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Author SHA1 Message Date
Zsolt Tasnadi
7deeffa8d6 refact by claude
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2026-02-23 10:40:14 +01:00
272a54ea87 fix colors
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2026-02-22 21:32:24 +01:00
14b14ffc0c window.register.lua
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2026-02-22 21:26:59 +01:00
7e87a78a15 Merge pull request 'feature/context-refactoring' (#13) from feature/context-refactoring into master
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Reviewed-on: #13
2026-02-22 19:19:02 +00:00
62d4863a1a refact
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2026-02-22 20:18:40 +01:00
d9febf16e0 remove prular defitions
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2026-02-22 15:20:10 +01:00
6f5b17147c Merge pull request 'feature/docs' (#12) from feature/docs into master
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Reviewed-on: #12
2026-02-21 23:31:08 +00:00
76964f872d docs
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2026-02-22 00:30:12 +01:00
3b137fd48e docs make target 2026-02-21 23:44:03 +01:00
b7791fb9ce Merge pull request 'screen init, update, optional decision condition' (#11) from feature/screen-init-update into master
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Reviewed-on: #11
2026-02-21 22:35:23 +00:00
7e1dd28808 screen init, update, optional decision condition
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2026-02-21 23:35:00 +01:00
0b25ecc793 set window objects to global
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2026-02-21 23:18:42 +01:00
f08e4ad1d4 Merge pull request 'sprite handling' (#10) from feature/sprite-handling into master
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Reviewed-on: #10
2026-02-21 22:13:31 +00:00
9ae6c12582 sprite handling
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2026-02-21 23:12:46 +01:00
4e35cd4bd3 Merge pull request 'situation handling' (#9) from feature/situation-handling into master
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Reviewed-on: #9
2026-02-21 21:34:10 +00:00
ed2354b0fa situation handling
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2026-02-21 22:33:24 +01:00
7854dc8a9f situation handling
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2026-02-21 22:33:01 +01:00
3b9b67e2fa Merge pull request 'remove manager postfixes' (#8) from feature-remove-manager-postfixes into master
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Reviewed-on: #8
2026-02-21 20:36:29 +00:00
1a4565428d remove manager postfixes
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2026-02-21 21:35:48 +01:00
f02bb75e4f Merge pull request 'feat/imp-28-context-minigame-meter-table' (#7) from feat/imp-28-context-minigame-meter-table into master
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2026-02-18 22:24:11 +00:00
Zoltan Timar
e0c3b446af fix: make lint
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2026-02-18 23:07:22 +01:00
Zoltan Timar
8832b6c833 feat: added meters, changed colors, removed unnecessary comments 2026-02-18 22:58:14 +01:00
Zoltan Timar
9014e36014 feat: moved minigames to their separate context
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2026-02-18 21:43:16 +01:00
Zoltan Timar
7b263bb454 fix: desition -> decision
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2026-02-18 21:42:40 +01:00
0640964ee4 Merge pull request 'feature/background-manager' (#6) from feature/background-manager into master
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Reviewed-on: #6
2026-02-18 18:29:51 +00:00
1cf09de1fb remove ai generated comments
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2026-02-18 19:29:06 +01:00
6303781534 tweaks
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2026-02-18 19:17:18 +01:00
e2bd1711c0 MapManager
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2026-02-18 19:13:32 +01:00
60a6c73a32 Merge pull request 'add precommit hook' (#5) from lint-recommit-hook into master
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Reviewed-on: #5
2026-02-18 09:28:31 +00:00
c88562ae69 add precommit hook
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2026-02-18 10:28:07 +01:00
1d06376826 Merge pull request 'make lint target' (#4) from feature/linter into master
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Reviewed-on: #4
2026-02-18 07:53:24 +00:00
7a57c15eeb header file path fix
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2026-02-18 08:52:56 +01:00
58 changed files with 1504 additions and 735 deletions

View File

@@ -3,19 +3,36 @@
globals = { globals = {
"Util", "Util",
"DesitionManager", "Decision",
"ScreenManager", "Situation",
"Screen",
"Sprite",
"UI", "UI",
"Print", "Print",
"Input", "Input",
"Audio", "Audio",
"Config",
"Context", "Context",
"Meter",
"Minigame",
"Window",
"SplashWindow",
"IntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
"ConfigurationWindow",
"AudioTestWindow",
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"mset", "mset",
"mget", "mget",
"btnp", "btnp",
"keyp", "keyp",
"music", "music",
"sfx", "sfx",
"spr",
"rect", "rect",
"rectb", "rectb",
"circ", "circ",
@@ -30,6 +47,8 @@ globals = {
"exit", "exit",
"trace", "trace",
"index_menu", "index_menu",
"Map",
"map",
} }

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@@ -55,7 +55,7 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
--- ---
# Impostor Minigames Documentation # Impostor Minigame Documentation
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution). This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
@@ -74,7 +74,7 @@ This document provides comprehensive documentation for all three minigames imple
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature: The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
- **Overlay rendering** - Minigames render over the current game window - **Overlay rendering** - Minigame render over the current game window
- **Progress tracking** - Visual indicators show completion status - **Progress tracking** - Visual indicators show completion status
- **Return mechanism** - Automatic return to the calling window upon completion - **Return mechanism** - Automatic return to the calling window upon completion
- **Visual feedback** - Button presses and hits are visually indicated - **Visual feedback** - Button presses and hits are visually indicated

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@@ -58,8 +58,8 @@ export: build
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true @ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch: watch:
make build $(MAKE) build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
import_assets: $(OUTPUT) import_assets: $(OUTPUT)
@TIC_CMD="load $(OUTPUT) &"; \ @TIC_CMD="load $(OUTPUT) &"; \
@@ -85,6 +85,7 @@ lint:
@touch $(LINT_TMP_LUA) @touch $(LINT_TMP_LUA)
@line=1; \ @line=1; \
while IFS= read -r f || [ -n "$$f" ]; do \ while IFS= read -r f || [ -n "$$f" ]; do \
f=$$(printf '%s' "$$f" | tr -d '\r'); \
[ -z "$$f" ] && continue; \ [ -z "$$f" ] && continue; \
before=$$(wc -l < $(LINT_TMP_LUA)); \ before=$$(wc -l < $(LINT_TMP_LUA)); \
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \ cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
@@ -95,7 +96,7 @@ lint:
line=$$((line + linecount)); \ line=$$((line + linecount)); \
done < $(ORDER) done < $(ORDER)
@echo "==> luacheck..." @echo "==> luacheck..."
@luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \ @LINT_OUTPUT=$$(luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
BEGIN { \ BEGIN { \
NR_map = 0; \ NR_map = 0; \
while ((getline line < map) > 0) { \ while ((getline line < map) > 0) { \
@@ -129,7 +130,16 @@ lint:
next; \ next; \
} \ } \
{ print } \ { print } \
'; true '); \
echo "$$LINT_OUTPUT"; \
NUM_ISSUES=$$(echo "$$LINT_OUTPUT" | grep -cE "^[^:]+:[0-9]+:[0-9]+:"); \
if [ "$$NUM_ISSUES" -gt 0 ]; then \
echo "Total: $$NUM_ISSUES issue(s) found, commit aborted."; \
exit 1; \
else \
echo "Checking /tmp/_lint_combined.lua OK"; \
echo "Total: 0 warnings / 0 errors in 1 file"; \
fi
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP) @rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
export_assets: export_assets:
@@ -151,7 +161,7 @@ clean:
# CI/CD Targets # CI/CD Targets
ci-version: ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc-meta-meta.header.lua | head -n 1 | tr -d "[:space:]"); \ @VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \ BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \ BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \ if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
@@ -181,12 +191,33 @@ ci-update:
echo "==> Triggering update for version $$VERSION"; \ echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION" curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook:
@echo "Installing Git pre-commit hook (lint check)..."
@mkdir -p .git/hooks
@printf '#!/bin/bash\n' > .git/hooks/pre-commit
@printf 'echo "Running lint before commit..."\n' >> .git/hooks/pre-commit
@printf 'make lint\n' >> .git/hooks/pre-commit
@printf 'if [ $$? -ne 0 ]; then\n' >> .git/hooks/pre-commit
@printf ' echo "Lint failed! Commit aborted."\n' >> .git/hooks/pre-commit
@printf ' exit 1\n' >> .git/hooks/pre-commit
@printf 'fi\n' >> .git/hooks/pre-commit
@chmod +x .git/hooks/pre-commit
@echo "Pre-commit hook installed successfully."
docs: build
@echo "==> Checking for ldoc..."
@if ! command -v ldoc &> /dev/null; then \
echo "ldoc not found, attempting to install with luarocks..."; \
if command -v luarocks &> /dev/null; then \
luarocks install ldoc; \
else \
echo "Error: luarocks not found. Please install luarocks and then ldoc manually."; \
exit 1; \
fi; \
fi
@echo "==> Running ldoc..."
@ldoc ${OUTPUT} -d docs
@echo "==> Documentation generated."
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100
#-- </WAVES>
#
#-- <SFX>
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
#-- </SFX>

View File

@@ -1,30 +1,39 @@
meta/meta.header.lua meta/meta.header.lua
init/init.modules.lua init/init.module.lua
init/init.config.lua init/init.config.lua
init/init.minigame.lua
init/init.meter.lua
init/init.context.lua
system/system.util.lua system/system.util.lua
init/init.windows.lua system/system.print.lua
desition/desition.manager.lua system/system.input.lua
desition/desition.go_to_home.lua system/system.ui.lua
desition/desition.go_to_toilet.lua audio/audio.manager.lua
desition/desition.go_to_walking_to_office.lua audio/audio.songs.lua
desition/desition.go_to_office.lua sprite/sprite.manager.lua
desition/desition.go_to_walking_to_home.lua sprite/sprite.norman.lua
desition/desition.play_button_mash.lua situation/situation.manager.lua
desition/desition.play_rhythm.lua situation/situation.drink_coffee.lua
desition/desition.play_ddr.lua decision/decision.manager.lua
decision/decision.have_a_coffee.lua
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_walking_to_home.lua
decision/decision.play_button_mash.lua
decision/decision.play_rhythm.lua
decision/decision.play_ddr.lua
map/map.manager.lua
map/map.bedroom.lua
screen/screen.manager.lua screen/screen.manager.lua
screen/screen.home.lua screen/screen.home.lua
screen/screen.toilet.lua screen/screen.toilet.lua
screen/screen.walking_to_office.lua screen/screen.walking_to_office.lua
screen/screen.office.lua screen/screen.office.lua
screen/screen.walking_to_home.lua screen/screen.walking_to_home.lua
init/init.context.lua window/window.manager.lua
data/data.songs.lua window/window.register.lua
system/system.print.lua
system/system.input.lua
system/system.audio.lua
system/system.ui.lua
map/map.bedroom.lua
window/window.splash.lua window/window.splash.lua
window/window.intro.lua window/window.intro.lua
window/window.menu.lua window/window.menu.lua

View File

@@ -1,16 +1,28 @@
-- Audio subsystem --- Stops current music.
function Audio.music_stop() music() end function Audio.music_stop() music() end
--- Plays main menu music.
function Audio.music_play_mainmenu() end function Audio.music_play_mainmenu() end
--- Plays waking up music.
function Audio.music_play_wakingup() end function Audio.music_play_wakingup() end
--- Plays room morning music.
function Audio.music_play_room_morning() end function Audio.music_play_room_morning() end
--- Plays room street 1 music.
function Audio.music_play_room_street_1() end function Audio.music_play_room_street_1() end
--- Plays room street 2 music.
function Audio.music_play_room_street_2() end function Audio.music_play_room_street_2() end
--- Plays room music.
-- TODO: function name is incomplete, determine the correct room identifier
function Audio.music_play_room_() end function Audio.music_play_room_() end
--- Plays room work music.
function Audio.music_play_room_work() end function Audio.music_play_room_work() end
--- Plays select sound effect.
function Audio.sfx_select() sfx(17, 'C-7', 30) end function Audio.sfx_select() sfx(17, 'C-7', 30) end
--- Plays deselect sound effect.
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
--- Plays beep sound effect.
function Audio.sfx_beep() sfx(19, 'C-6', 30) end function Audio.sfx_beep() sfx(19, 'C-6', 30) end
--- Plays success sound effect.
function Audio.sfx_success() sfx(16, 'C-7', 60) end function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end function Audio.sfx_bloop() sfx(21, 'C-3', 60) end

View File

@@ -107,8 +107,11 @@ Songs = {
} }
} }
-- Helper function to calculate frame from beat --- Converts beats to frames.
-- Usage: frame_from_beat(beat_number, bpm, fps) -- @param beat number The beat number.
-- @param bpm number Beats per minute.
-- @param[opt] fps number Frames per second (default: 60).
-- @return number The corresponding frame number.
function frame_from_beat(beat, bpm, fps) function frame_from_beat(beat, bpm, fps)
fps = fps or 60 fps = fps or 60
local seconds_per_beat = 60 / bpm local seconds_per_beat = 60 / bpm
@@ -116,8 +119,11 @@ function frame_from_beat(beat, bpm, fps)
return math.floor(beat * frames_per_beat) return math.floor(beat * frames_per_beat)
end end
-- Helper function to convert simple beat notation to frame pattern --- Converts beat notation to frame pattern.
-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120) -- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
-- @param bpm number Beats per minute.
-- @param[opt] fps number Frames per second (default: 60).
-- @return table The generated pattern.
function beats_to_pattern(beats, bpm, fps) function beats_to_pattern(beats, bpm, fps)
fps = fps or 60 fps = fps or 60
local pattern = {} local pattern = {}

View File

@@ -1,8 +1,7 @@
DesitionManager.register({ Decision.register({
id = "go_to_home", id = "go_to_home",
label = "Go to Home", label = "Go to Home",
handle = function() handle = function()
Util.go_to_screen_by_id("home") Util.go_to_screen_by_id("home")
end, end,
condition = function() return true end
}) })

View File

@@ -1,8 +1,7 @@
DesitionManager.register({ Decision.register({
id = "go_to_office", id = "go_to_office",
label = "Go to Office", label = "Go to Office",
handle = function() handle = function()
Util.go_to_screen_by_id("office") Util.go_to_screen_by_id("office")
end, end,
condition = function() return true end
}) })

View File

@@ -1,8 +1,7 @@
DesitionManager.register({ Decision.register({
id = "go_to_toilet", id = "go_to_toilet",
label = "Go to Toilet", label = "Go to Toilet",
handle = function() handle = function()
Util.go_to_screen_by_id("toilet") Util.go_to_screen_by_id("toilet")
end, end,
condition = function() return true end
}) })

View File

@@ -1,8 +1,7 @@
DesitionManager.register({ Decision.register({
id = "go_to_walking_to_home", id = "go_to_walking_to_home",
label = "Go to Walking to home", label = "Walking to home",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_home") Util.go_to_screen_by_id("walking_to_home")
end, end,
condition = function() return true end
}) })

View File

@@ -1,8 +1,7 @@
DesitionManager.register({ Decision.register({
id = "go_to_walking_to_office", id = "go_to_walking_to_office",
label = "Go to Walking to office", label = "Walking to office",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_office") Util.go_to_screen_by_id("walking_to_office")
end, end,
condition = function() return true end
}) })

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@@ -0,0 +1,8 @@
Decision.register({
id = "have_a_coffee",
label = "Have a Coffee",
handle = function()
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
Context.game.current_situation = new_situation_id
end,
})

View File

@@ -0,0 +1,69 @@
local _decisions = {}
--- Registers a decision definition.
-- @param decision table The decision data table.
function Decision.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
return
end
if not decision.label then
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
return
end
if not decision.condition then
decision.condition = function() return true end
end
if not decision.handle then
decision.handle = function() end
end
if _decisions[decision.id] then
trace("Warning: Overwriting decision with id: " .. decision.id)
end
_decisions[decision.id] = decision
end
--- Gets a decision by ID.
-- @param id string The ID of the decision.
-- @return table The decision table or nil.
function Decision.get_by_id(id)
return _decisions[id]
end
--- Gets all registered decisions.
-- @return table A table of all registered decisions.
function Decision.get_all()
return _decisions
end
--- Gets decision objects based on a screen's data.
-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
-- @return table A table containing decision objects relevant to the screen.
function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then
return {}
end
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get_by_id(decision_id)
if decision then
table.insert(screen_decisions, decision)
end
end
return screen_decisions
end
--- Filters a list of decision objects based on their condition function.
-- @param decisions_list table A table of decision objects.
-- @return table A new table containing only the decisions for which condition() is true.
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do
if decision and decision.condition() then
table.insert(available, decision)
end
end
return available
end

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@@ -0,0 +1,5 @@
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end,
})

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@@ -0,0 +1,5 @@
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
})

View File

@@ -0,0 +1,5 @@
Decision.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() Meter.hide() MinigameRhythmWindow.start("game") end,
})

View File

@@ -1,41 +0,0 @@
DesitionManager = {}
local _desitions = {} -- Private table to store all desitions
-- Registers a decision object with the manager
-- desition_object: A table containing id, label, handle(), and condition()
function DesitionManager.register(desition_object)
if not desition_object or not desition_object.id then
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
return
end
if not desition_object.label then
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
return
end
-- Ensure handle() and condition() methods exist with defaults if missing
if not desition_object.condition then
desition_object.condition = function() return true end
end
if not desition_object.handle then
desition_object.handle = function() end
end
if _desitions[desition_object.id] then
-- Optional: warning if overwriting an existing desition
trace("Warning: Overwriting desition with id: " .. desition_object.id)
end
_desitions[desition_object.id] = desition_object
end
-- Retrieves a desition by its id
-- id: unique string identifier of the desition
-- Returns the desition object, or nil if not found
function DesitionManager.get(id)
return _desitions[id]
end
-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
function DesitionManager.get_all()
return _desitions
end

View File

@@ -1,6 +0,0 @@
DesitionManager.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -1,6 +0,0 @@
DesitionManager.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
condition = function() return true end
})

View File

@@ -1,6 +0,0 @@
DesitionManager.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -1,55 +1,54 @@
local DEFAULT_CONFIG = { Config = {}
screen = {
width = 240,
height = 136
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
green = 6,
item = 12 -- yellow
},
player = {
sprite_id = 1
},
timing = {
splash_duration = 120
}
}
local Config = { function Config.initial_data()
-- Copy default values initially return {
screen = DEFAULT_CONFIG.screen, screen = {
colors = DEFAULT_CONFIG.colors, width = 240,
player = DEFAULT_CONFIG.player, height = 136
timing = DEFAULT_CONFIG.timing, },
} colors = {
black = 2,
light_grey = 13,
dark_grey = 14,
red = 0,
green = 7,
blue = 9,
white = 12,
item = 12,
meter_bg = 12
},
timing = {
splash_duration = 120
}
}
end
--- Restores default configuration settings.
function Config.reset()
local initial = Config.initial_data()
Config.screen = initial.screen
Config.colors = initial.colors
Config.timing = initial.timing
end
local CONFIG_SAVE_BANK = 7 local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2 local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
function Config.save() function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK) mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end end
--- Loads saved configuration.
function Config.load() function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
-- Config has been saved, load values
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK) Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else else
-- No saved config, restore defaults Config.reset()
Config.restore_defaults()
end end
end end
function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
-- Any other configurable items should be reset here
end
-- Load configuration on startup
Config.load() Config.load()

View File

@@ -2,125 +2,67 @@ local SAVE_GAME_BANK = 6
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0 local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 --- Global game context.
Context = {}
-- Helper for deep copying tables --- Gets initial data for Context.
-- local function clone_table(t) -- @return table Initial context data.
-- local copy = {} function Context.initial_data()
-- for k, v in pairs(t) do
-- if type(v) == "table" then
-- copy[k] = clone_table(v)
-- else
-- copy[k] = v
-- end
-- end
-- return copy
-- end
-- This function returns a table containing only the initial *data* for Context
local function get_initial_data()
return { return {
active_window = WINDOW_SPLASH, current_menu_item = 1,
intro = {
y = Config.screen.height,
speed = 0.5,
text = [[Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath the surface
— within him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.]]
},
current_screen = 1,
splash_timer = Config.timing.splash_duration, splash_timer = Config.timing.splash_duration,
popup = { -- New popup table popup = {
show = false, show = false,
content = {} -- Array of strings content = {}
}, },
player = { game_in_progress = false,
sprite_id = Config.player.sprite_id minigame_ddr = Minigame.get_default_ddr(),
}, minigame_button_mash = Minigame.get_default_button_mash(),
ground = { minigame_rhythm = Minigame.get_default_rhythm(),
x = 0, meters = Meter.get_initial(),
y = Config.screen.height, game = {
w = Config.screen.width, current_screen = "home",
h = 8 current_situation = nil,
}, }
menu_items = {},
selected_menu_item = 1,
selected_desition_index = 1, -- New desition index
game_in_progress = false, -- New flag
screens = {} -- Initialize as empty, populated on reset
} }
end end
Context = {} --- Resets game context to initial state.
function Context.reset()
local function reset_context_to_initial_state() local initial_data = Context.initial_data()
local initial_data = get_initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do for k in pairs(Context) do
if type(Context[k]) ~= "function" then -- Only clear data, leave functions if type(Context[k]) ~= "function" then
Context[k] = nil Context[k] = nil
end end
end end
-- Copy all initial data properties into Context
for k, v in pairs(initial_data) do for k, v in pairs(initial_data) do
Context[k] = v Context[k] = v
end end
-- Populate Context.screens from ScreenManager, ensuring indexed array
Context.screens = {}
Context.screen_indices_by_id = {} -- Renamed for clarity, stores index
-- The screen order needs to be explicit to ensure consistent numerical indices
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id)
if screen_data then
table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i -- Store index
else
-- Handle error if a screen is not registered
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end
end
end end
-- Initially populate Context with data --- Starts a new game.
reset_context_to_initial_state()
-- Now define the methods for Context
function Context.new_game() function Context.new_game()
reset_context_to_initial_state() Context.reset()
Context.game_in_progress = true Context.game_in_progress = true
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
end end
--- Saves the current game state.
function Context.save_game() function Context.save_game()
if not Context.game_in_progress then return end if not Context.game_in_progress then return end
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
end end
--- Loads a saved game state.
function Context.load_game() function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
-- No saved game found, start a new one
Context.new_game() Context.new_game()
return return
end end
Context.reset()
reset_context_to_initial_state() -- Reset data, preserve methods
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true Context.game_in_progress = true
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
end end

89
inc/init/init.meter.lua Normal file
View File

@@ -0,0 +1,89 @@
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- Gets initial meter values.
-- @return table A table of initial meter values.
function Meter.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
--- Hides meters.
function Meter.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
--- Shows meters.
function Meter.show()
if Context and Context.meters then Context.meters.hidden = false end
end
--- Gets max meter value.
-- @return number The maximum meter value.
function Meter.get_max()
return METER_MAX
end
--- Gets combo multiplier.
-- @return number The current combo multiplier.
function Meter.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
--- Updates all meters.
function Meter.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
end
--- Adds amount to a meter.
-- @param key string The meter key (e.g., "wpm", "ism", "bm").
-- @param amount number The amount to add.
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)
end
end
--- Called on minigame completion.
function Meter.on_minigame_complete()
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)
m.combo = m.combo + 1
m.combo_timer = 0
end

126
inc/init/init.minigame.lua Normal file
View File

@@ -0,0 +1,126 @@
-- Manages minigame configurations and initial states.
--- Applies parameters to defaults.
-- @param defaults table The default configuration table.
-- @param params table The parameters to apply.
-- @return table The updated configuration table.
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
--- Gets default DDR minigame configuration.
-- @return table The default DDR minigame configuration.
function Minigame.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
miss_penalty = 5,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
},
hit_threshold = 8,
button_pressed_timers = {},
button_press_duration = 8,
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
input_cooldown_duration = 10,
frame_counter = 0,
current_song = nil,
pattern_index = 1,
use_pattern = false,
return_window = nil
}
end
--- Gets default button mash minigame configuration.
-- @return table The default button mash minigame configuration.
function Minigame.get_default_button_mash()
return {
bar_fill = 0,
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
}
end
--- Gets default rhythm minigame configuration.
-- @return table The default rhythm minigame configuration.
function Minigame.get_default_rhythm()
return {
line_position = 0,
line_speed = 0.015,
line_direction = 1,
target_center = 0.5,
target_width = 0.3,
initial_target_width = 0.3,
min_target_width = 0.08,
target_shrink_rate = 0.9,
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 210,
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15
}
end
--- Configures DDR minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured DDR minigame state.
function Minigame.configure_ddr(params)
return apply_params(Minigame.get_default_ddr(), params)
end
--- Configures button mash minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured button mash minigame state.
function Minigame.configure_button_mash(params)
return apply_params(Minigame.get_default_button_mash(), params)
end
--- Configures rhythm minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured rhythm minigame state.
function Minigame.configure_rhythm(params)
return apply_params(Minigame.get_default_rhythm(), params)
end

13
inc/init/init.module.lua Normal file
View File

@@ -0,0 +1,13 @@
Window = {}
Util = {}
Meter = {}
Minigame = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Sprite = {}
Audio = {}

View File

@@ -1,18 +0,0 @@
local SplashWindow = {}
local IntroWindow = {}
local MenuWindow = {}
local GameWindow = {}
local PopupWindow = {}
local ConfigurationWindow = {}
local AudioTestWindow = {}
local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {}
local MinigameDDRWindow = {}
Util = {}
DesitionManager = {}
ScreenManager = {} -- New declaration
UI = {}
Print = {}
Input = {}
Audio = {}

View File

@@ -1,10 +0,0 @@
local WINDOW_SPLASH = 0
local WINDOW_INTRO = 1
local WINDOW_MENU = 2
local WINDOW_GAME = 3
local WINDOW_POPUP = 4
local WINDOW_CONFIGURATION = 7
local WINDOW_MINIGAME_BUTTON_MASH = 8
local WINDOW_MINIGAME_RHYTHM = 9
local WINDOW_MINIGAME_DDR = 10
local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol

View File

@@ -1,19 +1,9 @@
MapBedroom = { Map.register({
"10101010101010101010101010101010", id = "bedroom",
"10141410101010101010101010101010", from_x = 0,
"10141410101010101010101010101010", from_y = 0,
"10101010101010101010101010101010", width = 30,
"10101010101010101010101010101010", height = 17,
"10101010101010101010101010101010", to_x = 0,
"10101010101010101010101010101010", to_y = 0,
"10101010101010101010101010101010", })
"10101010101010101010101010101010",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111516111213111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111",
"11111111111111111111111111111111"
}

46
inc/map/map.manager.lua Normal file
View File

@@ -0,0 +1,46 @@
-- Manages game maps.
local _maps = {}
--- Gets all registered maps as an array.
-- @return table An array of registered map data.
function Map.get_maps_array()
local maps_array = {}
for _, map_data in pairs(_maps) do
table.insert(maps_array, map_data)
end
return maps_array
end
--- Registers a map definition.
-- @param map_data table The map data table.
function Map.register(map_data)
if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id)
end
_maps[map_data.id] = map_data
end
--- Gets a map by ID.
-- @param map_id string The ID of the map.
-- @return table The map data table or nil.
function Map.get_by_id(map_id)
return _maps[map_id]
end
--- Draws a map.
-- @param map_id string The ID of the map to draw.
function Map.draw(map_id)
local map_data = Map.get_by_id(map_id)
if not map_data then
return
end
map(
map_data.from_x,
map_data.from_y,
map_data.width,
map_data.height,
map_data.to_x,
map_data.to_y
)
end

View File

@@ -1,6 +1,6 @@
--luacheck: ignore max_line_length --luacheck: ignore max_line_length
-- <PALETTE> -- <PALETTE>
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE> -- </PALETTE>
-- <SFX> -- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900 -- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
@@ -34,3 +34,280 @@
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f -- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff -- 009:fff000fff000fff000fff000fff000ff
-- </WAVES> -- </WAVES>
-- <TILES>
-- 000:2222222223333332233232322353533223323232232353322333333222222222
-- 001:2222222223333333232322322333333323222322233333332355355522222222
-- 002:2222222233333333223222233333333332232223333333333555535522222222
-- 003:2222222223333333232322322333333323222322233333332355355522222222
-- 004:2222222233333333223222233333333332232223333333333555535522222222
-- 005:2222222223333333232322322333333323222322233333332355355522222222
-- 006:2222222233333333223222233333333332232223333333333555535522222222
-- 007:2222222223333333232322322333333323222322233333332355355522222222
-- 008:2222222233333333223222233333333332232223333333333555535522222222
-- 009:2222222223333333232322322333333323222322233333332355355522222222
-- 010:2222222233333333223222233333333332232223333333333555535522222222
-- 011:2222222223333333232322322333333323222322233333332355355522222222
-- 012:2222222233333333223222233333333332232223333333333555535522222222
-- 013:2222222223333333232322322333333323222322233333332355355522222222
-- 014:2222222233333333223222233333333332232223333333333555535522222222
-- 015:2222222223333333232322322333333323222322233333332355355522222222
-- 016:2222222223333332233232322353533223323232232353322333333222222222
-- 017:1111111111111111111111111111111111111111111111111111111111111111
-- 018:1111111111111111111111111111111111111111111111111111111122222222
-- 019:1111111111111111111111111111111111111111111111111111111122222222
-- 020:1111111111111111111111111111111111111111111111111111111111111111
-- 021:1111111111111111111111111111111111111111111111111111111111111111
-- 022:1111111111111111111111111111111111111111111111111111111111111111
-- 023:1111111111111111111111111111111111111111111111111111111111111111
-- 024:1111111111111111111111111111111111111111111111111111111111111111
-- 025:1111111111111111111111111111111111111111111111111111111111111111
-- 026:1111111111111111111111111111111111111111111111111111111111111111
-- 027:1111111111111111111111111111111111111111111111111111111111111111
-- 028:1111111111111111111111111111111111111111111111111111111111111111
-- 029:1111111111111111111111111111111111111111111111111111111111111111
-- 030:1111111111111111111111111111111111111111111111111111111111111111
-- 031:1111111111111111111111111111111111111111111111111111111111111111
-- 032:2222222223333332233232322353533223323232232353322333333222222222
-- 033:1111111111111111111111111111111111111111111111111111111111111111
-- 034:2444444422212212255200212152102325520021215210232552002122222222
-- 035:4444444221244442321244423221244232421242324421223244421222222222
-- 036:1111111111111111111111111111111111111111111111111111111111111111
-- 037:2222222225552555255525552555222225552111255521112555211125552111
-- 038:2222222255555555555555552222222211122111111221111112211111122111
-- 039:2222222255525552555255522222555211125552111255521112555211125552
-- 040:1111111111111111111111111111111111111111111111111111111111111111
-- 041:1111111111111111111111221111128011112801111210801121010111222222
-- 042:1111111111111111211111111211111108211111108211110101211122222111
-- 043:1222222226666666266666662666666626666666266666662666666626666666
-- 044:2222222166666462666646426666646266664642666664626666464266666462
-- 045:2222222226466666246666662646622224666666264646462464646422222222
-- 046:2222222266666642666664622226664266666462464646426464646222222222
-- 047:2222222226466666246666662646622224666666264646462464646422222222
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-- </MAP>

View File

@@ -1,8 +1,9 @@
ScreenManager.register({ Screen.register({
id = "home", id = "home",
name = "Home", name = "Home",
decisions = { decisions = {
"go_to_toilet", "go_to_toilet",
"go_to_walking_to_office", "go_to_walking_to_office",
} },
background = "bedroom",
}) })

View File

@@ -1,27 +1,32 @@
ScreenManager = {} local _screens = {}
local _screens = {} -- Internal list to hold screen data --- Registers a screen definition.
-- @param screen_data table The screen data table.
-- Public property to access the registered screens as an indexed array function Screen.register(screen_data)
function ScreenManager.get_screens_array()
local screens_array = {}
for _, screen_data in pairs(_screens) do
table.insert(screens_array, screen_data)
end
return screens_array
end
-- Registers a screen with the manager
-- screen_data: A table containing id, name, and decisions for the screen
function ScreenManager.register(screen_data)
if _screens[screen_data.id] then if _screens[screen_data.id] then
-- Optional: warning if overwriting an existing screen
trace("Warning: Overwriting screen with id: " .. screen_data.id) trace("Warning: Overwriting screen with id: " .. screen_data.id)
end end
if not screen_data.situations then
screen_data.situations = {}
end
if not screen_data.init then
screen_data.init = function() end
end
if not screen_data.update then
screen_data.update = function() end
end
_screens[screen_data.id] = screen_data _screens[screen_data.id] = screen_data
end end
-- Retrieves a screen by its id (if needed directly) --- Gets a screen by ID.
function ScreenManager.get_by_id(screen_id) -- @param screen_id string The ID of the screen.
-- @return table The screen table or nil.
function Screen.get_by_id(screen_id)
return _screens[screen_id] return _screens[screen_id]
end end
--- Gets all registered screens.
-- @return table A table containing all registered screen data, indexed by their IDs.
function Screen.get_all()
return _screens
end

View File

@@ -1,4 +1,4 @@
ScreenManager.register({ Screen.register({
id = "office", id = "office",
name = "Office", name = "Office",
decisions = { decisions = {
@@ -6,5 +6,9 @@ ScreenManager.register({
"play_rhythm", "play_rhythm",
"play_ddr", "play_ddr",
"go_to_walking_to_home", "go_to_walking_to_home",
} "have_a_coffee",
},
situations = {
"drink_coffee",
},
}) })

View File

@@ -1,4 +1,4 @@
ScreenManager.register({ Screen.register({
id = "toilet", id = "toilet",
name = "Toilet", name = "Toilet",
decisions = { decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({ Screen.register({
id = "walking_to_home", id = "walking_to_home",
name = "Walking to home", name = "Walking to home",
decisions = { decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({ Screen.register({
id = "walking_to_office", id = "walking_to_office",
name = "Walking to office", name = "Walking to office",
decisions = { decisions = {

View File

@@ -0,0 +1,7 @@
Situation.register({
id = "drink_coffee",
handle = function()
Audio.sfx_select()
Sprite.show("norman", 100, 100)
end,
})

View File

@@ -0,0 +1,65 @@
local _situations = {}
--- Registers a situation definition.
-- @param situation table The situation data table.
function Situation.register(situation)
if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
return
end
if not situation.handle then
situation.handle = function() end
end
if not situation.update then
situation.update = function() end
end
if _situations[situation.id] then
trace("Warning: Overwriting situation with id: " .. situation.id)
end
_situations[situation.id] = situation
end
--- Gets a situation by ID.
-- @param id string The situation ID.
-- @return table The situation table or nil.
function Situation.get_by_id(id)
return _situations[id]
end
--- Gets all registered situations, optionally filtered by screen ID.
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
function Situation.get_all(screen_id)
if screen_id then
local filtered_situations = {}
for _, situation in pairs(_situations) do
if situation.screen_id == screen_id then
table.insert(filtered_situations, situation)
end
end
return filtered_situations
end
return _situations
end
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
-- @param id string The situation ID to apply.
-- @param current_screen_id string The ID of the currently active screen.
-- @return string|nil The ID of the applied situation if successful, otherwise nil.
function Situation.apply(id, current_screen_id)
local situation = Situation.get_by_id(id)
local screen = Screen.get_by_id(current_screen_id)
if not situation then
trace("Error: No situation found with id: " .. id)
return nil
end
if Util.contains(screen.situations, id) then
situation.handle()
return id
else
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
return nil
end
end

View File

@@ -0,0 +1,83 @@
local _sprites = {}
local _active_sprites = {}
--- Registers a sprite definition.
-- @param sprite_data table A table containing the sprite definition.
function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!")
return
end
if _sprites[sprite_data.id] then
trace("Warning: Overwriting sprite with id: " .. sprite_data.id)
end
_sprites[sprite_data.id] = sprite_data
end
--- Schedules a sprite for drawing.
-- @param id string The unique identifier of the sprite.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param[opt] colorkey number The color index for transparency.
-- @param[opt] scale number The scaling factor.
-- @param[opt] flip_x number Set to 1 to flip horizontally.
-- @param[opt] flip_y number Set to 1 to flip vertically.
-- @param[opt] rot number The rotation in degrees.
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id)
return
end
_active_sprites[id] = {
id = id,
x = x,
y = y,
colorkey = colorkey,
scale = scale,
flip_x = flip_x,
flip_y = flip_y,
rot = rot,
}
end
--- Hides a displayed sprite.
-- @param id string The unique identifier of the sprite.
function Sprite.hide(id)
_active_sprites[id] = nil
end
--- Draws all scheduled sprites.
function Sprite.draw()
for id, params in pairs(_active_sprites) do
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
_active_sprites[id] = nil
end
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end
end

View File

@@ -0,0 +1,17 @@
Sprite.register({
id = "norman",
sprites = {
-- Body (sprite index 0)
{ s = 0, x_offset = 0, y_offset = 0 },
-- Head (sprite index 1)
{ s = 1, x_offset = 0, y_offset = -8 },
-- Left Arm (sprite index 2)
{ s = 2, x_offset = -4, y_offset = 4 },
-- Right Arm (sprite index 3, flipped)
{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
-- Left Leg (sprite index 4)
{ s = 4, x_offset = -2, y_offset = 8 },
-- Right Leg (sprite index 5, flipped)
{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
}
})

View File

@@ -1,24 +1,29 @@
-- Gamepad buttons
local INPUT_KEY_UP = 0 local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1 local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2 local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3 local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 -- Z key local INPUT_KEY_A = 4
local INPUT_KEY_B = 5 -- X key local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7 -- S key local INPUT_KEY_Y = 7
-- Keyboard keys
-- TODO: Find correct key codes for SPACE and LCTRL
local INPUT_KEY_SPACE = 48 local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51 local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50 local INPUT_KEY_ENTER = 50
--- Checks if Up is pressed.
function Input.up() return btnp(INPUT_KEY_UP) end function Input.up() return btnp(INPUT_KEY_UP) end
--- Checks if Down is pressed.
function Input.down() return btnp(INPUT_KEY_DOWN) end function Input.down() return btnp(INPUT_KEY_DOWN) end
--- Checks if Left is pressed.
function Input.left() return btnp(INPUT_KEY_LEFT) end function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed.
function Input.right() return btnp(INPUT_KEY_RIGHT) end function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Select is pressed.
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
--- Checks if Menu Confirm is pressed.
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button --- Checks if Player Interact is pressed.
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
--- Checks if Menu Back is pressed.
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Toggle Popup is pressed.
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -1,61 +1,24 @@
local STATE_HANDLERS = {
[WINDOW_SPLASH] = function()
SplashWindow.update()
SplashWindow.draw()
end,
[WINDOW_INTRO] = function()
IntroWindow.update()
IntroWindow.draw()
end,
[WINDOW_MENU] = function()
MenuWindow.update()
MenuWindow.draw()
end,
[WINDOW_GAME] = function()
GameWindow.update()
GameWindow.draw()
end,
[WINDOW_POPUP] = function()
GameWindow.draw()
PopupWindow.update()
PopupWindow.draw()
end,
[WINDOW_CONFIGURATION] = function()
ConfigurationWindow.update()
ConfigurationWindow.draw()
end,
[WINDOW_AUDIOTEST] = function()
AudioTestWindow.update()
AudioTestWindow.draw()
end,
[WINDOW_MINIGAME_BUTTON_MASH] = function()
MinigameButtonMashWindow.update()
MinigameButtonMashWindow.draw()
end,
[WINDOW_MINIGAME_RHYTHM] = function()
MinigameRhythmWindow.update()
MinigameRhythmWindow.draw()
end,
[WINDOW_MINIGAME_DDR] = function()
MinigameDDRWindow.update()
MinigameDDRWindow.draw()
end,
}
local initialized_game = false local initialized_game = false
--- Initializes game state.
local function init_game() local function init_game()
if initialized_game then return end if initialized_game then return end
Context.reset()
Window.set_current("splash") -- Set initial window using new manager
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
initialized_game = true initialized_game = true
end end
--- Main game loop (TIC-80 callback).
function TIC() function TIC()
init_game() init_game()
cls(Config.colors.black) cls(Config.colors.black)
local handler = STATE_HANDLERS[Context.active_window] local handler = Window.get_current_handler() -- Get handler from Window manager
if handler then if handler then
handler() handler()
end end
Meter.update()
if Context.game_in_progress then
UI.draw_meters()
end
end end

View File

@@ -1,4 +1,10 @@
--- Prints text with shadow.
-- @param text string The text to print.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param color number The color of the text.
-- @param[opt] fixed boolean If true, uses fixed-width font.
-- @param[opt] scale number The scaling factor.
function Print.text(text, x, y, color, fixed, scale) function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end if color == shadow_color then shadow_color = Config.colors.light_grey end
@@ -7,6 +13,13 @@ function Print.text(text, x, y, color, fixed, scale)
print(text, x, y, color, fixed, scale) print(text, x, y, color, fixed, scale)
end end
--- Prints centered text with shadow.
-- @param text string The text to print.
-- @param x number The x-coordinate for centering.
-- @param y number The y-coordinate.
-- @param color number The color of the text.
-- @param[opt] fixed boolean If true, uses fixed-width font.
-- @param[opt] scale number The scaling factor.
function Print.text_center(text, x, y, color, fixed, scale) function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1 scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale) local text_width = print(text, 0, -6, 0, fixed, scale)

View File

@@ -1,12 +1,20 @@
--- Draws the top bar.
-- @param title string The title text to display.
function UI.draw_top_bar(title) function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey) rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.green) Print.text(title, 3, 2, Config.colors.green)
end end
--- Draws dialog window.
function UI.draw_dialog() function UI.draw_dialog()
PopupWindow.draw() PopupWindow.draw()
end end
--- Draws a menu.
-- @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.
-- @param y number The y-coordinate for the menu.
function UI.draw_menu(items, selected_item, x, y) function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do for i, item in ipairs(items) do
local current_y = y + (i-1)*10 local current_y = y + (i-1)*10
@@ -17,6 +25,10 @@ function UI.draw_menu(items, selected_item, x, y)
end end
end end
--- Updates menu selection.
-- @param items table A table of menu items.
-- @param selected_item number The current index of the selected item.
-- @return number The updated index of the selected item.
function UI.update_menu(items, selected_item) function UI.update_menu(items, selected_item)
if Input.up() then if Input.up() then
Audio.sfx_beep() Audio.sfx_beep()
@@ -34,6 +46,10 @@ function UI.update_menu(items, selected_item)
return selected_item return selected_item
end end
--- Wraps text.
-- @param text string The text to wrap.
-- @param max_chars_per_line number The maximum characters per line.
-- @return table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line) function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end if text == nil then return {""} end
local lines = {} local lines = {}
@@ -63,6 +79,15 @@ function UI.word_wrap(text, max_chars_per_line)
return lines return lines
end end
--- Creates a numeric stepper.
-- @param label string The label for the stepper.
-- @param value_getter function Function to get the current value.
-- @param value_setter function Function to set the current value.
-- @param min number The minimum value.
-- @param max number The maximum value.
-- @param step number The step increment.
-- @param[opt] format string The format string for displaying the value.
-- @return table A numeric stepper control definition.
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format) function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return { return {
label = label, label = label,
@@ -76,6 +101,10 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
} }
end end
--- Creates an action item.
-- @param label string The label for the action item.
-- @param action function The function to execute when the item is selected.
-- @return table An action item control definition.
function UI.create_action_item(label, action) function UI.create_action_item(label, action)
return { return {
label = label, label = label,
@@ -84,36 +113,69 @@ function UI.create_action_item(label, action)
} }
end end
function UI.draw_desition_selector(desitions, selected_desition_index) --- Draws decision selector.
-- @param decisions table A table of decision items.
-- @param selected_decision_index number The index of the selected decision.
function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16 local bar_height = 16
local bar_y = Config.screen.height - bar_height local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey) rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #decisions > 0 then
if #desitions > 0 then local selected_decision = decisions[selected_decision_index]
local selected_desition = desitions[selected_desition_index] local decision_label = selected_decision.label
local desition_label = selected_desition.label local text_width = #decision_label * 4
local text_width = #desition_label * 4 -- Assuming 4 pixels per char
local text_y = bar_y + 4 local text_y = bar_y + 4
-- Center the decision label
local text_x = (Config.screen.width - text_width) / 2 local text_x = (Config.screen.width - text_width) / 2
-- Draw left arrow at the far left
Print.text("<", 2, text_y, Config.colors.green) Print.text("<", 2, text_y, Config.colors.green)
-- Draw selected desition label Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(desition_label, text_x, text_y, Config.colors.item) -- Highlight color Print.text(">", Config.screen.width - 6, text_y, Config.colors.green)
-- Draw right arrow at the far right
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) -- 6 = 2 (right margin) + 4 (char width)
end end
end end
function UI.update_desition_selector(desitions, selected_desition_index) --- Draws meters.
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if 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
end
--- Updates decision selector.
-- @param decisions table A table of decision items.
-- @param selected_decision_index number The current index of the selected decision.
-- @return number The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then if Input.left() then
Audio.sfx_beep() Audio.sfx_beep()
selected_desition_index = Util.safeindex(desitions, selected_desition_index - 1) selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then elseif Input.right() then
Audio.sfx_beep() Audio.sfx_beep()
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1) selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end end
return selected_desition_index return selected_decision_index
end end

View File

@@ -1,15 +1,32 @@
Util = {}
--- Safely wraps an index for an array.
-- @param array table The array to index.
-- @param index number The desired index (can be out of bounds).
-- @return number The wrapped index within the array's bounds.
function Util.safeindex(array, index) function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1 return ((index - 1 + #array) % #array) + 1
end end
--- Navigates to a screen by its ID.
-- @param screen_id string The ID of the screen to go to.
function Util.go_to_screen_by_id(screen_id) function Util.go_to_screen_by_id(screen_id)
local screen_index = Context.screen_indices_by_id[screen_id] local screen = Screen.get_by_id(screen_id)
if screen_index then if screen then
Context.current_screen = screen_index Context.game.current_screen = screen_id
Context.selected_desition_index = 1 -- Reset selected decision on new screen screen.init()
else else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end end
end end
--- Checks if a table contains a specific value.
-- @param t table The table to check.
-- @param value any The value to look for.
function Util.contains(t, value)
for i = 1, #t do
if t[i] == value then
return true
end
end
return false
end

View File

@@ -6,34 +6,40 @@ AudioTestWindow = {
last_pressed = false last_pressed = false
} }
--- Generates menu items for audio test.
-- @param list_func table List of audio functions.
-- @param index_func number Current index of selected function.
-- @return table Generated menu items.
function AudioTestWindow.generate_menuitems(list_func, index_func) function AudioTestWindow.generate_menuitems(list_func, index_func)
return { return {
{ {
label = "Play music/sound: " .. (list_func[index_func] or "?"), label = "Play music/sound: " .. (list_func[index_func] or "?"),
desition = function() decision = function()
local current_func = Audio[list_func[index_func]] local current_func = Audio[list_func[index_func]]
if current_func then if current_func then
current_func() current_func()
else else
trace("Invalid Audio function: " .. list_func[index_menu]) trace("Invalid Audio function: " .. list_func[index_func])
end end
end end
}, },
{ {
label = "Stop playing music", label = "Stop playing music",
desition = function() decision = function()
Audio.music_stop() Audio.music_stop()
end end
}, },
{ {
label = "Back", label = "Back",
desition = function() decision = function()
AudioTestWindow.back() AudioTestWindow.back()
end end
}, },
} }
end end
--- Generates list of audio functions.
-- @return table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc() function AudioTestWindow.generate_listfunc()
local result = {} local result = {}
@@ -48,11 +54,13 @@ function AudioTestWindow.generate_listfunc()
return result return result
end end
--- Navigates back from audio test window.
function AudioTestWindow.back() function AudioTestWindow.back()
Audio.sfx_deselect() Audio.sfx_deselect()
GameWindow.set_state(WINDOW_MENU) GameWindow.set_state("menu")
end end
--- Initializes audio test window.
function AudioTestWindow.init() function AudioTestWindow.init()
AudioTestWindow.last_pressed = false AudioTestWindow.last_pressed = false
AudioTestWindow.index_menu = 1 AudioTestWindow.index_menu = 1
@@ -63,11 +71,13 @@ function AudioTestWindow.init()
) )
end end
--- Draws audio test window.
function AudioTestWindow.draw() function AudioTestWindow.draw()
UI.draw_top_bar("Audio test") UI.draw_top_bar("Audio test")
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50) UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
end end
--- Updates audio test window logic.
function AudioTestWindow.update() function AudioTestWindow.update()
if Input.up() then if Input.up() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1) AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
@@ -90,7 +100,7 @@ function AudioTestWindow.update()
AudioTestWindow.list_func, AudioTestWindow.index_func AudioTestWindow.list_func, AudioTestWindow.index_func
) )
elseif Input.menu_confirm() then elseif Input.menu_confirm() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition() AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
elseif Input.menu_back() then elseif Input.menu_back() then
AudioTestWindow.back() AudioTestWindow.back()
end end

View File

@@ -3,27 +3,28 @@ ConfigurationWindow = {
selected_control = 1, selected_control = 1,
} }
--- Initializes configuration window.
function ConfigurationWindow.init() function ConfigurationWindow.init()
ConfigurationWindow.controls = { ConfigurationWindow.controls = {
UI.create_desition_item( UI.create_action_item(
"Save", "Save",
function() Config.save() end function() Config.save() end
), ),
UI.create_desition_item( UI.create_action_item(
"Restore Defaults", "Restore Defaults",
function() Config.restore_defaults() end function() Config.reset() end
), ),
} }
end end
--- Draws configuration window.
function ConfigurationWindow.draw() function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration") UI.draw_top_bar("Configuration")
local x_start = 10 -- Left margin for labels local x_start = 10
local y_start = 40 local y_start = 40
local x_value_right_align = Config.screen.width - 10 -- Right margin for values local x_value_right_align = Config.screen.width - 10
local char_width = 4 -- Approximate character width for default font local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12 local current_y = y_start + (i - 1) * 12
local color = Config.colors.green local color = Config.colors.green
@@ -31,25 +32,23 @@ function ConfigurationWindow.draw()
local value = control.get() local value = control.get()
local label_text = control.label local label_text = control.label
local value_text = string.format(control.format, value) local value_text = string.format(control.format, value)
-- Calculate x position for right-aligned value
local value_x = x_value_right_align - (#value_text * char_width) local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
Print.text("<", x_start -8, current_y, color) Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<' Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value Print.text(">", x_value_right_align + 4, current_y, color)
else else
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
end end
elseif control.type == "desition_item" then elseif control.type == "action_item" then
local label_text = control.label local label_text = control.label
if i == ConfigurationWindow.selected_control then if i == ConfigurationWindow.selected_control then
color = Config.colors.item color = Config.colors.item
Print.text("<", x_start -8, current_y, color) Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color) Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else else
@@ -60,9 +59,10 @@ function ConfigurationWindow.draw()
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey) Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
end end
--- Updates configuration window logic.
function ConfigurationWindow.update() function ConfigurationWindow.update()
if Input.menu_back() then if Input.menu_back() then
GameWindow.set_state(WINDOW_MENU) GameWindow.set_state("menu")
return return
end end
@@ -82,16 +82,16 @@ function ConfigurationWindow.update()
if control then if control then
if control.type == "numeric_stepper" then if control.type == "numeric_stepper" then
local current_value = control.get() local current_value = control.get()
if btnp(2) then -- Left if Input.left() then
local new_value = math.max(control.min, current_value - control.step) local new_value = math.max(control.min, current_value - control.step)
control.set(new_value) control.set(new_value)
elseif btnp(3) then -- Right elseif Input.right() then
local new_value = math.min(control.max, current_value + control.step) local new_value = math.min(control.max, current_value + control.step)
control.set(new_value) control.set(new_value)
end end
elseif control.type == "desition_item" then elseif control.type == "action_item" then
if Input.menu_confirm() then if Input.menu_confirm() then
control.desition() control.action()
end end
end end
end end

View File

@@ -1,79 +1,66 @@
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
function GameWindow.draw() function GameWindow.draw()
local currentScreenData = Context.screens[Context.current_screen] local screen = Screen.get_by_id(Context.game.current_screen)
UI.draw_top_bar(currentScreenData.name) if screen.background then Map.draw(screen.background) end
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then UI.draw_top_bar(screen.name)
local available_desitions = {} if #_available_decisions > 0 then
for _, desition_id in ipairs(currentScreenData.decisions) do UI.draw_decision_selector(_available_decisions, _selected_decision_index)
local desition_obj = DesitionManager.get(desition_id)
if desition_obj and desition_obj.condition() then -- Check condition directly
table.insert(available_desitions, desition_obj)
end
end
-- If no available desitions, display nothing or a message
if #available_desitions > 0 then
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
end
end end
Sprite.draw()
end end
--- Updates the game window logic.
function GameWindow.update() function GameWindow.update()
if Input.menu_back() then if Input.menu_back() then
Context.active_window = WINDOW_MENU Window.set_current("menu")
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
return return
end end
-- Handle screen changing using up/down local screen = Screen.get_by_id(Context.game.current_screen)
if Input.up() then screen.update()
Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then -- Handle current situation updates
Context.current_screen = #Context.screens if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then
current_situation_obj.update()
end end
Context.selected_desition_index = 1 -- Reset selected decision on screen change
elseif Input.down() then
Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then
Context.current_screen = 1
end
Context.selected_desition_index = 1 -- Reset selected decision on screen change
end end
local currentScreenData = Context.screens[Context.current_screen] -- Fetch and filter decisions locally
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then local all_decisions_for_screen = Decision.get_for_screen(screen)
local available_desitions = {} _available_decisions = Decision.filter_available(all_decisions_for_screen)
for _, desition_id in ipairs(currentScreenData.decisions) do
local desition_obj = DesitionManager.get(desition_id)
if desition_obj and desition_obj.condition() then -- Check condition directly
table.insert(available_desitions, desition_obj)
end
end
-- If no available desitions, we can't update or execute if #_available_decisions == 0 then return end
if #available_desitions == 0 then return end
-- Update selected decision using left/right inputs if _selected_decision_index > #_available_decisions then
local new_selected_desition_index = UI.update_desition_selector( _selected_decision_index = 1
available_desitions, end
Context.selected_desition_index
)
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment local new_selected_decision_index = UI.update_decision_selector(
if new_selected_desition_index ~= Context.selected_desition_index then _available_decisions,
Context.selected_desition_index = new_selected_desition_index _selected_decision_index
end )
-- Execute selected decision on Input.select() if new_selected_decision_index ~= _selected_decision_index then
if Input.select() then _selected_decision_index = new_selected_decision_index
local selected_desition = available_desitions[Context.selected_desition_index] end
if selected_desition and selected_desition.handle then -- Call handle directly
Audio.sfx_select() -- Play sound for selection if Input.select() then
selected_desition.handle() local selected_decision = _available_decisions[_selected_decision_index]
end if selected_decision and selected_decision.handle then
Audio.sfx_select()
selected_decision.handle()
end end
end end
end end
--- Sets the active window.
-- @param new_state string The ID of the new active window.
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Context.active_window = new_state Window.set_current(new_state)
-- Add any state-specific initialization/cleanup here later if needed
end end

View File

@@ -1,24 +1,38 @@
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the intro window.
function IntroWindow.draw() function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 -- Centered text local x = (Config.screen.width - 132) / 2
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green) Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green)
end end
--- Updates the intro window logic.
function IntroWindow.update() function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed IntroWindow.y = IntroWindow.y - IntroWindow.speed
-- Count lines in intro text to determine when scrolling is done
local lines = 1 local lines = 1
for _ in string.gmatch(Context.intro.text, "\n") do for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1 lines = lines + 1
end end
-- When text is off-screen, go to menu if IntroWindow.y < -lines * 8 then
if Context.intro.y < -lines * 8 then Window.set_current("menu")
GameWindow.set_state(WINDOW_MENU)
end end
-- Skip intro by pressing A
if Input.menu_confirm() then if Input.menu_confirm() then
GameWindow.set_state(WINDOW_MENU) Window.set_current("menu")
end end
end end

View File

@@ -0,0 +1,43 @@
local _windows = {}
--- Registers a window table.
-- @param id string The ID of the window (e.g., "splash", "menu").
-- @param window_table table The actual window module table (e.g., SplashWindow).
function Window.register(id, window_table)
_windows[id] = window_table
end
--- Retrieves a registered window table by its ID.
-- @param id string The ID of the window.
-- @return table The window module table.
function Window.get(id)
return _windows[id]
end
--- Sets the currently active window.
-- @param id string The ID of the window to activate.
function Window.set_current(id)
Context.current_window = id
end
--- Gets the ID of the currently active window.
-- @return string The ID of the active window.
function Window.get_current_id()
return Context.current_window
end
--- Gets the handler function for the currently active window.
-- This function is used by the main game loop to update and draw the active window.
-- @return function A function that updates and draws the current window.
function Window.get_current_handler()
local window_table = Window.get(Context.current_window)
if window_table and window_table.update and window_table.draw then
return function()
window_table.update()
window_table.draw()
end
else
-- Fallback handler for unregistered or incomplete windows
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
end
end

View File

@@ -1,65 +1,76 @@
local _menu_items = {}
--- Draws the menu window.
function MenuWindow.draw() function MenuWindow.draw()
UI.draw_top_bar("Main Menu") UI.draw_top_bar("Main Menu")
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70) UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
end end
--- Updates the menu window logic.
function MenuWindow.update() function MenuWindow.update()
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item) Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
if Input.menu_confirm() then if Input.menu_confirm() then
local selected_item = Context.menu_items[Context.selected_menu_item] local selected_item = _menu_items[Context.current_menu_item]
if selected_item and selected_item.desition then if selected_item and selected_item.decision then
Audio.sfx_select() Audio.sfx_select()
selected_item.desition() selected_item.decision()
end end
end end
end end
--- Starts a new game from the menu.
function MenuWindow.new_game() function MenuWindow.new_game()
Context.new_game() -- This function will be created in Context Context.new_game()
GameWindow.set_state(WINDOW_GAME) GameWindow.set_state("game")
end end
--- Loads a game from the menu.
function MenuWindow.load_game() function MenuWindow.load_game()
Context.load_game() -- This function will be created in Context Context.load_game()
GameWindow.set_state(WINDOW_GAME) GameWindow.set_state("game")
end end
--- Saves the current game from the menu.
function MenuWindow.save_game() function MenuWindow.save_game()
Context.save_game() -- This function will be created in Context Context.save_game()
end end
--- Resumes the game from the menu.
function MenuWindow.resume_game() function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME) GameWindow.set_state("game")
end end
--- Exits the game.
function MenuWindow.exit() function MenuWindow.exit()
exit() exit()
end end
--- Opens the configuration menu.
function MenuWindow.configuration() function MenuWindow.configuration()
ConfigurationWindow.init() ConfigurationWindow.init()
GameWindow.set_state(WINDOW_CONFIGURATION) GameWindow.set_state("configuration")
end end
--- Opens the audio test menu.
function MenuWindow.audio_test() function MenuWindow.audio_test()
AudioTestWindow.init() AudioTestWindow.init()
GameWindow.set_state(WINDOW_AUDIOTEST) GameWindow.set_state("audiotest")
end end
--- Refreshes menu items.
function MenuWindow.refresh_menu_items() function MenuWindow.refresh_menu_items()
Context.menu_items = {} -- Start with an empty table _menu_items = {}
if Context.game_in_progress then if Context.game_in_progress then
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game}) table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game}) table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game})
end end
table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game}) table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game}) table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration}) table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test}) table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit}) table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.selected_menu_item = 1 -- Reset selection after refreshing Context.current_menu_item = 1
end end

View File

@@ -1,67 +1,23 @@
function MinigameDDRWindow.init() --- Initializes DDR minigame state.
-- Calculate evenly spaced arrow positions -- @param params table Optional parameters for configuration.
local arrow_size = 12 function MinigameDDRWindow.init(params)
local arrow_spacing = 30 Context.minigame_ddr = Minigame.configure_ddr(params)
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
Context.minigame_ddr = {
-- Progress bar (matching button mash style)
bar_fill = 0, -- 0 to 100
max_fill = 100,
fill_per_hit = 10, -- Points gained per perfect hit
miss_penalty = 5, -- Points lost per miss
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
-- Arrow settings
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
arrow_fall_speed = 1.5, -- Pixels per frame
arrows = {}, -- Active falling arrows {dir, x, y}
-- Target arrows at bottom (evenly spaced, centered on screen)
target_y = 115, -- Y position of target arrows
target_arrows = {
{dir = "left", x = start_x},
{dir = "down", x = start_x + arrow_size + arrow_spacing},
{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
},
-- Hit detection
hit_threshold = 8, -- Pixels of tolerance for perfect hit
button_pressed_timers = {}, -- Visual feedback per arrow
button_press_duration = 8,
-- Input cooldown per direction
input_cooldowns = {
left = 0,
down = 0,
up = 0,
right = 0
},
input_cooldown_duration = 10,
-- Song/Pattern system
frame_counter = 0, -- Tracks frames since start
current_song = nil, -- Current song data
pattern_index = 1, -- Current position in pattern
use_pattern = false, -- If true, use song pattern; if false, use random spawning
return_window = WINDOW_GAME
}
end end
function MinigameDDRWindow.start(return_window, song_key) --- Starts the DDR minigame.
MinigameDDRWindow.init() -- @param return_window string The window ID to return to after the minigame.
Context.minigame_ddr.return_window = return_window or WINDOW_GAME -- @param[opt] song_key string The key of the song to play.
-- Debug: Store song_key for display -- @param[opt] params table Optional parameters for minigame configuration.
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or "game"
Context.minigame_ddr.debug_song_key = song_key Context.minigame_ddr.debug_song_key = song_key
-- Load song pattern if specified
if song_key and Songs and Songs[song_key] then if song_key and Songs and Songs[song_key] then
Context.minigame_ddr.current_song = Songs[song_key] Context.minigame_ddr.current_song = Songs[song_key]
Context.minigame_ddr.use_pattern = true Context.minigame_ddr.use_pattern = true
Context.minigame_ddr.pattern_index = 1 Context.minigame_ddr.pattern_index = 1
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
else else
-- Default to random spawning
Context.minigame_ddr.use_pattern = false Context.minigame_ddr.use_pattern = false
if song_key then if song_key then
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key) Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
@@ -69,24 +25,24 @@ function MinigameDDRWindow.start(return_window, song_key)
Context.minigame_ddr.debug_status = "Random mode" Context.minigame_ddr.debug_status = "Random mode"
end end
end end
Context.active_window = WINDOW_MINIGAME_DDR Window.set_current("minigame_ddr")
end end
-- Spawn a new arrow (random direction) --- Spawns a random arrow.
local function spawn_arrow() local function spawn_arrow()
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
local target = mg.target_arrows[math.random(1, 4)] local target = mg.target_arrows[math.random(1, 4)]
table.insert(mg.arrows, { table.insert(mg.arrows, {
dir = target.dir, dir = target.dir,
x = target.x, x = target.x,
y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar y = mg.bar_y + mg.bar_height + 10
}) })
end end
-- Spawn an arrow with specific direction --- Spawns an arrow in a specific direction.
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction) local function spawn_arrow_dir(direction)
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
-- Find the target arrow for this direction
for _, target in ipairs(mg.target_arrows) do for _, target in ipairs(mg.target_arrows) do
if target.dir == direction then if target.dir == direction then
table.insert(mg.arrows, { table.insert(mg.arrows, {
@@ -99,116 +55,107 @@ local function spawn_arrow_dir(direction)
end end
end end
-- Check if arrow is close enough for a hit --- Checks if an arrow is hit.
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is hit, false otherwise.
local function check_hit(arrow) local function check_hit(arrow)
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
local distance = math.abs(arrow.y - mg.target_y) local distance = math.abs(arrow.y - mg.target_y)
return distance <= mg.hit_threshold return distance <= mg.hit_threshold
end end
-- Check if arrow has passed the target --- Checks if an arrow is missed.
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is missed, false otherwise.
local function check_miss(arrow) local function check_miss(arrow)
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
return arrow.y > mg.target_y + mg.hit_threshold return arrow.y > mg.target_y + mg.hit_threshold
end end
-- Draw a single arrow sprite --- Draws an arrow.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param direction string The direction of the arrow.
-- @param color number The color of the arrow.
local function draw_arrow(x, y, direction, color) local function draw_arrow(x, y, direction, color)
local size = 12 local size = 12
local half = size / 2 local half = size / 2
-- Draw arrow shape based on direction
if direction == "left" then if direction == "left" then
-- Triangle pointing left
tri(x + half, y, x, y + half, x + half, y + size, color) tri(x + half, y, x, y + half, x + half, y + size, color)
rect(x + half, y + half - 2, half, 4, color) rect(x + half, y + half - 2, half, 4, color)
elseif direction == "right" then elseif direction == "right" then
-- Triangle pointing right
tri(x + half, y, x + size, y + half, x + half, y + size, color) tri(x + half, y, x + size, y + half, x + half, y + size, color)
rect(x, y + half - 2, half, 4, color) rect(x, y + half - 2, half, 4, color)
elseif direction == "up" then elseif direction == "up" then
-- Triangle pointing up
tri(x, y + half, x + half, y, x + size, y + half, color) tri(x, y + half, x + half, y, x + size, y + half, color)
rect(x + half - 2, y + half, 4, half, color) rect(x + half - 2, y + half, 4, half, color)
elseif direction == "down" then elseif direction == "down" then
-- Triangle pointing down
tri(x, y + half, x + half, y + size, x + size, y + half, color) tri(x, y + half, x + half, y + size, x + size, y + half, color)
rect(x + half - 2, y, 4, half, color) rect(x + half - 2, y, 4, half, color)
end end
end end
--- Updates DDR minigame logic.
function MinigameDDRWindow.update() function MinigameDDRWindow.update()
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
-- Check for completion (bar filled to 100%)
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Context.active_window = mg.return_window Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
return return
end end
-- Increment frame counter
mg.frame_counter = mg.frame_counter + 1 mg.frame_counter = mg.frame_counter + 1
-- Check if song has ended (pattern mode only)
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
-- Song has ended if we've passed the end frame AND all arrows are cleared
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
-- Song complete! Return to previous window Meter.on_minigame_complete()
Context.active_window = mg.return_window Meter.show()
Window.set_current(mg.return_window)
return return
end end
end end
-- Spawn arrows based on mode (pattern or random)
if mg.use_pattern and mg.current_song and mg.current_song.pattern then if mg.use_pattern and mg.current_song and mg.current_song.pattern then
-- Pattern-based spawning (synced to song)
local pattern = mg.current_song.pattern local pattern = mg.current_song.pattern
-- Check if current frame matches any pattern entry
while mg.pattern_index <= #pattern do while mg.pattern_index <= #pattern do
local spawn_entry = pattern[mg.pattern_index] local spawn_entry = pattern[mg.pattern_index]
if mg.frame_counter >= spawn_entry.frame then if mg.frame_counter >= spawn_entry.frame then
-- Time to spawn this arrow!
spawn_arrow_dir(spawn_entry.dir) spawn_arrow_dir(spawn_entry.dir)
mg.pattern_index = mg.pattern_index + 1 mg.pattern_index = mg.pattern_index + 1
else else
-- Not time yet, break the loop
break break
end end
end end
else else
-- Random spawning mode (original behavior)
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1 mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
spawn_arrow() spawn_arrow()
mg.arrow_spawn_timer = 0 mg.arrow_spawn_timer = 0
end end
end end
-- Update falling arrows
local arrows_to_remove = {} local arrows_to_remove = {}
for i, arrow in ipairs(mg.arrows) do for i, arrow in ipairs(mg.arrows) do
arrow.y = arrow.y + mg.arrow_fall_speed arrow.y = arrow.y + mg.arrow_fall_speed
-- Check if arrow went off-screen (miss)
if check_miss(arrow) then if check_miss(arrow) then
table.insert(arrows_to_remove, i) table.insert(arrows_to_remove, i)
-- Penalty for missing
mg.bar_fill = mg.bar_fill - mg.miss_penalty mg.bar_fill = mg.bar_fill - mg.miss_penalty
if mg.bar_fill < 0 then if mg.bar_fill < 0 then
mg.bar_fill = 0 mg.bar_fill = 0
end end
end end
end end
-- Remove off-screen arrows (iterate backwards to avoid index issues) -- iterate backwards to avoid index shift issues
for i = #arrows_to_remove, 1, -1 do for i = #arrows_to_remove, 1, -1 do
table.remove(mg.arrows, arrows_to_remove[i]) table.remove(mg.arrows, arrows_to_remove[i])
end end
-- Update input cooldowns
for dir, _ in pairs(mg.input_cooldowns) do for dir, _ in pairs(mg.input_cooldowns) do
if mg.input_cooldowns[dir] > 0 then if mg.input_cooldowns[dir] > 0 then
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1 mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
end end
end end
-- Update button press timers
for dir, _ in pairs(mg.button_pressed_timers) do for dir, _ in pairs(mg.button_pressed_timers) do
if mg.button_pressed_timers[dir] > 0 then if mg.button_pressed_timers[dir] > 0 then
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1 mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
end end
end end
-- Check for arrow key inputs
local input_map = { local input_map = {
left = Input.left(), left = Input.left(),
down = Input.down(), down = Input.down(),
@@ -219,11 +166,9 @@ function MinigameDDRWindow.update()
if pressed and mg.input_cooldowns[dir] == 0 then if pressed and mg.input_cooldowns[dir] == 0 then
mg.input_cooldowns[dir] = mg.input_cooldown_duration mg.input_cooldowns[dir] = mg.input_cooldown_duration
mg.button_pressed_timers[dir] = mg.button_press_duration mg.button_pressed_timers[dir] = mg.button_press_duration
-- Check if any arrow matches this direction and is in hit range
local hit = false local hit = false
for i, arrow in ipairs(mg.arrows) do for i, arrow in ipairs(mg.arrows) do
if arrow.dir == dir and check_hit(arrow) then if arrow.dir == dir and check_hit(arrow) then
-- Perfect hit!
mg.bar_fill = mg.bar_fill + mg.fill_per_hit mg.bar_fill = mg.bar_fill + mg.fill_per_hit
if mg.bar_fill > mg.max_fill then if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill mg.bar_fill = mg.max_fill
@@ -233,7 +178,6 @@ function MinigameDDRWindow.update()
break break
end end
end end
-- If pressed but no arrow to hit, apply small penalty
if not hit then if not hit then
mg.bar_fill = mg.bar_fill - 2 mg.bar_fill = mg.bar_fill - 2
if mg.bar_fill < 0 then if mg.bar_fill < 0 then
@@ -244,43 +188,36 @@ function MinigameDDRWindow.update()
end end
end end
--- Draws DDR minigame.
function MinigameDDRWindow.draw() function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
-- Safety check
if not mg then if not mg then
cls(0) cls(0)
print("DDR ERROR: Context not initialized", 10, 10, 12) print("DDR ERROR: Context not initialized", 10, 10, 12)
print("Press Z to return", 10, 20, 12) print("Press Z to return", 10, 20, 12)
if Input.select() then if Input.select() then
Context.active_window = WINDOW_GAME Window.set_current("game")
end end
return return
end end
-- Draw the underlying window first (for overlay effect) if mg.return_window == "game" then
if mg.return_window == WINDOW_GAME then
GameWindow.draw() GameWindow.draw()
end end
-- Draw semi-transparent overlay background
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
-- Draw progress bar background
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
-- Draw progress bar fill
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then if fill_width > 0 then
-- Color changes as bar fills
local bar_color = Config.colors.green local bar_color = Config.colors.green
if mg.bar_fill > 66 then if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow bar_color = Config.colors.item
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
bar_color = Config.colors.bar bar_color = Config.colors.blue
end end
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color) rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end end
-- Draw progress percentage
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100) local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black) Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
-- Draw target arrows at bottom (light grey when not pressed)
if mg.target_arrows then if mg.target_arrows then
for _, target in ipairs(mg.target_arrows) do for _, target in ipairs(mg.target_arrows) do
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0 local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
@@ -288,15 +225,12 @@ function MinigameDDRWindow.draw()
draw_arrow(target.x, mg.target_y, target.dir, color) draw_arrow(target.x, mg.target_y, target.dir, color)
end end
end end
-- Draw falling arrows (blue)
if mg.arrows then if mg.arrows then
for _, arrow in ipairs(mg.arrows) do for _, arrow in ipairs(mg.arrows) do
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.bar) -- blue color draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue)
end end
end end
-- Draw instruction text
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
-- Debug info (large and visible)
local debug_y = 60 local debug_y = 60
if mg.debug_status then if mg.debug_status then
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item) Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
@@ -318,6 +252,6 @@ function MinigameDDRWindow.draw()
) )
end end
else else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar) Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end end
end end

View File

@@ -1,96 +1,73 @@
function MinigameButtonMashWindow.init() --- Initializes button mash minigame state.
Context.minigame_button_mash = { -- @param params table Optional parameters for configuration.
bar_fill = 0, -- 0 to 100 function MinigameButtonMashWindow.init(params)
max_fill = 100, Context.minigame_button_mash = Minigame.configure_button_mash(params)
fill_per_press = 8,
base_degradation = 0.15, -- Base degradation per frame
degradation_multiplier = 0.006, -- Increases with bar fill
button_pressed_timer = 0, -- Visual feedback timer
button_press_duration = 8, -- Frames to show button press
return_window = WINDOW_GAME, -- Window to return to after completion
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
}
end end
function MinigameButtonMashWindow.start(return_window) --- Starts the button mash minigame.
MinigameButtonMashWindow.init() -- @param return_window string The window ID to return to after the minigame.
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME -- @param[opt] params table Optional parameters for minigame configuration.
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or "game"
Window.set_current("minigame_button_mash")
end end
--- Updates button mash minigame logic.
function MinigameButtonMashWindow.update() function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash
-- Check for Z button press
if Input.select() then if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration mg.button_pressed_timer = mg.button_press_duration
-- Clamp to max
if mg.bar_fill > mg.max_fill then if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill mg.bar_fill = mg.max_fill
end end
end end
-- Check if bar is full (completed)
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
Context.active_window = mg.return_window Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
return return
end end
-- Automatic degradation (increases with bar fill level)
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier) local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
mg.bar_fill = mg.bar_fill - degradation mg.bar_fill = mg.bar_fill - degradation
-- Clamp to minimum
if mg.bar_fill < 0 then if mg.bar_fill < 0 then
mg.bar_fill = 0 mg.bar_fill = 0
end end
-- Update button press timer
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1 mg.button_pressed_timer = mg.button_pressed_timer - 1
end end
end end
--- Draws button mash minigame.
function MinigameButtonMashWindow.draw() function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash
-- Draw the underlying window first (for overlay effect) if mg.return_window == "game" then
if mg.return_window == WINDOW_GAME then
GameWindow.draw() GameWindow.draw()
end end
-- Draw semi-transparent overlay background
-- Draw darker rectangles to create overlay effect
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
-- Draw progress bar background
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
-- Draw progress bar fill
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then if fill_width > 0 then
-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
local bar_color = Config.colors.green local bar_color = Config.colors.green
if mg.bar_fill > 66 then if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow bar_color = Config.colors.item
elseif mg.bar_fill > 33 then elseif mg.bar_fill > 33 then
bar_color = Config.colors.bar -- medium color bar_color = Config.colors.blue
end end
rect(mg.bar_x, mg.bar_y, fill_width, bar_color) rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end end
-- Draw button indicator
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
button_color = Config.colors.green -- Highlight when pressed button_color = Config.colors.green
end end
circb(mg.button_x, mg.button_y, mg.button_size, button_color) circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end end
-- Draw Z text in the button
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey) Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
-- Draw instruction text
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
-- Draw progress percentage
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100) local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black) Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
end end

View File

@@ -1,44 +1,22 @@
function MinigameRhythmWindow.init() --- Initializes rhythm minigame state.
Context.minigame_rhythm = { -- @param params table Optional parameters for configuration.
line_position = 0, -- Normalized position (0 to 1) function MinigameRhythmWindow.init(params)
line_speed = 0.015, -- Movement speed per frame Context.minigame_rhythm = Minigame.configure_rhythm(params)
line_direction = 1, -- 1 for left-to-right, -1 for right-to-left
target_center = 0.5, -- Center of target area (middle of bar)
target_width = 0.3, -- Width of target area (normalized)
initial_target_width = 0.3,
min_target_width = 0.08, -- Minimum width to keep game possible
target_shrink_rate = 0.9, -- Multiplier per successful hit (0.9 = 10% shrink)
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = WINDOW_GAME,
-- Visual layout (match button mash minigame dimensions)
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
-- Button indicator
button_x = 210,
button_y = 110,
button_size = 10,
-- Cooldown to prevent multiple presses in one frame
press_cooldown = 0,
press_cooldown_duration = 15
}
end end
function MinigameRhythmWindow.start(return_window) --- Starts the rhythm minigame.
MinigameRhythmWindow.init() -- @param return_window string The window ID to return to after the minigame.
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME -- @param[opt] params table Optional parameters for minigame configuration.
Context.active_window = WINDOW_MINIGAME_RHYTHM function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or "game"
Window.set_current("minigame_rhythm")
end end
--- Updates rhythm minigame logic.
function MinigameRhythmWindow.update() function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm
-- Move the line across the bar (bidirectional)
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction) mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
-- Reverse direction when reaching either end
if mg.line_position > 1 then if mg.line_position > 1 then
mg.line_position = 1 mg.line_position = 1
mg.line_direction = -1 mg.line_direction = -1
@@ -46,87 +24,69 @@ function MinigameRhythmWindow.update()
mg.line_position = 0 mg.line_position = 0
mg.line_direction = 1 mg.line_direction = 1
end end
-- Decrease cooldown timer
if mg.press_cooldown > 0 then if mg.press_cooldown > 0 then
mg.press_cooldown = mg.press_cooldown - 1 mg.press_cooldown = mg.press_cooldown - 1
end end
-- Check for Z button press (only if cooldown expired)
if Input.select() and mg.press_cooldown == 0 then if Input.select() and mg.press_cooldown == 0 then
mg.button_pressed_timer = mg.button_press_duration mg.button_pressed_timer = mg.button_press_duration
mg.press_cooldown = mg.press_cooldown_duration mg.press_cooldown = mg.press_cooldown_duration
-- Calculate if line is within target area
local target_left = mg.target_center - (mg.target_width / 2) local target_left = mg.target_center - (mg.target_width / 2)
local target_right = mg.target_center + (mg.target_width / 2) local target_right = mg.target_center + (mg.target_width / 2)
if mg.line_position >= target_left and mg.line_position <= target_right then if mg.line_position >= target_left and mg.line_position <= target_right then
-- HIT! Award point
mg.score = mg.score + 1 mg.score = mg.score + 1
else else
-- MISS! Deduct point (but not below 0)
mg.score = mg.score - 1 mg.score = mg.score - 1
if mg.score < 0 then if mg.score < 0 then
mg.score = 0 mg.score = 0
end end
end end
-- Calculate target width dynamically based on score
-- Each point shrinks by 10%, so reverse the formula
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score) mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
if mg.target_width < mg.min_target_width then if mg.target_width < mg.min_target_width then
mg.target_width = mg.min_target_width mg.target_width = mg.min_target_width
end end
end end
-- Check win condition
if mg.score >= mg.max_score then if mg.score >= mg.max_score then
Context.active_window = mg.return_window Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
return return
end end
-- Update button press timer
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1 mg.button_pressed_timer = mg.button_pressed_timer - 1
end end
end end
--- Draws rhythm minigame.
function MinigameRhythmWindow.draw() function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm
-- Draw the underlying window first (for overlay effect) if mg.return_window == "game" then
if mg.return_window == WINDOW_GAME then
GameWindow.draw() GameWindow.draw()
end end
-- Draw semi-transparent overlay background
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
-- Calculate actual pixel positions
-- Draw bar container background
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
-- Draw bar background (empty area)
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey) rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
-- Draw target area (highlighted section in middle)
local target_left = mg.target_center - (mg.target_width / 2) local target_left = mg.target_center - (mg.target_width / 2)
local target_x = mg.bar_x + (target_left * mg.bar_width) local target_x = mg.bar_x + (target_left * mg.bar_width)
local target_width_pixels = mg.target_width * mg.bar_width local target_width_pixels = mg.target_width * mg.bar_width
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green) rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
-- Draw the moving line
local line_x = mg.bar_x + (mg.line_position * mg.bar_width) local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
-- Draw score text
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey) Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
-- Draw instruction text
Print.text_center( Print.text_center(
"Press Z when line is in green!", "Press Z when line is in green!",
Config.screen.width / 2, Config.screen.width / 2,
mg.bar_y + mg.bar_height + 20, mg.bar_y + mg.bar_height + 20,
Config.colors.light_grey Config.colors.light_grey
) )
-- Draw button indicator in bottom-right corner
local button_color = Config.colors.light_grey local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
button_color = Config.colors.green -- Highlight when pressed button_color = Config.colors.green
end end
-- Draw button circle
circb(mg.button_x, mg.button_y, mg.button_size, button_color) circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end end
-- Draw Z text in the button
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color) Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
end end

View File

@@ -1,32 +1,36 @@
-- Simplified PopupWindow module
local POPUP_X = 40 local POPUP_X = 40
local POPUP_Y = 40 local POPUP_Y = 40
local POPUP_WIDTH = 160 local POPUP_WIDTH = 160
local POPUP_HEIGHT = 80 local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10 local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10 local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font local LINE_HEIGHT = 8
--- Displays a popup window.
-- @param content_strings table A table of strings to display in the popup.
function PopupWindow.show(content_strings) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} -- Ensure it's a table Context.popup.content = content_strings or {}
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup GameWindow.set_state("popup")
end end
--- Hides the popup window.
function PopupWindow.hide() function PopupWindow.hide()
Context.popup.show = false Context.popup.show = false
Context.popup.content = {} -- Clear content Context.popup.content = {}
GameWindow.set_state(WINDOW_GAME) -- Return to game window GameWindow.set_state("game")
end end
--- Updates popup window logic.
function PopupWindow.update() function PopupWindow.update()
if Context.popup.show then if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close if Input.menu_confirm() or Input.menu_back() then
PopupWindow.hide() PopupWindow.hide()
end end
end end
end end
--- Draws the popup window.
function PopupWindow.draw() function PopupWindow.draw()
if Context.popup.show then if Context.popup.show then
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black) rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
@@ -38,7 +42,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT current_y = current_y + LINE_HEIGHT
end end
-- Instruction to close
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green) Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
end end
end end

View File

@@ -0,0 +1,29 @@
SplashWindow = {}
Window.register("splash", SplashWindow)
IntroWindow = {}
Window.register("intro", IntroWindow)
MenuWindow = {}
Window.register("menu", MenuWindow)
GameWindow = {}
Window.register("game", GameWindow)
PopupWindow = {}
Window.register("popup", PopupWindow)
ConfigurationWindow = {}
Window.register("configuration", ConfigurationWindow)
AudioTestWindow = {}
Window.register("audiotest", AudioTestWindow)
MinigameButtonMashWindow = {}
Window.register("minigame_button_mash", MinigameButtonMashWindow)
MinigameRhythmWindow = {}
Window.register("minigame_rhythm", MinigameRhythmWindow)
MinigameDDRWindow = {}
Window.register("minigame_ddr", MinigameDDRWindow)

View File

@@ -1,14 +1,14 @@
--- Draws the splash window.
function SplashWindow.draw() function SplashWindow.draw()
local txt = "Definitely not an Impostor" local txt = "Definitely not an Impostor"
local w = #txt * 6 local y = (Config.screen.height - 6) / 2
local x = (240 - w) / 2 Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
local y = (136 - 6) / 2
print(txt, x, y, 12)
end end
--- Updates the splash window logic.
function SplashWindow.update() function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1 Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then if Context.splash_timer <= 0 or Input.menu_confirm() then
GameWindow.set_state(WINDOW_INTRO) Window.set_current("intro")
end end
end end