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Author SHA1 Message Date
c321fbc19a Rename the backgrounds (bedroom, office) to a uniform filename format.
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2026-02-25 06:33:53 +01:00
dc8a82d583 Delete the unnecessary version of the bedroom background.
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2026-02-25 06:30:56 +01:00
c565213e44 Delete the unnecessary versions of the office background.
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2026-02-25 06:29:47 +01:00
035a2bc37e Add the drawing of street background in ase format.
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2026-02-25 06:26:47 +01:00
297ee8b622 Merge pull request 'refact by claude' (#14) from claude-refact into master
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Reviewed-on: #14
2026-02-23 09:44:07 +00:00
Zsolt Tasnadi
7deeffa8d6 refact by claude
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2026-02-23 10:40:14 +01:00
19 changed files with 54 additions and 46 deletions

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@@ -27,13 +27,13 @@ end
--- Gets a decision by ID.
-- @param id string The ID of the decision.
-- @return table The decision table or nil.
function Decision.get(id)
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_registered()
function Decision.get_all()
return _decisions
end
@@ -47,7 +47,7 @@ function Decision.get_for_screen(screen_data)
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get(decision_id)
local decision = Decision.get_by_id(decision_id)
if decision then
table.insert(screen_decisions, decision)
end

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@@ -31,7 +31,8 @@ end
function Context.reset()
local initial_data = Context.initial_data()
for k in pairs(Context) do
if type(Context[k]) ~= "function" then Context[k] = nil
if type(Context[k]) ~= "function" then
Context[k] = nil
end
end
@@ -57,7 +58,7 @@ end
--- Loads a saved game state.
function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
Context.new_game()
Context.new_game()
return
end
Context.reset()

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@@ -1,5 +1,4 @@
-- Manages minigame configurations and initial states.
Minigame = {}
--- Applies parameters to defaults.
-- @param defaults table The default configuration table.

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@@ -2,7 +2,9 @@ local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
local INPUT_KEY_A = 4
local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50

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@@ -1,5 +1,3 @@
--- Utility functions.
Util = {}
--- Safely wraps an index for an array.
-- @param array table The array to index.
@@ -15,16 +13,13 @@ function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id)
if screen then
Context.game.current_screen = screen_id
local all_decisions_for_screen = Decision.get_for_screen(screen)
Context.game.decisions = Decision.filter_available(all_decisions_for_screen)
Context.game.selected_decision_index = 1
screen.init() -- Initialize the new screen
screen.init()
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end
end
-- Checks if a table contains a specific value.
--- 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)

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@@ -4,7 +4,7 @@ local _selected_decision_index = 1
--- Draws the game window.
function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen)
Map.draw(screen.background)
if screen.background then Map.draw(screen.background) end
UI.draw_top_bar(screen.name)
if #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
@@ -23,7 +23,7 @@ function GameWindow.update()
local screen = Screen.get_by_id(Context.game.current_screen)
screen.update()
-- Handle situations (Context.game.current_situation is still present)
-- Handle current situation updates
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
@@ -37,6 +37,10 @@ function GameWindow.update()
if #_available_decisions == 0 then return end
if _selected_decision_index > #_available_decisions then
_selected_decision_index = 1
end
local new_selected_decision_index = UI.update_decision_selector(
_available_decisions,
_selected_decision_index
@@ -56,7 +60,7 @@ function GameWindow.update()
end
--- Sets the active window.
-- @param new_state number The ID of the new active window.
-- @param new_state string The ID of the new active window.
function GameWindow.set_state(new_state)
Context.current_window = new_state
Window.set_current(new_state)
end

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@@ -23,16 +23,16 @@ end
function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed
local lines = 1
local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1
end
if IntroWindow.y < -lines * 8 then
GameWindow.set_state("menu")
if IntroWindow.y < -lines * 8 then
Window.set_current("menu")
end
if Input.menu_confirm() then
GameWindow.set_state("menu")
if Input.menu_confirm() then
Window.set_current("menu")
end
end

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@@ -21,17 +21,20 @@ end
--- Starts a new game from the menu.
function MenuWindow.new_game()
Context.new_game() GameWindow.set_state("game")
Context.new_game()
GameWindow.set_state("game")
end
--- Loads a game from the menu.
function MenuWindow.load_game()
Context.load_game() GameWindow.set_state("game")
Context.load_game()
GameWindow.set_state("game")
end
--- Saves the current game from the menu.
function MenuWindow.save_game()
Context.save_game() end
Context.save_game()
end
--- Resumes the game from the menu.
function MenuWindow.resume_game()

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@@ -5,7 +5,7 @@ function MinigameDDRWindow.init(params)
end
--- Starts the DDR minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param return_window string The window ID to return to after the minigame.
-- @param[opt] song_key string The key of the song to play.
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameDDRWindow.start(return_window, song_key, params)
@@ -25,7 +25,7 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.debug_status = "Random mode"
end
end
Context.current_window = "minigame_ddr"
Window.set_current("minigame_ddr")
end
--- Spawns a random arrow.
@@ -101,7 +101,7 @@ function MinigameDDRWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
mg.frame_counter = mg.frame_counter + 1
@@ -109,7 +109,7 @@ function MinigameDDRWindow.update()
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
end
@@ -196,7 +196,7 @@ function MinigameDDRWindow.draw()
print("DDR ERROR: Context not initialized", 10, 10, 12)
print("Press Z to return", 10, 20, 12)
if Input.select() then
Context.current_window = "game"
Window.set_current("game")
end
return
end

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@@ -5,12 +5,12 @@ function MinigameButtonMashWindow.init(params)
end
--- Starts the button mash minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param return_window string The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or "game"
Context.current_window = "minigame_button_mash"
Window.set_current("minigame_button_mash")
end
--- Updates button mash minigame logic.
@@ -26,7 +26,7 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)

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@@ -5,12 +5,12 @@ function MinigameRhythmWindow.init(params)
end
--- Starts the rhythm minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param return_window string The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or "game"
Context.current_window = "minigame_rhythm"
Window.set_current("minigame_rhythm")
end
--- Updates rhythm minigame logic.
@@ -48,7 +48,7 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
if mg.button_pressed_timer > 0 then

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@@ -5,21 +5,27 @@ local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10
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)
Context.popup.show = true
Context.popup.content = content_strings or {} GameWindow.set_state("popup") end
Context.popup.content = content_strings or {}
GameWindow.set_state("popup")
end
--- Hides the popup window.
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {} GameWindow.set_state("game") end
Context.popup.content = {}
GameWindow.set_state("game")
end
--- Updates popup window logic.
function PopupWindow.update()
if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
if Input.menu_confirm() or Input.menu_back() then
PopupWindow.hide()
end
end
end
@@ -36,6 +42,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT
end
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

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@@ -1,16 +1,14 @@
--- Draws the splash window.
function SplashWindow.draw()
local txt = "Definitely not an Impostor"
local w = #txt * 6
local x = (240 - w) / 2
local y = (136 - 6) / 2
print(txt, x, y, 12)
local y = (Config.screen.height - 6) / 2
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
end
--- Updates the splash window logic.
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then
GameWindow.set_state("intro")
Window.set_current("intro")
end
end