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23 Commits
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61
.luacheckrc
Normal file
61
.luacheckrc
Normal file
@@ -0,0 +1,61 @@
|
||||
-- .luacheckrc
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||||
-- Configuration for luacheck
|
||||
|
||||
globals = {
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"Util",
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||||
"Decision",
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||||
"Situation",
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"Screen",
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||||
"Sprite",
|
||||
"UI",
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||||
"Print",
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||||
"Input",
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||||
"Audio",
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||||
"Context",
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||||
"Meters",
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||||
"Minigames",
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||||
"SplashWindow",
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||||
"IntroWindow",
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||||
"MenuWindow",
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||||
"GameWindow",
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||||
"PopupWindow",
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||||
"ConfigurationWindow",
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||||
"AudioTestWindow",
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||||
"MinigameButtonMashWindow",
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||||
"MinigameRhythmWindow",
|
||||
"MinigameDDRWindow",
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||||
"mset",
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||||
"mget",
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||||
"btnp",
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"keyp",
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"music",
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||||
"sfx",
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"spr",
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"rect",
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||||
"rectb",
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"circ",
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||||
"circb",
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"cls",
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"tri",
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"Songs",
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||||
"frame_from_beat",
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"beats_to_pattern",
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"MapBedroom",
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"TIC",
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"exit",
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"trace",
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||||
"index_menu",
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"Map",
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"map",
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}
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||||
|
||||
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||||
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-- Exclude certain warnings globally
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exclude_warnings = {
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"undefined_global", -- Will be covered by 'globals' table
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"redefined_loop_variable", -- Common in Lua for iterators
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}
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|
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-- Options for unused variables
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std = "lua51" -- Assuming Lua 5.1, common for TIC-80
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44
Makefile
44
Makefile
@@ -82,17 +82,21 @@ endef
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lint:
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@echo "==> Merging..."
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@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
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@touch $(LINT_TMP_LUA)
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@line=1; \
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while IFS= read -r f || [ -n "$$f" ]; do \
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f=$$(printf '%s' "$$f" | tr -d '\r'); \
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[ -z "$$f" ] && continue; \
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linecount=$$(awk 'END{print NR}' "$(SRC_DIR)/$$f"); \
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echo "$$line $$linecount $(SRC_DIR)/$$f" >> $(LINT_TMP_MAP); \
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before=$$(wc -l < $(LINT_TMP_LUA)); \
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cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
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echo "" >> $(LINT_TMP_LUA); \
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line=$$((line + linecount + 1)); \
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printf '\n' >> $(LINT_TMP_LUA); \
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after=$$(wc -l < $(LINT_TMP_LUA)); \
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linecount=$$((after - before)); \
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echo "$$line $$linecount $(SRC_DIR)/$$f" >> $(LINT_TMP_MAP); \
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line=$$((line + linecount)); \
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done < $(ORDER)
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@echo "==> luacheck..."
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@luacheck $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
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@LINT_OUTPUT=$$(luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
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BEGIN { \
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NR_map = 0; \
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||||
while ((getline line < map) > 0) { \
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@@ -114,7 +118,7 @@ lint:
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rest = substr(rest2, colon3); \
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found = 0; \
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||||
for (i = 0; i < NR_map; i++) { \
|
||||
end_line = start[i] + count[i]; \
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||||
end_line = start[i] + count[i] -1; \
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if (absline >= start[i] && absline <= end_line) { \
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relline = absline - start[i] + 1; \
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||||
print fname[i] ":" relline ":" col ":" rest; \
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||||
@@ -126,7 +130,16 @@ lint:
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next; \
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} \
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{ print } \
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||||
'; true
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'); \
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echo "$$LINT_OUTPUT"; \
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NUM_ISSUES=$$(echo "$$LINT_OUTPUT" | grep -cE "^[^:]+:[0-9]+:[0-9]+:"); \
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if [ "$$NUM_ISSUES" -gt 0 ]; then \
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echo "Total: $$NUM_ISSUES issue(s) found, commit aborted."; \
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exit 1; \
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else \
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echo "Checking /tmp/_lint_combined.lua OK"; \
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echo "Total: 0 warnings / 0 errors in 1 file"; \
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fi
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@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
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export_assets:
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@@ -148,7 +161,7 @@ clean:
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# CI/CD Targets
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ci-version:
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@VERSION=$$(sed -n "s/^-- version: //p" inc-meta-meta.header.lua | head -n 1 | tr -d "[:space:]"); \
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@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
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BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
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BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
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if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
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@@ -178,7 +191,20 @@ ci-update:
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echo "==> Triggering update for version $$VERSION"; \
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curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
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.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update
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||||
install_precommit_hook:
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@echo "Installing Git pre-commit hook (lint check)..."
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||||
@mkdir -p .git/hooks
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||||
@printf '#!/bin/bash\n' > .git/hooks/pre-commit
|
||||
@printf 'echo "Running lint before commit..."\n' >> .git/hooks/pre-commit
|
||||
@printf 'make lint\n' >> .git/hooks/pre-commit
|
||||
@printf 'if [ $$? -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."
|
||||
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||||
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook
|
||||
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||||
#-- <WAVES>
|
||||
#-- 000:224578acdeeeeddcba95434567653100
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||||
|
||||
28
impostor.inc
28
impostor.inc
@@ -1,17 +1,26 @@
|
||||
meta/meta.header.lua
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||||
init/init.modules.lua
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||||
init/init.config.lua
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||||
init/init.minigames.lua
|
||||
init/init.meters.lua
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||||
system/system.util.lua
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||||
init/init.windows.lua
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||||
desition/desition.manager.lua
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||||
desition/desition.go_to_home.lua
|
||||
desition/desition.go_to_toilet.lua
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||||
desition/desition.go_to_walking_to_office.lua
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||||
desition/desition.go_to_office.lua
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||||
desition/desition.go_to_walking_to_home.lua
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||||
desition/desition.play_button_mash.lua
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||||
desition/desition.play_rhythm.lua
|
||||
desition/desition.play_ddr.lua
|
||||
sprite/sprite.manager.lua
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||||
sprite/sprite.norman.lua
|
||||
situation/situation.manager.lua
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||||
situation/situation.drink_coffee.lua
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||||
decision/decision.manager.lua
|
||||
decision/decision.have_a_coffee.lua
|
||||
decision/decision.go_to_home.lua
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||||
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.home.lua
|
||||
screen/screen.toilet.lua
|
||||
@@ -24,7 +33,6 @@ 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.intro.lua
|
||||
window/window.menu.lua
|
||||
|
||||
@@ -8,7 +8,6 @@ Songs = {
|
||||
bpm = 120, -- Beats per minute (for reference)
|
||||
fps = 60, -- Frames per second (TIC-80 default)
|
||||
end_frame = 570, -- Frame when song ends (last note)
|
||||
|
||||
-- Arrow spawn pattern
|
||||
-- Each entry defines when (in frames) and which direction arrow spawns
|
||||
-- Formula: frame = (beat / bpm) * 60 * fps
|
||||
@@ -19,13 +18,11 @@ Songs = {
|
||||
{frame = 60, dir = "down"},
|
||||
{frame = 90, dir = "up"},
|
||||
{frame = 120, dir = "right"},
|
||||
|
||||
-- Beat 5-8 (faster)
|
||||
{frame = 135, dir = "left"},
|
||||
{frame = 150, dir = "right"},
|
||||
{frame = 165, dir = "left"},
|
||||
{frame = 180, dir = "right"},
|
||||
|
||||
-- Beat 9-12 (complex pattern)
|
||||
{frame = 210, dir = "left"},
|
||||
{frame = 210, dir = "right"}, -- simultaneous
|
||||
@@ -33,7 +30,6 @@ Songs = {
|
||||
{frame = 240, dir = "down"}, -- simultaneous
|
||||
{frame = 270, dir = "left"},
|
||||
{frame = 300, dir = "right"},
|
||||
|
||||
-- Beat 13-16 (rapid sequence)
|
||||
{frame = 330, dir = "left"},
|
||||
{frame = 345, dir = "down"},
|
||||
@@ -43,7 +39,6 @@ Songs = {
|
||||
{frame = 405, dir = "down"},
|
||||
{frame = 420, dir = "up"},
|
||||
{frame = 435, dir = "right"},
|
||||
|
||||
-- Beat 17-20 (finale)
|
||||
{frame = 465, dir = "up"},
|
||||
{frame = 465, dir = "down"},
|
||||
@@ -60,7 +55,6 @@ Songs = {
|
||||
bpm = 120, -- Beats per minute (for reference)
|
||||
fps = 60, -- Frames per second (TIC-80 default)
|
||||
end_frame = 570, -- Frame when song ends (last note)
|
||||
|
||||
-- Arrow spawn pattern
|
||||
-- Each entry defines when (in frames) and which direction arrow spawns
|
||||
-- Formula: frame = (beat / bpm) * 60 * fps
|
||||
@@ -71,13 +65,11 @@ Songs = {
|
||||
{frame = 60, dir = "down"},
|
||||
{frame = 90, dir = "up"},
|
||||
{frame = 120, dir = "right"},
|
||||
|
||||
-- Beat 5-8 (faster)
|
||||
{frame = 135, dir = "left"},
|
||||
{frame = 150, dir = "right"},
|
||||
{frame = 165, dir = "left"},
|
||||
{frame = 180, dir = "right"},
|
||||
|
||||
-- Beat 9-12 (complex pattern)
|
||||
{frame = 210, dir = "left"},
|
||||
{frame = 210, dir = "right"}, -- simultaneous
|
||||
@@ -85,7 +77,6 @@ Songs = {
|
||||
{frame = 240, dir = "down"}, -- simultaneous
|
||||
{frame = 270, dir = "left"},
|
||||
{frame = 300, dir = "right"},
|
||||
|
||||
-- Beat 13-16 (rapid sequence)
|
||||
{frame = 330, dir = "left"},
|
||||
{frame = 345, dir = "down"},
|
||||
@@ -95,7 +86,6 @@ Songs = {
|
||||
{frame = 405, dir = "down"},
|
||||
{frame = 420, dir = "up"},
|
||||
{frame = 435, dir = "right"},
|
||||
|
||||
-- Beat 17-20 (finale)
|
||||
{frame = 465, dir = "up"},
|
||||
{frame = 465, dir = "down"},
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_home",
|
||||
label = "Go to Home",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("home")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_office",
|
||||
label = "Go to Office",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("office")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_toilet",
|
||||
label = "Go to Toilet",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("toilet")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_walking_to_home",
|
||||
label = "Go to Walking to home",
|
||||
label = "Walking to home",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("walking_to_home")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
@@ -1,8 +1,7 @@
|
||||
DesitionManager.register({
|
||||
Decision.register({
|
||||
id = "go_to_walking_to_office",
|
||||
label = "Go to Walking to office",
|
||||
label = "Walking to office",
|
||||
handle = function()
|
||||
Util.go_to_screen_by_id("walking_to_office")
|
||||
end,
|
||||
condition = function() return true end
|
||||
})
|
||||
7
inc/decision/decision.have_a_coffee.lua
Normal file
7
inc/decision/decision.have_a_coffee.lua
Normal file
@@ -0,0 +1,7 @@
|
||||
Decision.register({
|
||||
id = "have_a_coffee",
|
||||
label = "Have a Coffee",
|
||||
handle = function()
|
||||
Situation.apply("drink_coffee")
|
||||
end,
|
||||
})
|
||||
31
inc/decision/decision.manager.lua
Normal file
31
inc/decision/decision.manager.lua
Normal file
@@ -0,0 +1,31 @@
|
||||
local _decisions = {}
|
||||
|
||||
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
|
||||
|
||||
function Decision.get(id)
|
||||
return _decisions[id]
|
||||
end
|
||||
|
||||
function Decision.get_all()
|
||||
return _decisions
|
||||
end
|
||||
5
inc/decision/decision.play_button_mash.lua
Normal file
5
inc/decision/decision.play_button_mash.lua
Normal file
@@ -0,0 +1,5 @@
|
||||
Decision.register({
|
||||
id = "play_button_mash",
|
||||
label = "Play Button Mash",
|
||||
handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
|
||||
})
|
||||
5
inc/decision/decision.play_ddr.lua
Normal file
5
inc/decision/decision.play_ddr.lua
Normal file
@@ -0,0 +1,5 @@
|
||||
Decision.register({
|
||||
id = "play_ddr",
|
||||
label = "Play DDR (Random)",
|
||||
handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
|
||||
})
|
||||
5
inc/decision/decision.play_rhythm.lua
Normal file
5
inc/decision/decision.play_rhythm.lua
Normal file
@@ -0,0 +1,5 @@
|
||||
Decision.register({
|
||||
id = "play_rhythm",
|
||||
label = "Play Rhythm Game",
|
||||
handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
|
||||
})
|
||||
@@ -1,42 +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
|
||||
@@ -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
|
||||
})
|
||||
@@ -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
|
||||
})
|
||||
@@ -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
|
||||
})
|
||||
@@ -7,8 +7,12 @@ local DEFAULT_CONFIG = {
|
||||
black = 0,
|
||||
light_grey = 13,
|
||||
dark_grey = 14,
|
||||
red = 2,
|
||||
green = 6,
|
||||
item = 12 -- yellow
|
||||
blue = 9,
|
||||
white = 12,
|
||||
item = 12,
|
||||
meter_bg = 12
|
||||
},
|
||||
player = {
|
||||
sprite_id = 1
|
||||
@@ -19,7 +23,6 @@ local DEFAULT_CONFIG = {
|
||||
}
|
||||
|
||||
local Config = {
|
||||
-- Copy default values initially
|
||||
screen = DEFAULT_CONFIG.screen,
|
||||
colors = DEFAULT_CONFIG.colors,
|
||||
player = DEFAULT_CONFIG.player,
|
||||
@@ -28,28 +31,23 @@ local Config = {
|
||||
|
||||
local CONFIG_SAVE_BANK = 7
|
||||
local CONFIG_MAGIC_VALUE_ADDRESS = 2
|
||||
local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration
|
||||
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
|
||||
local CONFIG_SPLASH_DURATION_ADDRESS = 3
|
||||
local CONFIG_MAGIC_VALUE = 0xDE
|
||||
|
||||
function Config.save()
|
||||
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
|
||||
--mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
|
||||
end
|
||||
|
||||
function Config.load()
|
||||
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)
|
||||
else
|
||||
-- No saved config, restore defaults
|
||||
Config.restore_defaults()
|
||||
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()
|
||||
|
||||
@@ -4,33 +4,29 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||
|
||||
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
||||
|
||||
-- Helper for deep copying tables
|
||||
local function clone_table(t)
|
||||
local copy = {}
|
||||
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 {
|
||||
active_window = WINDOW_SPLASH,
|
||||
intro = {
|
||||
y = Config.screen.height,
|
||||
speed = 0.5,
|
||||
text = "Norman Reds’ everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
|
||||
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,
|
||||
popup = { -- New popup table
|
||||
popup = {
|
||||
show = false,
|
||||
content = {} -- Array of strings
|
||||
content = {}
|
||||
},
|
||||
player = {
|
||||
sprite_id = Config.player.sprite_id
|
||||
@@ -43,9 +39,15 @@ local function get_initial_data()
|
||||
},
|
||||
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
|
||||
selected_decision_index = 1,
|
||||
game_in_progress = false,
|
||||
screens = {},
|
||||
minigame_ddr = Minigames.get_default_ddr(),
|
||||
minigame_button_mash = Minigames.get_default_button_mash(),
|
||||
minigame_rhythm = Minigames.get_default_rhythm(),
|
||||
meters = Meters.get_initial(),
|
||||
sprites = {},
|
||||
current_situation = nil,
|
||||
}
|
||||
end
|
||||
|
||||
@@ -54,43 +56,36 @@ Context = {}
|
||||
local function reset_context_to_initial_state()
|
||||
local initial_data = get_initial_data()
|
||||
|
||||
-- Clear existing data properties from Context (but not methods)
|
||||
for k in pairs(Context) do
|
||||
if type(Context[k]) ~= "function" then -- Only clear data, leave functions
|
||||
Context[k] = nil
|
||||
if type(Context[k]) ~= "function" then Context[k] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Copy all initial data properties into Context
|
||||
for k, v in pairs(initial_data) do
|
||||
Context[k] = v
|
||||
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
|
||||
Context.screen_indices_by_id = {}
|
||||
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)
|
||||
local screen_data = Screen.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
|
||||
Context.screen_indices_by_id[screen_id] = i
|
||||
else
|
||||
-- Handle error if a screen is not registered
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Initially populate Context with data
|
||||
reset_context_to_initial_state()
|
||||
|
||||
-- Now define the methods for Context
|
||||
function Context.new_game()
|
||||
reset_context_to_initial_state()
|
||||
Context.game_in_progress = true
|
||||
MenuWindow.refresh_menu_items()
|
||||
Context.screens[Context.current_screen].init()
|
||||
end
|
||||
|
||||
function Context.save_game()
|
||||
@@ -102,15 +97,14 @@ end
|
||||
|
||||
function Context.load_game()
|
||||
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()
|
||||
return
|
||||
end
|
||||
|
||||
reset_context_to_initial_state() -- Reset data, preserve methods
|
||||
|
||||
reset_context_to_initial_state()
|
||||
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
||||
|
||||
Context.game_in_progress = true
|
||||
MenuWindow.refresh_menu_items()
|
||||
Context.screens[Context.current_screen].init()
|
||||
end
|
||||
|
||||
75
inc/init/init.meters.lua
Normal file
75
inc/init/init.meters.lua
Normal file
@@ -0,0 +1,75 @@
|
||||
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
|
||||
|
||||
Meters.COLOR_ISM = Config.colors.red
|
||||
Meters.COLOR_WPM = Config.colors.blue
|
||||
Meters.COLOR_BM = Config.colors.black
|
||||
Meters.COLOR_BG = Config.colors.meter_bg
|
||||
|
||||
function Meters.get_initial()
|
||||
return {
|
||||
ism = METER_DEFAULT,
|
||||
wpm = METER_DEFAULT,
|
||||
bm = METER_DEFAULT,
|
||||
combo = 0,
|
||||
combo_timer = 0,
|
||||
hidden = false,
|
||||
}
|
||||
end
|
||||
|
||||
function Meters.hide()
|
||||
if Context and Context.meters then Context.meters.hidden = true end
|
||||
end
|
||||
|
||||
function Meters.show()
|
||||
if Context and Context.meters then Context.meters.hidden = false end
|
||||
end
|
||||
|
||||
function Meters.get_max()
|
||||
return METER_MAX
|
||||
end
|
||||
|
||||
function Meters.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
|
||||
|
||||
function Meters.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
|
||||
|
||||
function Meters.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
|
||||
|
||||
function Meters.on_minigame_complete()
|
||||
local m = Context.meters
|
||||
local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier())
|
||||
Meters.add("wpm", gain)
|
||||
Meters.add("ism", gain)
|
||||
Meters.add("bm", gain)
|
||||
m.combo = m.combo + 1
|
||||
m.combo_timer = 0
|
||||
end
|
||||
107
inc/init/init.minigames.lua
Normal file
107
inc/init/init.minigames.lua
Normal file
@@ -0,0 +1,107 @@
|
||||
Minigames = {}
|
||||
|
||||
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
|
||||
|
||||
function Minigames.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
|
||||
|
||||
function Minigames.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
|
||||
|
||||
function Minigames.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
|
||||
|
||||
function Minigames.configure_ddr(params)
|
||||
return apply_params(Minigames.get_default_ddr(), params)
|
||||
end
|
||||
|
||||
function Minigames.configure_button_mash(params)
|
||||
return apply_params(Minigames.get_default_button_mash(), params)
|
||||
end
|
||||
|
||||
function Minigames.configure_rhythm(params)
|
||||
return apply_params(Minigames.get_default_rhythm(), params)
|
||||
end
|
||||
@@ -1,19 +1,22 @@
|
||||
local SplashWindow = {}
|
||||
local IntroWindow = {}
|
||||
local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {}
|
||||
local ConfigurationWindow = {}
|
||||
local AudioTestWindow = {}
|
||||
local MinigameButtonMashWindow = {}
|
||||
local MinigameRhythmWindow = {}
|
||||
local MinigameDDRWindow = {}
|
||||
|
||||
local Util = {}
|
||||
local DesitionManager = {}
|
||||
local ScreenManager = {} -- New declaration
|
||||
local UI = {}
|
||||
local Print = {}
|
||||
local Input = {}
|
||||
local Player = {}
|
||||
local Audio = {}
|
||||
SplashWindow = {}
|
||||
IntroWindow = {}
|
||||
MenuWindow = {}
|
||||
GameWindow = {}
|
||||
PopupWindow = {}
|
||||
ConfigurationWindow = {}
|
||||
AudioTestWindow = {}
|
||||
MinigameButtonMashWindow = {}
|
||||
MinigameRhythmWindow = {}
|
||||
MinigameDDRWindow = {}
|
||||
Util = {}
|
||||
Meters = {}
|
||||
Minigames = {}
|
||||
Decision = {}
|
||||
Situation = {}
|
||||
Screen = {}
|
||||
Map = {}
|
||||
UI = {}
|
||||
Print = {}
|
||||
Input = {}
|
||||
Sprite = {}
|
||||
Audio = {}
|
||||
|
||||
@@ -7,4 +7,4 @@ 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
|
||||
local WINDOW_AUDIOTEST = 9001
|
||||
|
||||
@@ -1,19 +1,9 @@
|
||||
MapBedroom = {
|
||||
"10101010101010101010101010101010",
|
||||
"10141410101010101010101010101010",
|
||||
"10141410101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"10101010101010101010101010101010",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111516111213111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111",
|
||||
"11111111111111111111111111111111"
|
||||
}
|
||||
Map.register({
|
||||
id = "bedroom",
|
||||
from_x = 0,
|
||||
from_y = 0,
|
||||
width = 30,
|
||||
height = 17,
|
||||
to_x = 0,
|
||||
to_y = 0,
|
||||
})
|
||||
35
inc/map/map.manager.lua
Normal file
35
inc/map/map.manager.lua
Normal file
@@ -0,0 +1,35 @@
|
||||
local _maps = {}
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
function Map.get_by_id(map_id)
|
||||
return _maps[map_id]
|
||||
end
|
||||
|
||||
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
|
||||
@@ -1,5 +1,6 @@
|
||||
--luacheck: ignore max_line_length
|
||||
-- <PALETTE>
|
||||
-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||
-- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||
-- </PALETTE>
|
||||
-- <SFX>
|
||||
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
|
||||
@@ -33,3 +34,280 @@
|
||||
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
|
||||
-- 009:fff000fff000fff000fff000fff000ff
|
||||
-- </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
|
||||
-- 048:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 049:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 050:2444444422212214200213242102332420021324210233242002132422222222
|
||||
-- 051:4444444244441222444425524444215244442552444421524444255222222222
|
||||
-- 052:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 053:2555211125552111255521112555211125552111255522222555211125552111
|
||||
-- 054:1112211111122111111221111112211111122111222222221112211111122111
|
||||
-- 055:1112555211125552111255521112555211125552222255521112555211125552
|
||||
-- 056:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 057:1111111211111112111111121111111211111112111111121111111211111112
|
||||
-- 058:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 059:2666666626666666266666662666666626666666266266662662666626626666
|
||||
-- 060:6666464266666462666646426666646266664642666664626666464266666462
|
||||
-- 061:5555111155551111555511115555111111115555111155551111555511115555
|
||||
-- 062:5555111155551111555511115555111111115555111155551111555511115555
|
||||
-- 063:5555111155551111555511115555111111115555111155551111555511115555
|
||||
-- 064:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 065:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 066:2444444422212212255255252152152125525525215215212552552522222222
|
||||
-- 067:4444444221221442525524425215244252552442521524425255244222222222
|
||||
-- 068:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 069:2555211125552111255521112555211125552111255521112555211122222222
|
||||
-- 070:1112211111122111111221111112211111122111111221111112211122222222
|
||||
-- 071:1112555211125552111255521112555211125552111255521112555222222222
|
||||
-- 072:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 073:1111111211111112111111121111111211111112111111121111111211111112
|
||||
-- 074:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 075:2662666626626666266266662666666626666666266666662666666626666666
|
||||
-- 076:6666464266666462666646426666646266664642666664626666464266666462
|
||||
-- 077:2222222224444444244222442421112424211124242111242442224424444444
|
||||
-- 078:2222222244444442442224424211124242111242421112424422244244444442
|
||||
-- 079:2222222224444444244444442444444424444444244444442444444424444444
|
||||
-- 080:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 081:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 082:2444444424444444244444442444444424444444222222222221111122211111
|
||||
-- 083:4444444244444442444444424444444244444442222222221111122211111222
|
||||
-- 084:1111111111111111111111111111111111111111111111111111111111111111
|
||||
-- 085:1111111111111111111111111222222224444444244444442444444424444444
|
||||
-- 086:1111111111111111111111112222222244444444444444444444444444444444
|
||||
-- 087:1111111111111111111111112222122244442666444426664444266644442666
|
||||
-- 088:1111111111111111111111111122221122444421244444422444444224444442
|
||||
-- 089:1111111211111112111111121111111211111112111111121111111211112222
|
||||
-- 090:1111111111111111111111111111111111111111111111111111111122211111
|
||||
-- 091:2666666626666666266666662666666626666666266666662666666612222222
|
||||
-- 092:6666464266666462666646426666646266664642666664626666464222222221
|
||||
-- 093:2444444424444444244222442421112424211124242111242442224424444444
|
||||
-- 094:4444444244444442442224424211124242111242421112424422244244444442
|
||||
-- 095:2444444424444444244444442444444424444444244444442444444422222222
|
||||
-- 096:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 097:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 098:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 099:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 100:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 101:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 102:4444444444444444444444444444444444444444444444444444444444444444
|
||||
-- 103:4444266644442666444426664444266644442666444426664444266644442666
|
||||
-- 104:2444444224444442242222423244442224444442244444422422224222111122
|
||||
-- 105:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 106:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 107:0222222226666666266266662662666626626666266266662666666632222222
|
||||
-- 108:2222222066666462666646426666646266664642666664626666464222222221
|
||||
-- 109:2222222221111111211111112111111121111111211111112111111122222222
|
||||
-- 110:2222222211111112111111121111111211111112111111121111111222222222
|
||||
-- 111:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 112:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 113:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 114:2222222224444422244442722444277224427772242770722277177227717072
|
||||
-- 115:2222222244444442444444424444444244442222444211224414222241444442
|
||||
-- 116:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 117:2222222221111111222222221111333300000000000000000000000011333111
|
||||
-- 118:2222222211111111222222223311133300000001000000010000000133333111
|
||||
-- 119:2222222211111111222222221111333300000000000000000000000011333111
|
||||
-- 120:2222222211111112222222223311133300000001000000010000000133333111
|
||||
-- 121:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 122:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 123:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 124:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 125:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 126:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 127:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 128:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 129:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 130:2717177227717724271772422777242427724242272424242242424222222222
|
||||
-- 131:2222222224242422424242422422244242224442222444424244444224444442
|
||||
-- 132:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 133:0000000000000200000021203333212100002120000021200000212033312123
|
||||
-- 134:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 135:0000000000000000222222222444444424444444244444442444444424444444
|
||||
-- 136:0000000000000000222222224444444244444442444444424444444244444442
|
||||
-- 137:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 138:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 139:0000222200022442002424423244244224442442244424422444244224442442
|
||||
-- 140:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 141:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 142:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 143:1222222112555521125555211255552112555521125555211255552112555521
|
||||
-- 144:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 145:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 146:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 147:4444444244444442444444424444444244444442444444424444444244444442
|
||||
-- 148:0000002200000244000024443311244400002444000024440000021433333122
|
||||
-- 149:2220212044422120444421204444212344442120444421204412020022233111
|
||||
-- 150:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 151:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 152:4444444244444442444444424444444244444442444444424444444244444442
|
||||
-- 153:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 154:0222222224444444244444442444444424444444244444442444444424444444
|
||||
-- 155:2444244224442442244424422444244224442442244424422444244224442442
|
||||
-- 156:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 157:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 158:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 159:1255552112555521125555211255552112555521125555211255552112222221
|
||||
-- 160:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 161:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 162:2222222221111111222222222123333321201000212010002120300022233311
|
||||
-- 163:2222222211111112222222223333121200000212000002120000021233313222
|
||||
-- 164:0000000000000002000000203333113300002200000022000000300033333311
|
||||
-- 165:2000000022000000202000002331111120022000110220002200000022313333
|
||||
-- 166:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 167:2444444424444444244444442222222222222222021200000212000032223333
|
||||
-- 168:4444444244444442444444422222222222222222000021200000212033332221
|
||||
-- 169:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 170:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 171:2444244224442442244424422444244224442442244424422444244214442442
|
||||
-- 172:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 173:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 174:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 175:1222222125555552255555522555555225555552255555522555555212222221
|
||||
-- 176:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 177:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 178:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 179:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 180:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 181:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 182:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 183:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 184:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 185:0022222202444444244444442444444424444444244444442444444424444444
|
||||
-- 186:2444444444444444444444444444444444444444444444444444444444444444
|
||||
-- 187:1444222214421112142111121211111221111112211111122111111221111112
|
||||
-- 188:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 189:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 190:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 191:2222222223333333232322322333333323222322233333332355355522222222
|
||||
-- 192:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 193:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 194:2222222224444444244444442444444424444444244444442444444424444444
|
||||
-- 195:2222222244444442444444424444444244444442444444424444444244444442
|
||||
-- 196:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 197:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 198:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 199:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 200:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 201:2222222221111111211111112111111121111111211111110222222233222233
|
||||
-- 202:2222222211111111111111111111111111111111111111112222222233333311
|
||||
-- 203:1111111211111112111111121111111211111112111111122222222033222233
|
||||
-- 204:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 205:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 206:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 207:2222222223333332233232322353533223323232232353322333333222222222
|
||||
-- 208:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 209:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 210:2444444424444444244444442444444424444444244444442444444424444444
|
||||
-- 211:4444444244444442444444424444444244444442444444424444444244444442
|
||||
-- 212:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 213:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 214:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 215:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 216:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 217:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 218:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 219:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 220:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 221:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 222:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 223:1222222112555521125555211255552112555521125555211255552112555521
|
||||
-- 224:2222222223333332253232322532333223323232253332322532333225323232
|
||||
-- 225:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 226:2222222221111111211111112111111121111111211111112111111122222222
|
||||
-- 227:2222222211111112111111121111111211111112111111121111111222222222
|
||||
-- 228:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 229:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 230:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 231:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 232:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 233:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 234:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 235:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 236:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 237:0000000000000000000000003333111100000000000000000000000033313333
|
||||
-- 238:0000000000000000000000003333333300001000000010000000300033333311
|
||||
-- 239:1255552112555521125555211255552112555521125555211255552112222221
|
||||
-- 240:2333323225323232253233322533323225323232233232322532323225333332
|
||||
-- 241:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 242:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 243:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 244:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 245:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 246:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 247:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 248:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 249:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 250:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 251:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 252:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 253:0000000000000000000000001111333300000000000000000000000011333111
|
||||
-- 254:0000000000000000000000003311133300000001000000010000000133333111
|
||||
-- 255:1222222125555552255555522555555225555552255555522555555212222221
|
||||
-- </TILES>
|
||||
-- <MAP>
|
||||
-- 000:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 001:111111001111111111111111111111111111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 002:11111100112232115262721192a2b2c21111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 003:1111110011233311536373119411b3c31111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 004:1111110011243411546474119411b4c41111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 005:11111100112535115565758595a5b5c51111111111111111111100111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 006:1111110016261626566676861626b6c61626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 007:111111001727372b57677787172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 008:1111110016283826582678881626b8261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 009:1111110017293949592b798917a9b92b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 010:11111100162a3a4a5a267a8a16aaba261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 011:11111100172b172b172b172b9babbb2b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 012:11111100162c3c26162616269cacbc261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 013:11111100172d3d2b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 014:11111100162e3e2616261626162616261626162616261626162600111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 015:11111100172b172b172b172b172b172b172b172b172b172b172b00111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 016:111111001020102010201020102010201020102010201020102000111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- </MAP>
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "home",
|
||||
name = "Home",
|
||||
decisions = {
|
||||
"go_to_toilet",
|
||||
"go_to_walking_to_office",
|
||||
}
|
||||
},
|
||||
background = "bedroom",
|
||||
})
|
||||
|
||||
@@ -1,27 +1,21 @@
|
||||
ScreenManager = {}
|
||||
local _screens = {}
|
||||
|
||||
local _screens = {} -- Internal list to hold screen data
|
||||
|
||||
-- Public property to access the registered screens as an indexed array
|
||||
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)
|
||||
function Screen.register(screen_data)
|
||||
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
|
||||
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
|
||||
end
|
||||
|
||||
-- Retrieves a screen by its id (if needed directly)
|
||||
function ScreenManager.get_by_id(screen_id)
|
||||
function Screen.get_by_id(screen_id)
|
||||
return _screens[screen_id]
|
||||
end
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "office",
|
||||
name = "Office",
|
||||
decisions = {
|
||||
@@ -6,5 +6,9 @@ ScreenManager.register({
|
||||
"play_rhythm",
|
||||
"play_ddr",
|
||||
"go_to_walking_to_home",
|
||||
}
|
||||
"have_a_coffee",
|
||||
},
|
||||
situations = {
|
||||
"drink_coffee",
|
||||
},
|
||||
})
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "toilet",
|
||||
name = "Toilet",
|
||||
decisions = {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "walking_to_home",
|
||||
name = "Walking to home",
|
||||
decisions = {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "walking_to_office",
|
||||
name = "Walking to office",
|
||||
decisions = {
|
||||
|
||||
7
inc/situation/situation.drink_coffee.lua
Normal file
7
inc/situation/situation.drink_coffee.lua
Normal file
@@ -0,0 +1,7 @@
|
||||
Situation.register({
|
||||
id = "drink_coffee",
|
||||
handle = function()
|
||||
Audio.sfx_select()
|
||||
Sprite.show("norman", 100, 100)
|
||||
end,
|
||||
})
|
||||
40
inc/situation/situation.manager.lua
Normal file
40
inc/situation/situation.manager.lua
Normal file
@@ -0,0 +1,40 @@
|
||||
local _situations = {}
|
||||
|
||||
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
|
||||
|
||||
function Situation.get(id)
|
||||
return _situations[id]
|
||||
end
|
||||
|
||||
function Situation.apply(id)
|
||||
local situation = Situation.get(id)
|
||||
if not situation then
|
||||
trace("Error: No situation found with id: " .. id)
|
||||
return
|
||||
end
|
||||
|
||||
local current_screen_obj = Screen.get_by_id(Context.current_screen)
|
||||
if current_screen_obj and not current_screen_obj.situations[id] then
|
||||
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. Context.current_screen .. ").")
|
||||
return
|
||||
end
|
||||
|
||||
Context.current_situation = id
|
||||
situation.handle()
|
||||
end
|
||||
|
||||
72
inc/sprite/sprite.manager.lua
Normal file
72
inc/sprite/sprite.manager.lua
Normal file
@@ -0,0 +1,72 @@
|
||||
local _sprites = {}
|
||||
|
||||
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
|
||||
|
||||
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
||||
-- Ensure the sprite exists before attempting to show it
|
||||
if not _sprites[id] then
|
||||
trace("Error: Attempted to show non-registered sprite with id: " .. id)
|
||||
return
|
||||
end
|
||||
|
||||
Context.sprites[id] = {
|
||||
id = id,
|
||||
x = x,
|
||||
y = y,
|
||||
colorkey = colorkey,
|
||||
scale = scale,
|
||||
flip_x = flip_x,
|
||||
flip_y = flip_y,
|
||||
rot = rot,
|
||||
}
|
||||
end
|
||||
|
||||
function Sprite.hide(id)
|
||||
Context.sprites[id] = nil
|
||||
end
|
||||
|
||||
function Sprite.draw()
|
||||
for id, params in pairs(Context.sprites) do
|
||||
local sprite_data = _sprites[id]
|
||||
if not sprite_data then
|
||||
trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
|
||||
Context.sprites[id] = nil -- Clean up invalid entry
|
||||
-- We should probably continue to the next sprite instead of returning
|
||||
-- so that other valid sprites can still be drawn.
|
||||
end
|
||||
|
||||
-- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults
|
||||
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 -- Complex sprite
|
||||
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 -- Simple sprite
|
||||
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
|
||||
end
|
||||
end
|
||||
end
|
||||
17
inc/sprite/sprite.norman.lua
Normal file
17
inc/sprite/sprite.norman.lua
Normal file
@@ -0,0 +1,17 @@
|
||||
Sprite.register({
|
||||
id = "norman",
|
||||
sprites = {
|
||||
-- Body
|
||||
{ s = 0, x_offset = 0, y_offset = 0 },
|
||||
-- Head
|
||||
{ s = 1, x_offset = 0, y_offset = -8 },
|
||||
-- Left Arm
|
||||
{ s = 2, x_offset = -4, y_offset = 4 },
|
||||
-- Right Arm
|
||||
{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
|
||||
-- Left Leg
|
||||
{ s = 4, x_offset = -2, y_offset = 8 },
|
||||
-- Right Leg
|
||||
{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
|
||||
}
|
||||
})
|
||||
@@ -1,5 +1,3 @@
|
||||
-- Audio subsystem
|
||||
|
||||
function Audio.music_stop() music() end
|
||||
function Audio.music_play_mainmenu() end
|
||||
function Audio.music_play_wakingup() end
|
||||
|
||||
@@ -1,15 +1,8 @@
|
||||
-- Gamepad buttons
|
||||
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 -- Z key
|
||||
local INPUT_KEY_B = 5 -- X key
|
||||
local INPUT_KEY_X = 6 -- A key
|
||||
local INPUT_KEY_Y = 7 -- S key
|
||||
|
||||
-- Keyboard keys
|
||||
-- TODO: Find correct key codes for SPACE and LCTRL
|
||||
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
|
||||
@@ -20,6 +13,5 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
|
||||
function Input.right() return btnp(INPUT_KEY_RIGHT) end
|
||||
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) 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
|
||||
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
|
||||
|
||||
@@ -53,10 +53,13 @@ end
|
||||
|
||||
function TIC()
|
||||
init_game()
|
||||
|
||||
cls(Config.colors.black)
|
||||
local handler = STATE_HANDLERS[Context.active_window]
|
||||
if handler then
|
||||
handler()
|
||||
end
|
||||
Meters.update()
|
||||
if Context.game_in_progress then
|
||||
UI.draw_meters()
|
||||
end
|
||||
end
|
||||
|
||||
@@ -37,7 +37,6 @@ end
|
||||
function UI.word_wrap(text, max_chars_per_line)
|
||||
if text == nil then return {""} end
|
||||
local lines = {}
|
||||
|
||||
for input_line in (text .. "\n"):gmatch("(.-)\n") do
|
||||
local current_line = ""
|
||||
local words_in_line = 0
|
||||
@@ -52,18 +51,15 @@ function UI.word_wrap(text, max_chars_per_line)
|
||||
current_line = word
|
||||
end
|
||||
end
|
||||
|
||||
if words_in_line > 0 then
|
||||
table.insert(lines, current_line)
|
||||
else
|
||||
table.insert(lines, "")
|
||||
end
|
||||
end
|
||||
|
||||
if #lines == 0 then
|
||||
return {""}
|
||||
end
|
||||
|
||||
return lines
|
||||
end
|
||||
|
||||
@@ -88,37 +84,58 @@ function UI.create_action_item(label, action)
|
||||
}
|
||||
end
|
||||
|
||||
function UI.draw_desition_selector(desitions, selected_desition_index)
|
||||
function UI.draw_decision_selector(decisions, selected_decision_index)
|
||||
local bar_height = 16
|
||||
local bar_y = Config.screen.height - bar_height
|
||||
|
||||
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
|
||||
|
||||
if #desitions > 0 then
|
||||
local selected_desition = desitions[selected_desition_index]
|
||||
local desition_label = selected_desition.label
|
||||
local text_width = #desition_label * 4 -- Assuming 4 pixels per char
|
||||
local text_y = bar_y + 4
|
||||
|
||||
-- Center the decision label
|
||||
if #decisions > 0 then
|
||||
local selected_decision = decisions[selected_decision_index]
|
||||
local decision_label = selected_decision.label
|
||||
local text_width = #decision_label * 4 local text_y = bar_y + 4
|
||||
local text_x = (Config.screen.width - text_width) / 2
|
||||
|
||||
-- Draw left arrow at the far left
|
||||
Print.text("<", 2, text_y, Config.colors.green)
|
||||
-- Draw selected desition label
|
||||
Print.text(desition_label, text_x, text_y, Config.colors.item) -- Highlight color
|
||||
-- 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)
|
||||
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
|
||||
end
|
||||
|
||||
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 = Meters.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 = Meters.COLOR_WPM, row = 0 },
|
||||
{ key = "ism", label = "ISM", color = Meters.COLOR_ISM, row = 1 },
|
||||
{ key = "bm", label = "BM", color = Meters.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, Meters.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
|
||||
|
||||
function UI.update_desition_selector(desitions, selected_desition_index)
|
||||
function UI.update_decision_selector(decisions, selected_decision_index)
|
||||
if Input.left() then
|
||||
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
|
||||
Audio.sfx_beep()
|
||||
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1)
|
||||
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
|
||||
end
|
||||
return selected_desition_index
|
||||
return selected_decision_index
|
||||
end
|
||||
@@ -8,8 +8,7 @@ function Util.go_to_screen_by_id(screen_id)
|
||||
local screen_index = Context.screen_indices_by_id[screen_id]
|
||||
if screen_index then
|
||||
Context.current_screen = screen_index
|
||||
Context.selected_desition_index = 1 -- Reset selected decision on new screen
|
||||
else
|
||||
Context.selected_decision_index = 1 else
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
|
||||
end
|
||||
end
|
||||
@@ -10,7 +10,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
return {
|
||||
{
|
||||
label = "Play music/sound: " .. (list_func[index_func] or "?"),
|
||||
desition = function()
|
||||
decision = function()
|
||||
local current_func = Audio[list_func[index_func]]
|
||||
if current_func then
|
||||
current_func()
|
||||
@@ -21,13 +21,13 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
},
|
||||
{
|
||||
label = "Stop playing music",
|
||||
desition = function()
|
||||
decision = function()
|
||||
Audio.music_stop()
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Back",
|
||||
desition = function()
|
||||
decision = function()
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
},
|
||||
@@ -58,7 +58,9 @@ function AudioTestWindow.init()
|
||||
AudioTestWindow.index_menu = 1
|
||||
AudioTestWindow.index_func = 1
|
||||
AudioTestWindow.list_func = AudioTestWindow.generate_listfunc()
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
|
||||
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||
)
|
||||
end
|
||||
|
||||
function AudioTestWindow.draw()
|
||||
@@ -72,13 +74,23 @@ function AudioTestWindow.update()
|
||||
elseif Input.down() then
|
||||
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1)
|
||||
elseif Input.left() then
|
||||
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func - 1)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
|
||||
AudioTestWindow.index_func = Util.safeindex(
|
||||
AudioTestWindow.list_func,
|
||||
AudioTestWindow.index_func - 1
|
||||
)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
|
||||
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||
)
|
||||
elseif Input.right() then
|
||||
AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func + 1)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
|
||||
AudioTestWindow.index_func = Util.safeindex(
|
||||
AudioTestWindow.list_func,
|
||||
AudioTestWindow.index_func + 1
|
||||
)
|
||||
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
|
||||
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||
)
|
||||
elseif Input.menu_confirm() then
|
||||
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
|
||||
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
|
||||
elseif Input.menu_back() then
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
|
||||
@@ -5,11 +5,11 @@ ConfigurationWindow = {
|
||||
|
||||
function ConfigurationWindow.init()
|
||||
ConfigurationWindow.controls = {
|
||||
UI.create_desition_item(
|
||||
UI.create_decision_item(
|
||||
"Save",
|
||||
function() Config.save() end
|
||||
),
|
||||
UI.create_desition_item(
|
||||
UI.create_decision_item(
|
||||
"Restore Defaults",
|
||||
function() Config.restore_defaults() end
|
||||
),
|
||||
@@ -19,34 +19,28 @@ end
|
||||
function ConfigurationWindow.draw()
|
||||
UI.draw_top_bar("Configuration")
|
||||
|
||||
local x_start = 10 -- Left margin for labels
|
||||
local y_start = 40
|
||||
local x_value_right_align = Config.screen.width - 10 -- Right margin for values
|
||||
local char_width = 4 -- Approximate character width for default font
|
||||
|
||||
local x_start = 10 local y_start = 40
|
||||
local x_value_right_align = Config.screen.width - 10
|
||||
local char_width = 4
|
||||
for i, control in ipairs(ConfigurationWindow.controls) do
|
||||
local current_y = y_start + (i - 1) * 12
|
||||
local color = Config.colors.green
|
||||
|
||||
if control.type == "numeric_stepper" then
|
||||
local value = control.get()
|
||||
local label_text = control.label
|
||||
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)
|
||||
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
Print.text("<", x_start -8, current_y, color)
|
||||
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
|
||||
Print.text(value_text, value_x, current_y, color)
|
||||
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
|
||||
else
|
||||
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
|
||||
Print.text(">", x_value_right_align + 4, current_y, color) else
|
||||
Print.text(label_text, x_start, current_y, color)
|
||||
Print.text(value_text, value_x, current_y, color)
|
||||
end
|
||||
elseif control.type == "desition_item" then
|
||||
elseif control.type == "decision_item" then
|
||||
local label_text = control.label
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
@@ -58,7 +52,6 @@ function ConfigurationWindow.draw()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||
end
|
||||
|
||||
@@ -84,16 +77,14 @@ function ConfigurationWindow.update()
|
||||
if control then
|
||||
if control.type == "numeric_stepper" then
|
||||
local current_value = control.get()
|
||||
if btnp(2) then -- Left
|
||||
local new_value = math.max(control.min, current_value - control.step)
|
||||
if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
|
||||
control.set(new_value)
|
||||
elseif btnp(3) then -- Right
|
||||
local new_value = math.min(control.max, current_value + control.step)
|
||||
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
|
||||
control.set(new_value)
|
||||
end
|
||||
elseif control.type == "desition_item" then
|
||||
elseif control.type == "decision_item" then
|
||||
if Input.menu_confirm() then
|
||||
control.desition()
|
||||
control.decision()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,76 +1,79 @@
|
||||
function GameWindow.draw()
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
UI.draw_top_bar(currentScreenData.name)
|
||||
|
||||
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
|
||||
local available_desitions = {}
|
||||
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)
|
||||
local screen = Context.screens[Context.current_screen]
|
||||
Map.draw(screen.background)
|
||||
UI.draw_top_bar(screen.name)
|
||||
if screen and screen.decisions and #screen.decisions > 0 then
|
||||
local available_decisions = {}
|
||||
for _, decision_id in ipairs(screen.decisions) do
|
||||
local decision = Decision.get(decision_id)
|
||||
if decision and decision.condition() then
|
||||
table.insert(available_decisions, decision)
|
||||
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)
|
||||
if #available_decisions > 0 then
|
||||
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
|
||||
end
|
||||
end
|
||||
Sprite.draw()
|
||||
end
|
||||
|
||||
function GameWindow.update()
|
||||
local previous_screen_index = Context.current_screen
|
||||
|
||||
if Input.menu_back() then
|
||||
Context.active_window = WINDOW_MENU
|
||||
MenuWindow.refresh_menu_items()
|
||||
return
|
||||
end
|
||||
|
||||
-- Handle screen changing using up/down
|
||||
if Input.up() then
|
||||
Context.current_screen = Context.current_screen - 1
|
||||
if Context.current_screen < 1 then
|
||||
Context.current_screen = #Context.screens
|
||||
end
|
||||
Context.selected_desition_index = 1 -- Reset selected decision on screen change
|
||||
elseif Input.down() then
|
||||
Context.selected_decision_index = 1 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
|
||||
Context.selected_decision_index = 1 end
|
||||
|
||||
local screen = Context.screens[Context.current_screen]
|
||||
screen.update()
|
||||
|
||||
if previous_screen_index ~= Context.current_screen then
|
||||
screen.init()
|
||||
end
|
||||
|
||||
local currentScreenData = Context.screens[Context.current_screen]
|
||||
|
||||
if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
|
||||
local available_desitions = {}
|
||||
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)
|
||||
if Context.current_situation then
|
||||
local current_situation_obj = Situation.get(Context.current_situation)
|
||||
if current_situation_obj and current_situation_obj.update then
|
||||
current_situation_obj.update()
|
||||
end
|
||||
end
|
||||
|
||||
-- If no available desitions, we can't update or execute
|
||||
if #available_desitions == 0 then return end
|
||||
if screen and screen.decisions and #screen.decisions > 0 then
|
||||
local available_decisions = {}
|
||||
for _, decision_id in ipairs(screen.decisions) do
|
||||
local decision = Decision.get(decision_id)
|
||||
if decision and decision.condition() then table.insert(available_decisions, decision)
|
||||
end
|
||||
end
|
||||
|
||||
-- Update selected decision using left/right inputs
|
||||
local new_selected_desition_index = UI.update_desition_selector(
|
||||
available_desitions,
|
||||
Context.selected_desition_index
|
||||
if #available_decisions == 0 then return end
|
||||
|
||||
local new_selected_decision_index = UI.update_decision_selector(
|
||||
available_decisions,
|
||||
Context.selected_decision_index
|
||||
)
|
||||
|
||||
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
|
||||
if new_selected_desition_index ~= Context.selected_desition_index then
|
||||
Context.selected_desition_index = new_selected_desition_index
|
||||
if new_selected_decision_index ~= Context.selected_decision_index then
|
||||
Context.selected_decision_index = new_selected_decision_index
|
||||
end
|
||||
|
||||
-- Execute selected decision on Input.select()
|
||||
if Input.select() then
|
||||
local selected_desition = available_desitions[Context.selected_desition_index]
|
||||
if selected_desition and selected_desition.handle then -- Call handle directly
|
||||
Audio.sfx_select() -- Play sound for selection
|
||||
selected_desition.handle()
|
||||
local selected_decision = available_decisions[Context.selected_decision_index]
|
||||
if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -78,5 +81,4 @@ end
|
||||
|
||||
function GameWindow.set_state(new_state)
|
||||
Context.active_window = new_state
|
||||
-- Add any state-specific initialization/cleanup here later if needed
|
||||
end
|
||||
end
|
||||
@@ -1,25 +1,21 @@
|
||||
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)
|
||||
end
|
||||
|
||||
function IntroWindow.update()
|
||||
Context.intro.y = Context.intro.y - Context.intro.speed
|
||||
|
||||
-- Count lines in intro text to determine when scrolling is done
|
||||
local lines = 1
|
||||
for _ in string.gmatch(Context.intro.text, "\n") do
|
||||
lines = lines + 1
|
||||
end
|
||||
|
||||
-- When text is off-screen, go to menu
|
||||
if Context.intro.y < -lines * 8 then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
end
|
||||
|
||||
-- Skip intro by pressing A
|
||||
if Input.menu_confirm() then
|
||||
GameWindow.set_state(WINDOW_MENU)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -8,26 +8,23 @@ function MenuWindow.update()
|
||||
|
||||
if Input.menu_confirm() then
|
||||
local selected_item = Context.menu_items[Context.selected_menu_item]
|
||||
if selected_item and selected_item.desition then
|
||||
if selected_item and selected_item.decision then
|
||||
Audio.sfx_select()
|
||||
selected_item.desition()
|
||||
selected_item.decision()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function MenuWindow.new_game()
|
||||
Context.new_game() -- This function will be created in Context
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
Context.new_game() GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function MenuWindow.load_game()
|
||||
Context.load_game() -- This function will be created in Context
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
Context.load_game() GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
|
||||
function MenuWindow.save_game()
|
||||
Context.save_game() -- This function will be created in Context
|
||||
end
|
||||
Context.save_game() end
|
||||
|
||||
function MenuWindow.resume_game()
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
@@ -48,18 +45,16 @@ function MenuWindow.audio_test()
|
||||
end
|
||||
|
||||
function MenuWindow.refresh_menu_items()
|
||||
Context.menu_items = {} -- Start with an empty table
|
||||
|
||||
Context.menu_items = {}
|
||||
if Context.game_in_progress then
|
||||
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
|
||||
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
|
||||
table.insert(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
|
||||
table.insert(Context.menu_items, {label = "Save Game", decision = MenuWindow.save_game})
|
||||
end
|
||||
|
||||
table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game})
|
||||
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game})
|
||||
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration})
|
||||
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
|
||||
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
|
||||
table.insert(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
|
||||
table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
|
||||
table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
|
||||
table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
|
||||
table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
|
||||
|
||||
Context.selected_menu_item = 1 -- Reset selection after refreshing
|
||||
end
|
||||
Context.selected_menu_item = 1 end
|
||||
|
||||
@@ -1,76 +1,17 @@
|
||||
function MinigameDDRWindow.init()
|
||||
-- Calculate evenly spaced arrow positions
|
||||
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
|
||||
|
||||
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
|
||||
}
|
||||
function MinigameDDRWindow.init(params)
|
||||
Context.minigame_ddr = Minigames.configure_ddr(params)
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.start(return_window, song_key)
|
||||
MinigameDDRWindow.init()
|
||||
function MinigameDDRWindow.start(return_window, song_key, params)
|
||||
MinigameDDRWindow.init(params)
|
||||
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
|
||||
|
||||
-- Debug: Store song_key for display
|
||||
Context.minigame_ddr.debug_song_key = song_key
|
||||
|
||||
-- Load song pattern if specified
|
||||
if song_key and Songs and Songs[song_key] then
|
||||
Context.minigame_ddr.current_song = Songs[song_key]
|
||||
Context.minigame_ddr.use_pattern = true
|
||||
Context.minigame_ddr.pattern_index = 1
|
||||
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
|
||||
else
|
||||
-- Default to random spawning
|
||||
Context.minigame_ddr.use_pattern = false
|
||||
if song_key then
|
||||
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
|
||||
@@ -78,25 +19,21 @@ function MinigameDDRWindow.start(return_window, song_key)
|
||||
Context.minigame_ddr.debug_status = "Random mode"
|
||||
end
|
||||
end
|
||||
|
||||
Context.active_window = WINDOW_MINIGAME_DDR
|
||||
end
|
||||
|
||||
-- Spawn a new arrow (random direction)
|
||||
local function spawn_arrow()
|
||||
local mg = Context.minigame_ddr
|
||||
local target = mg.target_arrows[math.random(1, 4)]
|
||||
table.insert(mg.arrows, {
|
||||
dir = target.dir,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar
|
||||
y = mg.bar_y + mg.bar_height + 10
|
||||
})
|
||||
end
|
||||
|
||||
-- Spawn an arrow with specific direction
|
||||
local function spawn_arrow_dir(direction)
|
||||
local mg = Context.minigame_ddr
|
||||
-- Find the target arrow for this direction
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
if target.dir == direction then
|
||||
table.insert(mg.arrows, {
|
||||
@@ -109,39 +46,30 @@ local function spawn_arrow_dir(direction)
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if arrow is close enough for a hit
|
||||
local function check_hit(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
local distance = math.abs(arrow.y - mg.target_y)
|
||||
return distance <= mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Check if arrow has passed the target
|
||||
local function check_miss(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
return arrow.y > mg.target_y + mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Draw a single arrow sprite
|
||||
local function draw_arrow(x, y, direction, color)
|
||||
local size = 12
|
||||
local half = size / 2
|
||||
|
||||
-- Draw arrow shape based on direction
|
||||
if direction == "left" then
|
||||
-- Triangle pointing left
|
||||
tri(x + half, y, x, y + half, x + half, y + size, color)
|
||||
rect(x + half, y + half - 2, half, 4, color)
|
||||
elseif direction == "right" then
|
||||
-- Triangle pointing right
|
||||
tri(x + half, y, x + size, y + half, x + half, y + size, color)
|
||||
rect(x, y + half - 2, half, 4, color)
|
||||
elseif direction == "up" then
|
||||
-- Triangle pointing up
|
||||
tri(x, y + half, x + half, y, x + size, y + half, color)
|
||||
rect(x + half - 2, y + half, 4, half, color)
|
||||
elseif direction == "down" then
|
||||
-- Triangle pointing down
|
||||
tri(x, y + half, x + half, y + size, x + size, y + half, color)
|
||||
rect(x + half - 2, y, 4, half, color)
|
||||
end
|
||||
@@ -149,106 +77,77 @@ end
|
||||
|
||||
function MinigameDDRWindow.update()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
-- Check for completion (bar filled to 100%)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
|
||||
-- Increment frame counter
|
||||
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
|
||||
-- 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
|
||||
-- Song complete! Return to previous window
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- Spawn arrows based on mode (pattern or random)
|
||||
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
|
||||
|
||||
-- Check if current frame matches any pattern entry
|
||||
while mg.pattern_index <= #pattern do
|
||||
local spawn_entry = pattern[mg.pattern_index]
|
||||
|
||||
if mg.frame_counter >= spawn_entry.frame then
|
||||
-- Time to spawn this arrow!
|
||||
spawn_arrow_dir(spawn_entry.dir)
|
||||
mg.pattern_index = mg.pattern_index + 1
|
||||
else
|
||||
-- Not time yet, break the loop
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Random spawning mode (original behavior)
|
||||
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
|
||||
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
|
||||
spawn_arrow()
|
||||
mg.arrow_spawn_timer = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- Update falling arrows
|
||||
local arrows_to_remove = {}
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
arrow.y = arrow.y + mg.arrow_fall_speed
|
||||
|
||||
-- Check if arrow went off-screen (miss)
|
||||
if check_miss(arrow) then
|
||||
table.insert(arrows_to_remove, i)
|
||||
-- Penalty for missing
|
||||
mg.bar_fill = mg.bar_fill - mg.miss_penalty
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
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
|
||||
table.remove(mg.arrows, arrows_to_remove[i])
|
||||
end
|
||||
|
||||
-- Update input cooldowns
|
||||
for dir, _ in pairs(mg.input_cooldowns) do
|
||||
if mg.input_cooldowns[dir] > 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
|
||||
end
|
||||
end
|
||||
|
||||
-- Update button press timers
|
||||
for dir, _ in pairs(mg.button_pressed_timers) do
|
||||
if mg.button_pressed_timers[dir] > 0 then
|
||||
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
|
||||
end
|
||||
end
|
||||
|
||||
-- Check for arrow key inputs
|
||||
local input_map = {
|
||||
left = Input.left(),
|
||||
down = Input.down(),
|
||||
up = Input.up(),
|
||||
right = Input.right()
|
||||
}
|
||||
|
||||
for dir, pressed in pairs(input_map) do
|
||||
if pressed and mg.input_cooldowns[dir] == 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldown_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
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
if arrow.dir == dir and check_hit(arrow) then
|
||||
-- Perfect hit!
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
@@ -258,8 +157,6 @@ function MinigameDDRWindow.update()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- If pressed but no arrow to hit, apply small penalty
|
||||
if not hit then
|
||||
mg.bar_fill = mg.bar_fill - 2
|
||||
if mg.bar_fill < 0 then
|
||||
@@ -272,8 +169,6 @@ end
|
||||
|
||||
function MinigameDDRWindow.draw()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
-- Safety check
|
||||
if not mg then
|
||||
cls(0)
|
||||
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||
@@ -283,38 +178,24 @@ function MinigameDDRWindow.draw()
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
|
||||
-- Draw semi-transparent overlay background
|
||||
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)
|
||||
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
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
bar_color = Config.colors.item
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar
|
||||
bar_color = Config.colors.blue
|
||||
end
|
||||
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||
end
|
||||
|
||||
-- Draw progress percentage
|
||||
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)
|
||||
|
||||
-- Draw target arrows at bottom (light grey when not pressed)
|
||||
if mg.target_arrows then
|
||||
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
|
||||
@@ -322,29 +203,33 @@ function MinigameDDRWindow.draw()
|
||||
draw_arrow(target.x, mg.target_y, target.dir, color)
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw falling arrows (blue)
|
||||
if mg.arrows then
|
||||
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
|
||||
|
||||
-- Draw instruction text
|
||||
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
|
||||
if mg.debug_status then
|
||||
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||
debug_y = debug_y + 10
|
||||
end
|
||||
if mg.use_pattern then
|
||||
Print.text_center("PATTERN MODE - Frame:" .. mg.frame_counter, Config.screen.width / 2, debug_y, Config.colors.green)
|
||||
Print.text_center(
|
||||
"PATTERN MODE - Frame:" .. mg.frame_counter,
|
||||
Config.screen.width / 2,
|
||||
debug_y,
|
||||
Config.colors.green
|
||||
)
|
||||
if mg.current_song and mg.current_song.pattern then
|
||||
Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green)
|
||||
Print.text_center(
|
||||
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
|
||||
Config.screen.width / 2,
|
||||
debug_y + 10,
|
||||
Config.colors.green
|
||||
)
|
||||
end
|
||||
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
|
||||
|
||||
@@ -1,59 +1,33 @@
|
||||
function MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash = {
|
||||
bar_fill = 0, -- 0 to 100
|
||||
max_fill = 100,
|
||||
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
|
||||
}
|
||||
function MinigameButtonMashWindow.init(params)
|
||||
Context.minigame_button_mash = Minigames.configure_button_mash(params)
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.start(return_window)
|
||||
MinigameButtonMashWindow.init()
|
||||
function MinigameButtonMashWindow.start(return_window, params)
|
||||
MinigameButtonMashWindow.init(params)
|
||||
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.update()
|
||||
local mg = Context.minigame_button_mash
|
||||
|
||||
-- Check for Z button press
|
||||
if Input.select() then
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
|
||||
-- Clamp to max
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if bar is full (completed)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
|
||||
-- Automatic degradation (increases with bar fill level)
|
||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||
mg.bar_fill = mg.bar_fill - degradation
|
||||
|
||||
-- Clamp to minimum
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
@@ -61,53 +35,32 @@ end
|
||||
|
||||
function MinigameButtonMashWindow.draw()
|
||||
local mg = Context.minigame_button_mash
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
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)
|
||||
|
||||
-- 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)
|
||||
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
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
bar_color = Config.colors.item
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar -- medium color
|
||||
bar_color = Config.colors.blue
|
||||
end
|
||||
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||
end
|
||||
|
||||
-- Draw button indicator
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
button_color = Config.colors.green
|
||||
end
|
||||
|
||||
-- Draw button as circle (approximated with rect for TIC-80)
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
|
||||
-- Draw Z text in the button
|
||||
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)
|
||||
|
||||
-- Draw progress percentage
|
||||
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)
|
||||
end
|
||||
|
||||
@@ -1,49 +1,16 @@
|
||||
function MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm = {
|
||||
line_position = 0, -- Normalized position (0 to 1)
|
||||
line_speed = 0.015, -- Movement speed per frame
|
||||
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
|
||||
}
|
||||
function MinigameRhythmWindow.init(params)
|
||||
Context.minigame_rhythm = Minigames.configure_rhythm(params)
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.start(return_window)
|
||||
MinigameRhythmWindow.init()
|
||||
function MinigameRhythmWindow.start(return_window, params)
|
||||
MinigameRhythmWindow.init(params)
|
||||
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_RHYTHM
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.update()
|
||||
local mg = Context.minigame_rhythm
|
||||
|
||||
-- Move the line across the bar (bidirectional)
|
||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||
|
||||
-- Reverse direction when reaching either end
|
||||
if mg.line_position > 1 then
|
||||
mg.line_position = 1
|
||||
mg.line_direction = -1
|
||||
@@ -51,47 +18,33 @@ function MinigameRhythmWindow.update()
|
||||
mg.line_position = 0
|
||||
mg.line_direction = 1
|
||||
end
|
||||
|
||||
-- Decrease cooldown timer
|
||||
if mg.press_cooldown > 0 then
|
||||
mg.press_cooldown = mg.press_cooldown - 1
|
||||
end
|
||||
|
||||
-- Check for Z button press (only if cooldown expired)
|
||||
if Input.select() and mg.press_cooldown == 0 then
|
||||
mg.button_pressed_timer = mg.button_press_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_right = mg.target_center + (mg.target_width / 2)
|
||||
|
||||
if mg.line_position >= target_left and mg.line_position <= target_right then
|
||||
-- HIT! Award point
|
||||
mg.score = mg.score + 1
|
||||
else
|
||||
-- MISS! Deduct point (but not below 0)
|
||||
mg.score = mg.score - 1
|
||||
if mg.score < 0 then
|
||||
mg.score = 0
|
||||
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)
|
||||
if mg.target_width < mg.min_target_width then
|
||||
mg.target_width = mg.min_target_width
|
||||
end
|
||||
end
|
||||
|
||||
-- Check win condition
|
||||
if mg.score >= mg.max_score then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
@@ -99,56 +52,34 @@ end
|
||||
|
||||
function MinigameRhythmWindow.draw()
|
||||
local mg = Context.minigame_rhythm
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
|
||||
-- Draw semi-transparent overlay background
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
-- Calculate actual pixel positions
|
||||
local bar_center_x = mg.bar_x + mg.bar_width / 2
|
||||
|
||||
-- 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)
|
||||
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)
|
||||
|
||||
-- Draw target area (highlighted section in middle)
|
||||
local target_left = mg.target_center - (mg.target_width / 2)
|
||||
local target_right = mg.target_center + (mg.target_width / 2)
|
||||
local target_x = mg.bar_x + (target_left * 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)
|
||||
|
||||
-- Draw the moving line
|
||||
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
|
||||
|
||||
-- Draw score text
|
||||
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
|
||||
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)
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("Press Z when line is in green!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 20, Config.colors.light_grey)
|
||||
|
||||
-- Draw button indicator in bottom-right corner
|
||||
Print.text_center(
|
||||
"Press Z when line is in green!",
|
||||
Config.screen.width / 2,
|
||||
mg.bar_y + mg.bar_height + 20,
|
||||
Config.colors.light_grey
|
||||
)
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
button_color = Config.colors.green
|
||||
end
|
||||
|
||||
-- Draw button circle
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
|
||||
-- Draw Z text in the button
|
||||
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
||||
end
|
||||
|
||||
@@ -1,28 +1,21 @@
|
||||
-- Simplified PopupWindow module
|
||||
local POPUP_X = 40
|
||||
local POPUP_Y = 40
|
||||
local POPUP_WIDTH = 160
|
||||
local POPUP_HEIGHT = 80
|
||||
local TEXT_MARGIN_X = POPUP_X + 10
|
||||
local TEXT_MARGIN_Y = POPUP_Y + 10
|
||||
local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font
|
||||
|
||||
local LINE_HEIGHT = 8
|
||||
function PopupWindow.show(content_strings)
|
||||
Context.popup.show = true
|
||||
Context.popup.content = content_strings or {} -- Ensure it's a table
|
||||
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
|
||||
end
|
||||
Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end
|
||||
|
||||
function PopupWindow.hide()
|
||||
Context.popup.show = false
|
||||
Context.popup.content = {} -- Clear content
|
||||
GameWindow.set_state(WINDOW_GAME) -- Return to game window
|
||||
end
|
||||
Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end
|
||||
|
||||
function PopupWindow.update()
|
||||
if Context.popup.show then
|
||||
if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close
|
||||
PopupWindow.hide()
|
||||
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -38,7 +31,6 @@ function PopupWindow.draw()
|
||||
current_y = current_y + LINE_HEIGHT
|
||||
end
|
||||
|
||||
-- Instruction to close
|
||||
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user