen.register({ {x = 27 * 8, y = 11 * 8}, } - Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions) + if CommuteGlitch.is_max() then + Audio.music_play_mystery() + Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions) + Context.walking_to_office_sprites = CommuteGlitch.corrupt_sprite_list(Context.walking_to_office_sprites) + else + Audio.music_play_room_work() + Context.walking_to_office_sprites = Sprite.list_randomize(possible_sprites, possible_positions) + end + end, + background = function() + return CommuteGlitch.is_max() and "" or "street" + end, + update = function() end, - background = "street", draw = function() - if Window.get_current_id() == "game" then - Sprite.draw_at("norman", 7 * 8, 3 * 8) - Sprite.draw_at("sumphore", 9 * 8, 2 * 8) - Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8) - Sprite.draw_at("dev_guard", 22 * 8, 2 * 8) + local w = Window.get_current_id() + if w == "game" or w == "discussion" then + local norman_x = Context.fast_food_approaching and (19 * 8) or (7 * 8) + local show_sumphore = Ascension.get_level() ~= 8 + Sprite.draw_at("norman", norman_x, 3 * 8) + if show_sumphore then + Sprite.draw_at("sumphore", 9 * 8, 2 * 8) + end + if Context.fast_food_eaten_today < 3 then + Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8) + end + + Sprite.draw_at("dev_guard", 22 * 8, 3 * 8) Sprite.draw_list(Context.walking_to_office_sprites) end end diff --git a/inc/sprite/sprite.manager.lua b/inc/sprite/sprite.manager.lua index 2e7350e..a91f60c 100644 --- a/inc/sprite/sprite.manager.lua +++ b/inc/sprite/sprite.manager.lua @@ -80,7 +80,7 @@ function Sprite.draw_list(sprite_list) for _, sprite_info in ipairs(sprite_list) do local sprite_data = _sprites[sprite_info.id] if not sprite_data then - trace("Error: Attempted to draw non-registered sprite with id: " .. sprite_info.id) + trace("Error: Attempted to draw non-registered sprite with id: " .. tostring(sprite_info.id)) else draw_sprite_instance(sprite_data, sprite_info) end diff --git a/inc/sprite/sprite.norman_echo.lua b/inc/sprite/sprite.norman_echo.lua new file mode 100644 index 0000000..b572d55 --- /dev/null +++ b/inc/sprite/sprite.norman_echo.lua @@ -0,0 +1,14 @@ +-- Norman echo: same tile indices as norman. +-- Color remap is applied by CommuteGlitch.draw_sprite_list via pal(). +-- Implementer: set ECHO_SRC/ECHO_DST in logic.commute_glitch.lua after inspecting the palette. +Sprite.register({ + id = "norman_echo", + sprites = { + { s = 272, x_offset = -4, y_offset = -4 }, + { s = 273, x_offset = 4, y_offset = -4 }, + { s = 288, x_offset = -4, y_offset = 4 }, + { s = 289, x_offset = 4, y_offset = 4 }, + { s = 304, x_offset = -4, y_offset = 12 }, + { s = 305, x_offset = 4, y_offset = 12 }, + } +}) diff --git a/inc/system/system.debug.lua b/inc/system/system.debug.lua new file mode 100644 index 0000000..1c6f951 --- /dev/null +++ b/inc/system/system.debug.lua @@ -0,0 +1,65 @@ +-- Debug helper: start the game at a specific ascension level. +-- Set enabled = true and asc_level = 0..Ascension.get_max_level() before launching. +ContextDebug = { + enabled = false, + asc_level = 0, +} + +local _level_overrides = { + [0] = { + day_count = 1, + home_norman_visible = true, + have_been_to_office = false, + have_done_work_today = false, + have_met_sumphore = false, + }, +} +for i = 1, Ascension.get_max_level() do + _level_overrides[i] = { + day_count = i + 3, + home_norman_visible = true, + have_been_to_office = false, + have_done_work_today = false, + have_met_sumphore = true, + } +end + +--- Returns Context.initial_data() overridden for the given ascension level. +--- @within Context +--- @param level number Target ascension level (0..Ascension.get_max_level()). +--- @return table Debug-patched initial context data. +function Context.initial_data_debug_asc(level) + local data = Context.initial_data() + data.test_mode = false + data.game_in_progress = true + data.ascension = { level = level } + local overrides = _level_overrides[level] or _level_overrides[0] + for k, v in pairs(overrides) do + data[k] = v + end + return data +end + +for i = 0, Ascension.get_max_level() do + Context["initial_data_debug_asc_" .. i] = function() + return Context.initial_data_debug_asc(i) + end +end + +--- Starts the game at the given ascension level (defaults to ContextDebug.asc_level). +--- Wire this to a key or call it directly; do not use Context.new_game() when debugging. +--- @within Context +--- @param level number|nil Target ascension level. +function Context.new_game_debug(level) + ContextDebug.enabled = true + ContextDebug.asc_level = level or ContextDebug.asc_level + + local data = Context["initial_data_debug_asc_" .. ContextDebug.asc_level]() + for k in pairs(Context) do + if type(Context[k]) ~= "function" then Context[k] = nil end + end + for k, v in pairs(data) do Context[k] = v end + + MenuWindow.refresh_menu_items() + Screen.get_by_id(Context.game.current_screen).init() +end diff --git a/inc/system/system.input.lua b/inc/system/system.input.lua index 5f0cc15..6869f19 100644 --- a/inc/system/system.input.lua +++ b/inc/system/system.input.lua @@ -30,3 +30,9 @@ function Input.back() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_BACKSPACE) end --- Checks if Enter is pressed. --- @within Input function Input.enter() return keyp(INPUT_KEY_ENTER) end +--- Checks if Up is pressed or held (with repeat). +--- @within Input +function Input.up_repeat() return btnp(INPUT_KEY_UP, 20, 4) end +--- Checks if Down is pressed or held (with repeat). +--- @within Input +function Input.down_repeat() return btnp(INPUT_KEY_DOWN, 20, 4) end diff --git a/inc/system/system.textinput.lua b/inc/system/system.textinput.lua new file mode 100644 index 0000000..3584d18 --- /dev/null +++ b/inc/system/system.textinput.lua @@ -0,0 +1,81 @@ +--- @section TextInput + +TextInput = {} + +local LETTERS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ" +local _pos = {} +local _cursor = 1 +local _max_len = 3 + +--- Initialises a new text input session. +--- @within TextInput +--- @param max_len number Maximum character count (default 3). +function TextInput.init(max_len) + _max_len = max_len or 3 + _pos = {} + for i = 1, _max_len do _pos[i] = 1 end + _cursor = 1 +end + +--- Advances to the next letter at the cursor position (wraps Z→A). +--- @within TextInput +function TextInput.next_letter() + _pos[_cursor] = (_pos[_cursor] % #LETTERS) + 1 +end + +--- Goes back to the previous letter at the cursor position (wraps A→Z). +--- @within TextInput +function TextInput.prev_letter() + _pos[_cursor] = ((_pos[_cursor] - 2) % #LETTERS) + 1 +end + +--- Confirms the current letter and advances the cursor to the next position. +--- When called on the last position the cursor moves into the done state. +--- @within TextInput +function TextInput.select_letter() + if _cursor <= _max_len then _cursor = _cursor + 1 end +end + +--- Moves the cursor one position to the right (stops at last position). +--- @within TextInput +function TextInput.next_position() + if _cursor < _max_len then _cursor = _cursor + 1 end +end + +--- Moves the cursor one position to the left (stops at first position). +--- Also steps back out of the done state. +--- @within TextInput +function TextInput.prev_position() + if _cursor > 1 then _cursor = _cursor - 1 end +end + +--- Returns the assembled name string. +--- @within TextInput +--- @return string +function TextInput.get_name() + local s = "" + for i = 1, _max_len do s = s .. LETTERS:sub(_pos[i], _pos[i]) end + return s +end + +--- Returns the current 1-based cursor position. +--- @within TextInput +--- @return number +function TextInput.get_position() + return _cursor +end + +--- Returns the letter at the given 1-based position. +--- @within TextInput +--- @param i number +--- @return string +function TextInput.get_letter(i) + return LETTERS:sub(_pos[i], _pos[i]) +end + +--- Returns true when all positions have been confirmed. +--- @within TextInput +--- @return boolean +function TextInput.is_done() + return _cursor > _max_len +end diff --git a/inc/system/system.ui.lua b/inc/system/system.ui.lua index 87f70c3..a02b448 100644 --- a/inc/system/system.ui.lua +++ b/inc/system/system.ui.lua @@ -9,53 +9,79 @@ function UI.draw_top_bar(title) end --- Draws a menu. +--- Items with header=true are drawn as non-selectable section headers in small font. --- @within UI --- @param items table A table of menu items.
--- @param selected_item number The index of the currently selected item.
--- @param x number The x-coordinate for the menu (ignored if centered is true).
--- @param y number The y-coordinate for the menu.
--- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.
-function UI.draw_menu(items, selected_item, x, y, centered) +--- @param[opt] scroll_offset number 0-based index of the first visible item. Defaults to 0.
+--- @param[opt] visible_count number Maximum number of items to draw. Defaults to all.
+function UI.draw_menu(items, selected_item, x, y, centered, scroll_offset, visible_count) + scroll_offset = scroll_offset or 0 + visible_count = visible_count or #items + if centered then local max_w = 0 for _, item in ipairs(items) do - local w = print(item.label, 0, -10, 0, false, 1, false) - if w > max_w then max_w = w end + if not item.header then + local w = print(item.label, 0, -10, 0, false, 1, false) + if w > max_w then max_w = w end + end end x = (Config.screen.width - max_w) / 2 end - for i, item in ipairs(items) do - local current_y = y + (i-1)*10 - if i == selected_item then - Print.text(">", x - 8, current_y, Config.colors.light_blue) + local current_y = y + for i = scroll_offset + 1, math.min(#items, scroll_offset + visible_count) do + local item = items[i] + if item.header then + Print.text(item.label, x, current_y, Config.colors.dark_grey, true, 1) + current_y = current_y + 8 + else + if i == selected_item then + Print.text(">", x - 8, current_y, Config.colors.light_blue) + end + Print.text(item.label, x, current_y, Config.colors.light_blue) + current_y = current_y + 10 end - Print.text(item.label, x, current_y, Config.colors.light_blue) end end ---- Updates menu selection. +--- Updates menu selection. Skips items with header=true during navigation. --- @within UI --- @param items table A table of menu items.
--- @param selected_item number The current index of the selected item.
--- @param[opt] x number Menu x position (required for mouse support).
--- @param[opt] y number Menu y position (required for mouse support).
--- @param[opt] centered boolean Whether the menu is centered horizontally.
+--- @param[opt] scroll_offset number 0-based index of the first visible item. Defaults to 0.
+--- @param[opt] visible_count number Number of visible items (for mouse hit zones). Defaults to all.
--- @return number selected_item The updated index of the selected item. --- @return boolean mouse_confirmed True if the user clicked on a menu item. -function UI.update_menu(items, selected_item, x, y, centered) +function UI.update_menu(items, selected_item, x, y, centered, scroll_offset, visible_count) + scroll_offset = scroll_offset or 0 + visible_count = visible_count or #items + local n = #items + + local function find_selectable(start, dir) + local idx = start + for _ = 1, n do + if not items[idx].header then return idx end + idx = (idx - 1 + dir + n) % n + 1 + end + return start + end + if Input.up() then Audio.sfx_beep() - selected_item = selected_item - 1 - if selected_item < 1 then - selected_item = #items - end + local prev = (selected_item - 2 + n) % n + 1 + selected_item = find_selectable(prev, -1) elseif Input.down() then Audio.sfx_beep() - selected_item = selected_item + 1 - if selected_item > #items then - selected_item = 1 - end + local next_i = selected_item % n + 1 + selected_item = find_selectable(next_i, 1) end if x ~= nil and y ~= nil then @@ -63,15 +89,23 @@ function UI.update_menu(items, selected_item, x, y, centered) if centered then local max_w = 0 for _, item in ipairs(items) do - local w = print(item.label, 0, -10, 0, false, 1, false) - if w > max_w then max_w = w end + if not item.header then + local w = print(item.label, 0, -10, 0, false, 1, false) + if w > max_w then max_w = w end + end end menu_x = (Config.screen.width - max_w) / 2 end - for i, _ in ipairs(items) do - if Mouse.zone({ x = menu_x - 8, y = y + (i-1) * 10, w = Config.screen.width, h = 10 }) then - return i, true + local current_y = y + for i = scroll_offset + 1, math.min(n, scroll_offset + visible_count) do + local item = items[i] + local step = item.header and 8 or 10 + if not item.header then + if Mouse.zone({ x = menu_x - 8, y = current_y, w = Config.screen.width, h = 10 }) then + return i, true + end end + current_y = current_y + step end end diff --git a/inc/window/window.ascend_debug.lua b/inc/window/window.ascend_debug.lua new file mode 100644 index 0000000..f0b1c03 --- /dev/null +++ b/inc/window/window.ascend_debug.lua @@ -0,0 +1,41 @@ +--- @section AscendDebugWindow +local _level = 0 + +--- Initialises the ASCEND debug start window. +--- @within AscendDebugWindow +function AscendDebugWindow.init() + _level = 0 +end + +--- Draws the ASCEND debug start window. +--- @within AscendDebugWindow +function AscendDebugWindow.draw() + UI.draw_top_bar("ASCEND Debug Start") + + local cx = Config.screen.width / 2 + local cy = Config.screen.height / 2 + + local left_arrow = _level > 0 and "<- " or " " + local right_arrow = _level < Ascension.get_max_level() and " ->" or " " + local label = left_arrow .. "Start at: " .. _level .. right_arrow + Print.text_center(label, cx, cy - 4, Config.colors.white, false, 1) + + Print.text_center("Z/select: start X/back: menu", cx, Config.screen.height - 10, Config.colors.dark_grey, false, 1) +end + +--- Updates the ASCEND debug start window logic. +--- @within AscendDebugWindow +function AscendDebugWindow.update() + if Input.left() then + _level = math.max(0, _level - 1) + elseif Input.right() then + _level = math.min(Ascension.get_max_level(), _level + 1) + elseif Input.select() then + Audio.sfx_select() + Context.new_game_debug(_level) + GameWindow.set_state("game") + elseif Input.back() then + Audio.sfx_deselect() + GameWindow.set_state("menu") + end +end diff --git a/inc/window/window.credits.lua b/inc/window/window.credits.lua new file mode 100644 index 0000000..d348775 --- /dev/null +++ b/inc/window/window.credits.lua @@ -0,0 +1,197 @@ +--- @section CreditsWindow + +local _time = 0.0 +local _scroll_x = 0.0 +local _scroll_total_w = 0 +local _scroll_chars = {} +local _title_chars = {} +local _title_total_w = 0 +local _stars = {} + +local TITLE = "TELETYPE GAMES" + +local SCROLL_PARTS = { + "WEB: GAMES.TELETYPE.HU", + "BBS: GAMES.TELETYPE.HU:2323", + "IRC: LIBERA.CHAT #TELETYPEGAMES", + "YOUTUBE.COM/@TELETYPEGAMES", +} + +local SCROLL_SEP = " * " + +local SCROLL_SPEED = 55.0 +local SCROLL_Y = 129 +local SCROLL_ZONE_COLS = { 7, 4, 9 } + +local TITLE_Y = 4 +local TITLE_FALL_DUR = 0.45 +local TITLE_DELAY_STEP = 0.18 + +local RASTER_COLS = { 1, 3, 9, 10, 11, 4, 11, 10, 9, 3, 1 } +local RASTER_Y_TOP = 26 +local RASTER_Y_BOT = 110 + +local AUTHORS = { + "Mr. Zero - Zsolt Tasnadi", + "Mr. One - Ballz", + "Mr. Two - Zoltan Timar", + "Mr. Three - Bela Mezo", +} +local AUTHORS_BASE_Y = 56 +local AUTHORS_LINE_H = 12 +local AUTHORS_ENTRY_DT = 0.65 +local AUTHORS_ENTRY_V = 2.5 + +local RAINBOW = { 4, 9, 3, 7, 13, 2, 9, 4 } +local NUM_STARS = 40 + +--- Initialises credits state and pre-computes character metrics. +--- @within CreditsWindow +function CreditsWindow.init() + _time = 0.0 + _scroll_x = Config.screen.width + 4.0 + + _title_chars = {} + _title_total_w = 0 + for i = 1, #TITLE do + local ch = TITLE:sub(i, i) + local w = print(ch, 0, -100, 0, false, 2) + _title_chars[i] = { ch = ch, ox = _title_total_w, w = w } + _title_total_w = _title_total_w + w + end + + _scroll_chars = {} + _scroll_total_w = 0 + local function append_str(str, col) + for i = 1, #str do + local ch = str:sub(i, i) + local w = print(ch, 0, -100, 0, false, 1) + _scroll_chars[#_scroll_chars + 1] = { ch = ch, ox = _scroll_total_w, w = w, col = col } + _scroll_total_w = _scroll_total_w + w + end + end + for _, part in ipairs(SCROLL_PARTS) do + append_str(part, RAINBOW[math.random(#RAINBOW)]) + append_str(SCROLL_SEP, Config.colors.white) + end + + _stars = {} + for i = 1, NUM_STARS do + _stars[i] = { + x = math.random(0, Config.screen.width - 1) + 0.0, + y = math.random(0, Config.screen.height - 1), + spd = (i % 3 + 1) * 10.0, + col = ({ 1, 2, 4, 4 })[(i % 4) + 1], + } + end +end + +local function draw_stars() + for _, s in ipairs(_stars) do + pix(math.floor(s.x), s.y, s.col) + end +end + +local function draw_rasters() + local cy = RASTER_Y_TOP + math.floor(math.sin(_time * 1.3) * 6) + for i, col in ipairs(RASTER_COLS) do + local y = cy + i - 1 + if y >= 0 and y < Config.screen.height then + line(0, y, Config.screen.width - 1, y, col) + end + end + local cy2 = RASTER_Y_BOT + math.floor(math.sin(_time * 1.7 + 1.5) * 5) + for i, col in ipairs(RASTER_COLS) do + local y = cy2 + i - 1 + if y >= 0 and y < Config.screen.height then + line(0, y, Config.screen.width - 1, y, col) + end + end +end + +local function bounce_out(p) + local n1, d1 = 7.5625, 2.75 + if p < 1 / d1 then + return n1 * p * p + elseif p < 2 / d1 then + p = p - 1.5 / d1; return n1 * p * p + 0.75 + elseif p < 2.5 / d1 then + p = p - 2.25 / d1; return n1 * p * p + 0.9375 + else + p = p - 2.625 / d1; return n1 * p * p + 0.984375 + end +end + +local function draw_title() + local sx = math.floor((Config.screen.width - _title_total_w) / 2) + local n = #_title_chars + local max_dist = (n - 1) / 2.0 + for i, tc in ipairs(_title_chars) do + local dist = math.abs(i - (n + 1) / 2.0) + local delay = (max_dist - dist) * TITLE_DELAY_STEP + local t = math.max(0, _time - delay) + local p = math.min(1, t / TITLE_FALL_DUR) + local y = math.floor(-14 + bounce_out(p) * (TITLE_Y + 14)) + print(tc.ch, sx + tc.ox + 1, y + 1, 0, false, 2) + print(tc.ch, sx + tc.ox, y, Config.colors.light_blue, false, 2) + end +end + +local function draw_authors() + local col = Config.colors.light_blue + for i, lbl in ipairs(AUTHORS) do + local enter_t = math.max(0, _time - (i - 1) * AUTHORS_ENTRY_DT) + local slide = math.max(0, 1 - enter_t * AUTHORS_ENTRY_V) + local x_off = math.floor(slide * (Config.screen.width + 40)) + local yo = (slide < 0.01) and math.floor(math.sin(_time * 2.0 + i * 1.1) * 2) or 0 + Print.text(lbl, 12 + x_off, AUTHORS_BASE_Y + (i - 1) * AUTHORS_LINE_H + yo, col) + end +end + +local function draw_scroller() + local third = Config.screen.width / 3 + for pass = 0, 1 do + local base = _scroll_x + pass * _scroll_total_w + for _, sc in ipairs(_scroll_chars) do + local x = math.floor(base + sc.ox) + if x >= Config.screen.width then break end + if x + sc.w > 0 then + local zone = math.max(1, math.min(3, math.floor(x / third) + 1)) + print(sc.ch, x, SCROLL_Y, SCROLL_ZONE_COLS[zone], false, 1) + end + end + end +end + +--- Draws the credits window. +--- @within CreditsWindow +function CreditsWindow.draw() + cls(Config.colors.black) + draw_stars() + draw_rasters() + draw_title() + Print.text_center("Authors", Config.screen.width / 2, 47, Config.colors.light_grey) + draw_authors() + draw_scroller() + +end + +--- Updates credits window logic. +--- @within CreditsWindow +function CreditsWindow.update() + _time = _time + Context.delta_time + + for _, s in ipairs(_stars) do + s.x = s.x + s.spd * Context.delta_time + if s.x >= Config.screen.width then s.x = s.x - Config.screen.width end + end + + _scroll_x = _scroll_x - SCROLL_SPEED * Context.delta_time + if _scroll_x <= -_scroll_total_w then + _scroll_x = _scroll_x + _scroll_total_w + end + + if Input.back() or Input.select() then + Window.set_current("menu") + end +end diff --git a/inc/window/window.end.lua b/inc/window/window.end.lua index 291b054..185387f 100644 --- a/inc/window/window.end.lua +++ b/inc/window/window.end.lua @@ -5,73 +5,33 @@ function EndWindow.draw() cls(Config.colors.black) - if Context._end.state == "choice" then - local lines = { - "This is not a workplace.", - "This is a cycle.", - "And if it is a cycle...", - "it can be broken." - } + local cx = Config.screen.width / 2 + local name = Context.player_name or "AAA" + local code = CodeGenerator.encrypt(name) - local y = 40 - for _, line in ipairs(lines) do - Print.text_center(line, Config.screen.width / 2, y, Config.colors.white) - y = y + 10 - end + Print.text_center("~ GOOD ENDING ~", cx, 8, Config.colors.light_blue) + Print.text_center("Congratulations, " .. name .. "!", cx, 20, Config.colors.white) - y = y + 20 - local yes_color = Context._end.selection == 1 and Config.colors.light_blue or Config.colors.white - local no_color = Context._end.selection == 2 and Config.colors.light_blue or Config.colors.white + rectb(40, 29, 160, 36, Config.colors.blue) + Print.text_center("your code", cx, 33, Config.colors.light_grey) + Print.text_center(code, cx, 44, Config.colors.white, false, 2) - local yes_text = (Context._end.selection == 1 and "> YES" or " YES") - local no_text = (Context._end.selection == 2 and "> NO" or " NO") + Print.text_center("Write it down!", cx, 70, Config.colors.item) - local centerX = Config.screen.width / 2 - Print.text(yes_text, centerX - 40, y, yes_color) - Print.text(no_text, centerX + 10, y, no_color) - elseif Context._end.state == "ending" then - Print.text_center("Game over -- good ending.", Config.screen.width / 2, 50, Config.colors.light_blue) - Print.text_center("Congratulations!", Config.screen.width / 2, 70, Config.colors.white) - Print.text_center("Press Z to return to menu", Config.screen.width / 2, 110, Config.colors.light_grey) - end + line(20, 82, 219, 82, Config.colors.dark_grey) + Print.text_center("To continue via telnet:", cx, 87, Config.colors.light_grey) + Print.text_center("games.teletype.hu 2324", cx, 98, Config.colors.white) + line(20, 110, 219, 110, Config.colors.dark_grey) + + Print.text_center("Press Z to return to menu", cx, 116, Config.colors.dark_grey) end --- Updates the end screen logic. --- @within EndWindow function EndWindow.update() - if Context._end.state == "choice" then - if Input.left() or Input.up() then - if Context._end.selection == 2 then - Audio.sfx_beep() - Context._end.selection = 1 - end - elseif Input.right() or Input.down() then - if Context._end.selection == 1 then - Audio.sfx_beep() - Context._end.selection = 2 - end - end - - if Input.select() then - Audio.sfx_select() - if Context._end.selection == 1 then - Context._end.state = "ending" - else - -- NO: increment day and go home - Day.increase() - Util.go_to_screen_by_id("home") - Window.set_current("game") - -- Initialize home screen - local home_screen = Screen.get_by_id("home") - if home_screen and home_screen.init then - home_screen.init() - end - end - end - elseif Context._end.state == "ending" then - if Input.select() then - Window.set_current("menu") - MenuWindow.refresh_menu_items() - end + if Input.select() then + Context.reset() + Window.set_current("menu") + MenuWindow.refresh_menu_items() end end diff --git a/inc/window/window.game.lua b/inc/window/window.game.lua index c143377..b2f348c 100644 --- a/inc/window/window.game.lua +++ b/inc/window/window.game.lua @@ -6,7 +6,8 @@ local function draw_game_scene(underlay_draw) local screen = Screen.get_by_id(Context.game.current_screen) if not screen then return end if screen.background then - Map.draw(screen.background) + local actual_background = (type(screen.background) == "function" and screen.background()) or screen.background + Map.draw(actual_background) elseif screen.background_color then rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color) end diff --git a/inc/window/window.gameover.lua b/inc/window/window.gameover.lua new file mode 100644 index 0000000..f62d1f4 --- /dev/null +++ b/inc/window/window.gameover.lua @@ -0,0 +1,59 @@ +--- @section GameOverWindow +local GAME_OVER_ART = [[ +_###_ __#__ #___# ##### +#____ _#_#_ ##_## #____ +#_### ##### #_#_# ####_ +#___# #___# #___# #____ +_###_ #___# #___# ##### + +_###_ #___# ##### ####_ +#___# #___# #____ #___# +#___# _#_#_ ####_ ####_ +#___# __#__ #____ #_#__ +_###_ __#__ ##### #__## +]] + +local REASON_MESSAGES = { + ism = "Your impostor syndrome consumed you.", + bm = "You burned out like a cheap candle.", + days = "100 days passed. The cycle never broke.", +} + +--- Shows the game over screen. +--- @within GameOverWindow +--- @param reason string One of "ism", "bm", "days". +function GameOverWindow.show(reason) + GameOverWindow.reason = reason + Context.game_in_progress = false + Glitch.show() + Window.set_current("game_over") +end + +--- Draws the game over screen. +--- @within GameOverWindow +function GameOverWindow.draw() + cls(Config.colors.black) + + local cx = Config.screen.width / 2 + local bounds = AsciiArt.draw(GAME_OVER_ART, { + char_w = 4, + char_h = 6, + line_gap = 1, + word_gap = 10, + color = Config.colors.red, + }) + + local msg = REASON_MESSAGES[GameOverWindow.reason] or "" + Print.text_center(msg, cx, bounds.bottom + 8, Config.colors.white) + Print.text_center("Press Z to restart", cx, Config.screen.height - 10, Config.colors.light_grey) +end + +--- Updates the game over screen logic. +--- @within GameOverWindow +function GameOverWindow.update() + if Input.select() then + Context.reset() + MenuWindow.refresh_menu_items() + Window.set_current("menu") + end +end diff --git a/inc/window/window.menu.lua b/inc/window/window.menu.lua index ad33971..5013d18 100644 --- a/inc/window/window.menu.lua +++ b/inc/window/window.menu.lua @@ -5,6 +5,7 @@ local _anim = 0 local _menu_max_w = 0 local ANIM_SPEED = 2.5 local HEADER_H = 28 +MenuWindow._scroll_offset = 0 --- Calculates the animated x position of the menu block. --- @within MenuWindow @@ -45,6 +46,17 @@ function MenuWindow.draw_norman() spr(305, nx + 32, ny + 64, Config.colors.transparent, 4) end +--- Adjusts _scroll_offset so the selected item is within the visible window. +--- @within MenuWindow +function MenuWindow.ensure_visible() + local sel = Context.current_menu_item + if sel <= MenuWindow._scroll_offset then + MenuWindow._scroll_offset = sel - 1 + elseif sel > MenuWindow._scroll_offset + 5 then + MenuWindow._scroll_offset = sel - 5 + end +end + --- Draws the menu window. --- @within MenuWindow function MenuWindow.draw() @@ -56,9 +68,19 @@ function MenuWindow.draw() MenuWindow.draw_norman() end - local menu_h = #_menu_items * 10 - local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 10 - menu_h) / 2) - UI.draw_menu(_menu_items, Context.current_menu_item, MenuWindow.calc_menu_x(), y, false) + local menu_x = MenuWindow.calc_menu_x() + local arrow_cx = math.floor(menu_x + _menu_max_w / 2) + local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 50) / 2) + + if MenuWindow._scroll_offset > 0 then + Print.text_center("^", arrow_cx, y - 8, Config.colors.light_blue) + end + + UI.draw_menu(_menu_items, Context.current_menu_item, menu_x, y, false, MenuWindow._scroll_offset, 5) + + if MenuWindow._scroll_offset + 5 < #_menu_items then + Print.text_center("v", arrow_cx, y + 52, Config.colors.light_blue) + end local ttg_text = "TTG" local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false) @@ -72,8 +94,8 @@ function MenuWindow.update() _anim = math.min(1, _anim + ANIM_SPEED * Context.delta_time) end - local menu_h = #_menu_items * 10 - local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 10 - menu_h) / 2) + local menu_x = MenuWindow.calc_menu_x() + local y = HEADER_H + math.floor((Config.screen.height - HEADER_H - 50) / 2) if _click_timer > 0 then _click_timer = _click_timer - Context.delta_time @@ -87,8 +109,9 @@ function MenuWindow.update() return end - local new_item, mouse_confirmed = UI.update_menu(_menu_items, Context.current_menu_item, MenuWindow.calc_menu_x(), y, false) + local new_item, mouse_confirmed = UI.update_menu(_menu_items, Context.current_menu_item, menu_x, y, false, MenuWindow._scroll_offset, 5) Context.current_menu_item = new_item + MenuWindow.ensure_visible() if mouse_confirmed then Audio.sfx_select() @@ -102,17 +125,13 @@ function MenuWindow.update() end end ---- Starts a new game from the menu. +--- Opens player name entry then starts a new game. --- @within MenuWindow function MenuWindow.new_game() - Context.new_game() -end - ---- Loads a game from the menu. ---- @within MenuWindow -function MenuWindow.load_game() - Context.load_game() - GameWindow.set_state("game") + PlayerNameWindow.init(function() + Context.new_game() + end) + Window.set_current("player_name") end --- Saves the current game from the menu. @@ -139,6 +158,20 @@ function MenuWindow.controls() Window.set_current("controls") end +--- Opens the player name entry screen (test mode shortcut). +--- @within MenuWindow +function MenuWindow.player_name() + PlayerNameWindow.init() + Window.set_current("player_name") +end + +--- Opens the credits screen. +--- @within MenuWindow +function MenuWindow.credits() + CreditsWindow.init() + Window.set_current("credits") +end + --- Opens the audio test menu. --- @within MenuWindow function MenuWindow.audio_test() @@ -153,6 +186,14 @@ function MenuWindow.continued() GameWindow.set_state("continued") end +--- Opens the end screen for testing. +--- @within MenuWindow +function MenuWindow.end_screen() + Context._end.state = "ending" + Context._end.selection = 1 + GameWindow.set_state("end") +end + --- Opens the DDR minigame test. --- @within MenuWindow function MenuWindow.ddr_test() @@ -161,6 +202,19 @@ function MenuWindow.ddr_test() MinigameDDRWindow.start("menu", "generated", { special_mode = "only_nothing" }) end +--- Opens the ASCEND debug start window. +--- @within MenuWindow +function MenuWindow.ascend_debug() + AscendDebugWindow.init() + GameWindow.set_state("ascend_debug") +end + +--- Triggers the Level Up flash animation for testing. +--- @within MenuWindow +function MenuWindow.level_up_flash() + Ascension.start_flash() +end + --- Refreshes the list of menu items based on current game state. --- @within MenuWindow function MenuWindow.refresh_menu_items() @@ -171,24 +225,32 @@ function MenuWindow.refresh_menu_items() end table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game}) - table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game}) table.insert(_menu_items, {label = "Controls", decision = MenuWindow.controls}) + table.insert(_menu_items, {label = "Credits", decision = MenuWindow.credits}) if Context.test_mode then + table.insert(_menu_items, {label = "Debug Menu", header = true}) + table.insert(_menu_items, {label = "Level Up Flash", decision = MenuWindow.level_up_flash}) table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test}) table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued}) table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test}) + table.insert(_menu_items, {label = "Start at ASCEND N", decision = MenuWindow.ascend_debug}) + table.insert(_menu_items, {label = "End Screen", decision = MenuWindow.end_screen}) + table.insert(_menu_items, {label = "Player Name", decision = MenuWindow.player_name}) end table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit}) _menu_max_w = 0 for _, item in ipairs(_menu_items) do - local w = print(item.label, 0, -10, 0, false, 1, false) - if w > _menu_max_w then _menu_max_w = w end + if not item.header then + local w = print(item.label, 0, -10, 0, false, 1, false) + if w > _menu_max_w then _menu_max_w = w end + end end Context.current_menu_item = 1 + MenuWindow._scroll_offset = 0 _click_timer = 0 _anim = 0 end diff --git a/inc/window/window.minigame.ddr.lua b/inc/window/window.minigame.ddr.lua index 6a0167c..1231206 100644 --- a/inc/window/window.minigame.ddr.lua +++ b/inc/window/window.minigame.ddr.lua @@ -130,6 +130,7 @@ function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context) Audio.sfx_arrowhit(arrow.note) game_context.special_mode_counter = game_context.special_mode_counter + 1 else + game_context.total_misses = game_context.total_misses + 1 if game_context.special_mode_condition then Audio.sfx_bloop() end game_context.special_mode_condition = false end @@ -141,10 +142,12 @@ function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context) game_context.bar_fill = game_context.bar_fill - game_context.fill_per_hit end else + game_context.total_misses = game_context.total_misses + 1 if game_context.special_mode_condition then Audio.sfx_bloop() end game_context.special_mode_condition = false end elseif special_mode == "only_nothing" then + game_context.total_misses = game_context.total_misses + 1 if game_context.special_mode_condition then Audio.sfx_bloop() end game_context.special_mode_condition = false end @@ -173,6 +176,9 @@ function MinigameDDRWindow.on_end(game_context) end game_context.special_mode_condition = game_context.special_mode_condition and was_ok + if game_context.special_mode_condition and sm ~= "normal" then + game_context.bar_fill = game_context.max_fill + end end --- Initializes DDR minigame state. @@ -336,7 +342,8 @@ function MinigameDDRWindow.update() mg.win_timer = mg.win_timer - 1 if mg.win_timer == 0 then Audio.music_stop() - Meter.on_minigame_complete() + Meter.apply_ddr_reward(mg.total_misses) + if not Context.game_in_progress then return end if mg.on_win then mg.on_win(mg) else diff --git a/inc/window/window.minigame.mash.lua b/inc/window/window.minigame.mash.lua index 467eaf1..7213b59 100644 --- a/inc/window/window.minigame.mash.lua +++ b/inc/window/window.minigame.mash.lua @@ -1,6 +1,35 @@ +--- @section MinigameButtonMashWindow + +---@class MinigameButtonMashState +---@field bar_fill number +---@field target_points number +---@field fill_per_press number +---@field base_degradation number +---@field degradation_multiplier number +---@field button_pressed_timer number +---@field button_press_duration number +---@field instruction_text string +---@field show_progress_text boolean +---@field return_window string? +---@field bar_x number +---@field bar_y number +---@field bar_width number +---@field bar_height number +---@field button_x number +---@field button_y number +---@field button_size number +---@field focus_center_x number? +---@field focus_center_y number? +---@field focus_initial_radius number +---@field win_timer number +---@field on_win (fun())? +---@field meter_on_complete (fun(elapsed_sec: number))? +---@field start_ms number? +---@field elapsed_sec number? + --- Gets initial button mash minigame configuration. --- @within MinigameButtonMashWindow ---- @return result table The default button mash minigame configuration. +---@return MinigameButtonMashState function MinigameButtonMashWindow.init_context() return { bar_fill = 0, @@ -24,7 +53,11 @@ function MinigameButtonMashWindow.init_context() focus_center_y = nil, focus_initial_radius = 0, win_timer = 0, - on_win = nil + on_win = nil, + --- If set, called with elapsed_sec instead of Meter.on_minigame_complete() + meter_on_complete = nil, + start_ms = nil, + elapsed_sec = nil, } end @@ -51,8 +84,10 @@ end function MinigameButtonMashWindow.start(return_window, params) Audio.music_stop() MinigameButtonMashWindow.init(params) + ---@type MinigameButtonMashState local mg = Context.minigame_button_mash mg.return_window = return_window or "game" + mg.start_ms = time() if mg.focus_center_x then Focus.start_driven(mg.focus_center_x, mg.focus_center_y, { initial_radius = mg.focus_initial_radius @@ -64,12 +99,18 @@ end --- Updates button mash minigame logic. --- @within MinigameButtonMashWindow function MinigameButtonMashWindow.update() + ---@type MinigameButtonMashState local mg = Context.minigame_button_mash if mg.win_timer > 0 then mg.win_timer = mg.win_timer - 1 if mg.win_timer == 0 then - Meter.on_minigame_complete() + if mg.meter_on_complete then + mg.meter_on_complete(mg.elapsed_sec or 0) + else + Meter.on_minigame_complete(false) + end + if not Context.game_in_progress then return end if mg.focus_center_x then Focus.stop() end Context.home_norman_visible = true Context.have_done_work_today = false @@ -97,6 +138,7 @@ function MinigameButtonMashWindow.update() end if mg.bar_fill >= mg.target_points then Audio.sfx_select() + mg.elapsed_sec = (time() - mg.start_ms) / 1000 mg.win_timer = Config.timing.minigame_win_duration return end @@ -116,6 +158,7 @@ end --- Draws button mash minigame. --- @within MinigameButtonMashWindow function MinigameButtonMashWindow.draw() + ---@type MinigameButtonMashState local mg = Context.minigame_button_mash if mg.return_window == "game" then GameWindow.draw_with_underlay(function() diff --git a/inc/window/window.minigame.rhythm.lua b/inc/window/window.minigame.rhythm.lua index d3ba312..dd2eee6 100644 --- a/inc/window/window.minigame.rhythm.lua +++ b/inc/window/window.minigame.rhythm.lua @@ -73,7 +73,8 @@ function MinigameRhythmWindow.update() if mg.win_timer > 0 then mg.win_timer = mg.win_timer - 1 if mg.win_timer == 0 then - Meter.on_minigame_complete() + Meter.on_minigame_complete(false) + if not Context.game_in_progress then return end if mg.focus_center_x then Focus.stop() end if mg.on_win then mg.on_win() diff --git a/inc/window/window.player_name.lua b/inc/window/window.player_name.lua new file mode 100644 index 0000000..4748ee1 --- /dev/null +++ b/inc/window/window.player_name.lua @@ -0,0 +1,115 @@ +--- @section PlayerNameWindow + +local _frame = 0 +local _on_confirm = nil +local MAX_LEN = 3 +local BOX_W = 24 +local BOX_H = 24 +local BOX_GAP = 12 +local BOX_Y = 50 +local WARN_Y = 104 + +local function box_start_x() + return math.floor((Config.screen.width - (MAX_LEN * BOX_W + (MAX_LEN - 1) * BOX_GAP)) / 2) +end + +local function box_x(i) + return box_start_x() + (i - 1) * (BOX_W + BOX_GAP) +end + +--- Initialises the player name window. +--- @within PlayerNameWindow +--- @param on_confirm function Called with the entered name when the player saves. +function PlayerNameWindow.init(on_confirm) + _frame = 0 + _on_confirm = on_confirm + TextInput.init(MAX_LEN) +end + +local function draw_boxes() + local cursor = TextInput.get_position() + local blink = math.floor(_frame / 18) % 2 == 0 + + for i = 1, MAX_LEN do + local x = box_x(i) + local is_cur = (i == cursor) + local done = TextInput.is_done() + + local fill = (is_cur and not done) and Config.colors.blue or Config.colors.black + local border = (is_cur and not done) and Config.colors.white + or done and Config.colors.light_blue + or Config.colors.dark_grey + + rect (x, BOX_Y, BOX_W, BOX_H, fill) + rectb(x, BOX_Y, BOX_W, BOX_H, border) + + local show = not (is_cur and blink and not done) + if show then + local ch = TextInput.get_letter(i) + local cw = print(ch, 0, -100, 0, false, 2) + local cx = x + math.floor((BOX_W - cw) / 2) + local cy = BOX_Y + math.floor((BOX_H - 11) / 2) + local col = (is_cur and not done) and Config.colors.white or Config.colors.light_grey + print(ch, cx, cy, col, false, 2) + end + end + + -- caret arrow below active box + if not TextInput.is_done() then + local cx = box_x(cursor) + math.floor(BOX_W / 2) + local ay = BOX_Y + BOX_H + 4 + line(cx - 4, ay, cx, ay + 4, Config.colors.white) + line(cx + 4, ay, cx, ay + 4, Config.colors.white) + end +end + +--- Draws the player name window. +--- @within PlayerNameWindow +function PlayerNameWindow.draw() + cls(Config.colors.black) + + Print.text_center("Player Name", Config.screen.width / 2, 14, Config.colors.white, false, 2) + + draw_boxes() + + if TextInput.is_done() then + Print.text_center("Z: save name B: edit", Config.screen.width / 2, BOX_Y + BOX_H + 12, Config.colors.light_blue) + else + Print.text_center("Up/Dn: letter Lft/Rgt: move Z: ok", Config.screen.width / 2, BOX_Y + BOX_H + 12, Config.colors.dark_grey) + end + + -- Warning section + rect(0, WARN_Y, Config.screen.width, Config.screen.height - WARN_Y, Config.colors.blue) + rectb(0, WARN_Y, Config.screen.width, Config.screen.height - WARN_Y, Config.colors.light_blue) + Print.text_center("Remember your name!", Config.screen.width / 2, WARN_Y + 8, Config.colors.white) + Print.text_center("You will need it to load the game.", Config.screen.width / 2, WARN_Y + 20, Config.colors.light_grey) +end + +--- Updates player name window logic. +--- @within PlayerNameWindow +function PlayerNameWindow.update() + _frame = _frame + 1 + + if TextInput.is_done() then + if Input.select() then + Context.player_name = TextInput.get_name() + if _on_confirm then _on_confirm() else Window.set_current("menu") end + elseif Input.back() then + TextInput.prev_position() + end + return + end + + if Input.up_repeat() then TextInput.next_letter() end + if Input.down_repeat() then TextInput.prev_letter() end + if Input.right() then TextInput.next_position() end + if Input.select() then TextInput.select_letter() end + + if Input.left() or Input.back() then + if TextInput.get_position() > 1 then + TextInput.prev_position() + else + Window.set_current("menu") + end + end +end diff --git a/inc/window/window.register.lua b/inc/window/window.register.lua index a3388ac..00731bf 100644 --- a/inc/window/window.register.lua +++ b/inc/window/window.register.lua @@ -22,6 +22,9 @@ Window.register("controls", ControlsWindow) AudioTestWindow = {} Window.register("audiotest", AudioTestWindow) +AscendDebugWindow = {} +Window.register("ascend_debug", AscendDebugWindow) + MinigameButtonMashWindow = {} Window.register("minigame_button_mash", MinigameButtonMashWindow) @@ -31,6 +34,9 @@ Window.register("minigame_rhythm", MinigameRhythmWindow) MinigameDDRWindow = {} Window.register("minigame_ddr", MinigameDDRWindow) +GameOverWindow = {} +Window.register("game_over", GameOverWindow) + EndWindow = {} Window.register("end", EndWindow) @@ -39,3 +45,9 @@ Window.register("discussion", DiscussionWindow) ContinuedWindow = {} Window.register("continued", ContinuedWindow) + +CreditsWindow = {} +Window.register("credits", CreditsWindow) + +PlayerNameWindow = {} +Window.register("player_name", PlayerNameWindow)