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Author SHA1 Message Date
e9ac5c757e Add the street background.
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-03-01 10:48:02 +01:00
92 changed files with 1034 additions and 4016 deletions

2
.gitignore vendored
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@@ -4,5 +4,3 @@ impostor.original.lua
prompts
docs
minify.lua
*.tic
*.zip

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@@ -3,11 +3,6 @@
globals = {
"Focus",
"Day",
"Timer",
"Glitch",
"Trigger",
"Discussion",
"Util",
"Decision",
"Situation",
@@ -17,17 +12,13 @@ globals = {
"Print",
"Input",
"Audio",
"AsciiArt",
"Ascension",
"Config",
"Context",
"Meter",
"Minigame",
"Window",
"ContinuedWindow",
"TTGIntroWindow",
"BriefIntroWindow",
"TitleIntroWindow",
"SplashWindow",
"IntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
@@ -36,9 +27,6 @@ globals = {
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"MysteriousManScreen",
"DiscussionWindow",
"EndWindow",
"mset",
"mget",
"btnp",

View File

@@ -30,5 +30,5 @@
"files.associations": {
"*.conf": "bitbake",
"*.inc": "bitbake"
},
}
}

15
.vscode/tasks.json vendored
View File

@@ -6,29 +6,22 @@
{
"label": "Run TIC80",
"type": "shell",
"command": "tic80 --fs=. impostor.lua",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
"command": "tic80 --fs=. impostor.lua"
},
{
"label": "Build & Run TIC80",
"type": "shell",
"command": "make clean && make build && tic80 --fs=. impostor.lua",
"problemMatcher": []
"command": "make build && tic80 --fs=. impostor.lua"
},
{
"label": "Export assets",
"type": "shell",
"command": "make export_assets",
"problemMatcher": []
"command": "make export_assets"
},
{
"label": "Make build",
"type": "shell",
"command": "make build"
}
},
]
}

View File

@@ -53,7 +53,7 @@ steps:
- name: update
image: alpine
environment:
UPDATE_SERVER: https://games.teletype.hu
UPDATE_SERVER: https://games.vps.teletype.hu
UPDATE_SECRET:
from_secret: update_secret_key
commands:

View File

@@ -30,7 +30,7 @@ DROPAREA_HOST ?= vps.teletype.hu
DROPAREA_PORT ?= 2223
DROPAREA_TARGET_PATH ?= /home/drop
DROPAREA_USER ?= drop
UPDATE_SERVER ?= https://games.teletype.hu
UPDATE_SERVER ?= https://games.vps.teletype.hu
all: build
@@ -164,8 +164,6 @@ export_assets:
@$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,SFX,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,PATTERNS,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,TRACKS,$(OUTPUT),$(ASSETS_LUA))
clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(PROJECT)-*-docs.zip $(PROJECT)-docs.zip $(OUTPUT) $(OUTPUT_ORIGINAL)

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@@ -1,41 +1,18 @@
meta/meta.header.lua
init/init.module.lua
init/init.config.lua
init/init.ascension.lua
init/init.minigame.lua
init/init.meter.lua
init/init.context.lua
system/system.util.lua
system/system.print.lua
system/system.input.lua
system/system.asciiart.lua
logic/logic.meter.lua
logic/logic.focus.lua
logic/logic.day.lua
logic/logic.timer.lua
logic/logic.trigger.lua
logic/logic.minigame.lua
logic/logic.glitch.lua
logic/logic.discussion.lua
system/system.focus.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.songs.lua
sprite/sprite.manager.lua
sprite/sprite.norman.lua
sprite/sprite.sumphore.lua
sprite/sprite.pizza_vendor.lua
sprite/sprite.dev_boy.lua
sprite/sprite.dev_buddy.lua
sprite/sprite.dev_extrovert.lua
sprite/sprite.dev_girl.lua
sprite/sprite.dev_guard.lua
sprite/sprite.dev_guru.lua
sprite/sprite.dev_hr_girl.lua
sprite/sprite.dev_introvert.lua
sprite/sprite.dev_operator.lua
sprite/sprite.dev_project_manager.lua
sprite/sprite.matrix_architect.lua
sprite/sprite.matrix_neo.lua
sprite/sprite.matrix_oraculum.lua
sprite/sprite.matrix_trinity.lua
situation/situation.manager.lua
situation/situation.drink_coffee.lua
decision/decision.manager.lua
@@ -44,13 +21,10 @@ decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua
decision/decision.go_to_office.lua
decision/decision.go_to_end.lua
decision/decision.go_to_walking_to_home.lua
decision/decision.go_to_sleep.lua
decision/decision.do_work.lua
decision/decision.sumphore_discussion.lua
discussion/discussion.sumphore.lua
discussion/discussion.coworker.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
map/map.street.lua
@@ -61,14 +35,10 @@ screen/screen.toilet.lua
screen/screen.walking_to_office.lua
screen/screen.office.lua
screen/screen.walking_to_home.lua
screen/screen.work.lua
screen/screen.mysterious_man.lua
window/window.manager.lua
window/window.register.lua
window/window.end.lua
window/window.intro.title.lua
window/window.intro.ttg.lua
window/window.intro.brief.lua
window/window.splash.lua
window/window.intro.lua
window/window.menu.lua
window/window.configuration.lua
window/window.audiotest.lua
@@ -76,8 +46,6 @@ window/window.popup.lua
window/window.minigame.mash.lua
window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua
window/window.discussion.lua
window/window.continued.lua
window/window.game.lua
system/system.main.lua
meta/meta.assets.lua

View File

@@ -1,642 +0,0 @@
{
model = {
["...|..."] = {
next = {
["..."] = 0.71111111111111,
["A-4"] = 0.0074074074074074,
["B-4"] = 0.0037037037037037,
["C-3"] = 0.011111111111111,
["C-4"] = 0.037037037037037,
["C-5"] = 0.11111111111111,
["C-6"] = 0.0037037037037037,
["D-4"] = 0.011111111111111,
["D-5"] = 0.018518518518519,
["E-4"] = 0.0074074074074074,
["E-5"] = 0.025925925925926,
["F-5"] = 0.0074074074074074,
["G-3"] = 0.0037037037037037,
["G-4"] = 0.022222222222222,
["G-5"] = 0.018518518518519
},
total = 270
},
["...|A-4"] = {
next = {
["..."] = 0.9,
["C-5"] = 0.1
},
total = 10
},
["...|A-5"] = {
next = {
["..."] = 1
},
total = 8
},
["...|B-4"] = {
next = {
["..."] = 1
},
total = 1
},
["...|B-5"] = {
next = {
["..."] = 1
},
total = 5
},
["...|C-3"] = {
next = {
["..."] = 0.66666666666667,
["C-5"] = 0.33333333333333
},
total = 3
},
["...|C-4"] = {
next = {
["..."] = 0.875,
["D-4"] = 0.083333333333333,
["E-4"] = 0.041666666666667
},
total = 24
},
["...|C-5"] = {
next = {
["..."] = 0.73333333333333,
["B-4"] = 0.033333333333333,
["C-5"] = 0.066666666666667,
["D-5"] = 0.13333333333333,
["E-5"] = 0.033333333333333
},
total = 60
},
["...|C-6"] = {
next = {
["..."] = 1
},
total = 1
},
["...|D-4"] = {
next = {
["..."] = 0.92857142857143,
["D-4"] = 0.071428571428571
},
total = 14
},
["...|D-5"] = {
next = {
["..."] = 0.80645161290323,
["C-5"] = 0.032258064516129,
["D-5"] = 0.032258064516129,
["E-5"] = 0.12903225806452
},
total = 31
},
["...|D-6"] = {
next = {
["..."] = 1
},
total = 3
},
["...|E-4"] = {
next = {
["..."] = 1
},
total = 19
},
["...|E-5"] = {
next = {
["..."] = 0.77777777777778,
["C-5"] = 0.022222222222222,
["D-5"] = 0.13333333333333,
["F-5"] = 0.066666666666667
},
total = 45
},
["...|F-3"] = {
next = {
["..."] = 1
},
total = 3
},
["...|F-4"] = {
next = {
["..."] = 0.8,
["D-4"] = 0.1,
["F-4"] = 0.1
},
total = 10
},
["...|F-5"] = {
next = {
["..."] = 0.66666666666667,
["D-5"] = 0.066666666666667,
["E-5"] = 0.066666666666667,
["G-5"] = 0.2
},
total = 15
},
["...|G-3"] = {
next = {
["..."] = 0.8,
["G-5"] = 0.2
},
total = 5
},
["...|G-4"] = {
next = {
["..."] = 0.95652173913043,
["E-4"] = 0.043478260869565
},
total = 23
},
["...|G-5"] = {
next = {
["..."] = 0.875,
["A-5"] = 0.0625,
["E-5"] = 0.0625
},
total = 16
},
["...|G-6"] = {
next = {
["..."] = 1
},
total = 1
},
["A-4|..."] = {
next = {
["..."] = 0.55555555555556,
["C-5"] = 0.33333333333333,
["D-5"] = 0.11111111111111
},
total = 9
},
["A-4|B-4"] = {
next = {
["C-5"] = 1
},
total = 2
},
["A-4|C-5"] = {
next = {
["..."] = 1
},
total = 1
},
["A-4|G-4"] = {
next = {
["F-4"] = 1
},
total = 2
},
["A-5|..."] = {
next = {
["..."] = 0.2,
["B-5"] = 0.1,
["E-4"] = 0.1,
["E-5"] = 0.4,
["F-5"] = 0.1,
["G-5"] = 0.1
},
total = 10
},
["A-5|G-5"] = {
next = {
["..."] = 0.33333333333333,
["A-5"] = 0.66666666666667
},
total = 3
},
["B-4|..."] = {
next = {
["A-4"] = 1
},
total = 1
},
["B-4|A-4"] = {
next = {
["G-4"] = 1
},
total = 2
},
["B-4|C-5"] = {
next = {
["..."] = 1
},
total = 2
},
["B-5|..."] = {
next = {
["..."] = 0.2,
["A-5"] = 0.2,
["D-6"] = 0.4,
["G-5"] = 0.2
},
total = 5
},
["C-3|..."] = {
next = {
["C-4"] = 1
},
total = 2
},
["C-3|C-5"] = {
next = {
["..."] = 0.33333333333333,
["C-3"] = 0.66666666666667
},
total = 3
},
["C-4|..."] = {
next = {
["..."] = 0.5,
["D-4"] = 0.125,
["E-4"] = 0.041666666666667,
["F-3"] = 0.041666666666667,
["G-3"] = 0.16666666666667,
["G-4"] = 0.083333333333333,
["G-5"] = 0.041666666666667
},
total = 24
},
["C-4|D-4"] = {
next = {
["E-4"] = 1
},
total = 2
},
["C-4|E-4"] = {
next = {
["..."] = 1
},
total = 1
},
["C-5|..."] = {
next = {
["..."] = 0.40677966101695,
["A-4"] = 0.067796610169492,
["C-5"] = 0.050847457627119,
["D-5"] = 0.20338983050847,
["E-5"] = 0.15254237288136,
["F-5"] = 0.016949152542373,
["G-4"] = 0.10169491525424
},
total = 59
},
["C-5|B-4"] = {
next = {
["A-4"] = 1
},
total = 2
},
["C-5|C-3"] = {
next = {
["C-5"] = 1
},
total = 2
},
["C-5|C-5"] = {
next = {
["..."] = 0.8,
["C-5"] = 0.2
},
total = 5
},
["C-5|D-5"] = {
next = {
["..."] = 0.3,
["C-5"] = 0.2,
["D-5"] = 0.1,
["E-5"] = 0.4
},
total = 10
},
["C-5|E-5"] = {
next = {
["..."] = 0.33333333333333,
["D-5"] = 0.33333333333333,
["G-5"] = 0.33333333333333
},
total = 3
},
["C-6|..."] = {
next = {
["A-5"] = 1
},
total = 1
},
["D-4|..."] = {
next = {
["..."] = 0.26666666666667,
["A-5"] = 0.066666666666667,
["C-4"] = 0.2,
["E-4"] = 0.4,
["F-3"] = 0.066666666666667
},
total = 15
},
["D-4|C-4"] = {
next = {
["..."] = 1
},
total = 2
},
["D-4|D-4"] = {
next = {
["..."] = 1
},
total = 1
},
["D-4|E-4"] = {
next = {
["F-4"] = 1
},
total = 2
},
["D-5|..."] = {
next = {
["..."] = 0.2258064516129,
["A-4"] = 0.032258064516129,
["A-5"] = 0.032258064516129,
["C-5"] = 0.2258064516129,
["E-5"] = 0.29032258064516,
["F-5"] = 0.096774193548387,
["G-5"] = 0.096774193548387
},
total = 31
},
["D-5|C-5"] = {
next = {
["..."] = 0.77777777777778,
["D-5"] = 0.22222222222222
},
total = 9
},
["D-5|D-5"] = {
next = {
["..."] = 0.5,
["E-5"] = 0.5
},
total = 2
},
["D-5|E-5"] = {
next = {
["..."] = 0.33333333333333,
["E-5"] = 0.11111111111111,
["F-5"] = 0.55555555555556
},
total = 9
},
["D-5|F-5"] = {
next = {
["E-5"] = 1
},
total = 1
},
["D-6|..."] = {
next = {
["B-5"] = 0.66666666666667,
["G-6"] = 0.33333333333333
},
total = 3
},
["E-4|..."] = {
next = {
["..."] = 0.19047619047619,
["B-5"] = 0.047619047619048,
["C-4"] = 0.14285714285714,
["D-4"] = 0.23809523809524,
["F-4"] = 0.19047619047619,
["G-4"] = 0.19047619047619
},
total = 21
},
["E-4|D-4"] = {
next = {
["C-4"] = 1
},
total = 2
},
["E-4|F-4"] = {
next = {
["G-4"] = 1
},
total = 2
},
["E-5|..."] = {
next = {
["..."] = 0.18604651162791,
["A-5"] = 0.046511627906977,
["C-5"] = 0.27906976744186,
["D-5"] = 0.2093023255814,
["E-5"] = 0.069767441860465,
["F-5"] = 0.093023255813953,
["G-4"] = 0.023255813953488,
["G-5"] = 0.093023255813953
},
total = 43
},
["E-5|C-5"] = {
next = {
["E-5"] = 1
},
total = 1
},
["E-5|D-5"] = {
next = {
["..."] = 0.125,
["C-5"] = 0.75,
["F-5"] = 0.125
},
total = 8
},
["E-5|E-5"] = {
next = {
["F-5"] = 1
},
total = 1
},
["E-5|F-5"] = {
next = {
["..."] = 0.5,
["E-5"] = 0.4,
["G-5"] = 0.1
},
total = 10
},
["E-5|G-5"] = {
next = {
["..."] = 0.5,
["F-5"] = 0.5
},
total = 2
},
["F-3|..."] = {
next = {
["C-4"] = 1
},
total = 3
},
["F-4|..."] = {
next = {
["D-4"] = 0.11111111111111,
["E-4"] = 0.44444444444444,
["G-4"] = 0.44444444444444
},
total = 9
},
["F-4|D-4"] = {
next = {
["..."] = 1
},
total = 1
},
["F-4|E-4"] = {
next = {
["D-4"] = 1
},
total = 2
},
["F-4|F-4"] = {
next = {
["..."] = 1
},
total = 1
},
["F-4|G-4"] = {
next = {
["A-4"] = 1
},
total = 2
},
["F-5|..."] = {
next = {
["..."] = 0.2,
["A-5"] = 0.066666666666667,
["D-5"] = 0.2,
["E-5"] = 0.46666666666667,
["G-5"] = 0.066666666666667
},
total = 15
},
["F-5|A-5"] = {
next = {
["G-5"] = 1
},
total = 1
},
["F-5|D-5"] = {
next = {
["..."] = 1
},
total = 1
},
["F-5|E-5"] = {
next = {
["..."] = 0.5,
["D-5"] = 0.16666666666667,
["F-5"] = 0.16666666666667,
["G-5"] = 0.16666666666667
},
total = 6
},
["F-5|G-5"] = {
next = {
["..."] = 0.75,
["A-5"] = 0.25
},
total = 4
},
["G-3|..."] = {
next = {
["C-4"] = 0.5,
["D-4"] = 0.25,
["F-3"] = 0.25
},
total = 4
},
["G-3|G-5"] = {
next = {
["..."] = 0.5,
["G-3"] = 0.5
},
total = 2
},
["G-4|..."] = {
next = {
["..."] = 0.090909090909091,
["A-4"] = 0.090909090909091,
["C-4"] = 0.045454545454545,
["C-5"] = 0.18181818181818,
["D-5"] = 0.045454545454545,
["E-4"] = 0.22727272727273,
["E-5"] = 0.045454545454545,
["F-4"] = 0.27272727272727
},
total = 22
},
["G-4|A-4"] = {
next = {
["B-4"] = 1
},
total = 2
},
["G-4|E-4"] = {
next = {
["..."] = 1
},
total = 1
},
["G-4|F-4"] = {
next = {
["E-4"] = 1
},
total = 2
},
["G-5|..."] = {
next = {
["..."] = 0.35,
["A-5"] = 0.05,
["B-5"] = 0.05,
["C-5"] = 0.05,
["D-4"] = 0.05,
["E-5"] = 0.25,
["F-5"] = 0.2
},
total = 20
},
["G-5|A-5"] = {
next = {
["..."] = 0.5,
["G-5"] = 0.5
},
total = 4
},
["G-5|E-5"] = {
next = {
["..."] = 1
},
total = 1
},
["G-5|F-5"] = {
next = {
["A-5"] = 1
},
total = 1
},
["G-5|G-3"] = {
next = {
["G-5"] = 1
},
total = 1
},
["G-6|..."] = {
next = {
["D-6"] = 1
},
total = 1
}
},
order = 2
}

View File

@@ -19,14 +19,12 @@ function Audio.music_play_room_street_1() end
--- @within Audio
function Audio.music_play_room_street_2() end
--- Plays room music.
-- TODO: function name is incomplete, determine the correct room identifier
--- @within Audio
function Audio.music_play_room_() end
--- Plays room work music.
--- @within Audio
function Audio.music_play_room_work() music(0) end
--- Plays activity work music.
--- @within Audio
function Audio.music_play_activity_work() music(1) end
function Audio.music_play_room_work() end
--- Plays select sound effect.
--- @within Audio
@@ -43,6 +41,3 @@ function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
--- @within Audio
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
--- Plays alarm sound effect.
--- @within Audio
function Audio.sfx_alarm() sfx(61) end

View File

@@ -162,40 +162,3 @@ Songs.custom_song = {
}, 130)
}
]]
--[[
function generate_sequence(model_data, length)
local order = model.order
local model_data = model_data.model
local model_keys = {}
for k,_ in pairs(model) do
model_keys[#model_keys + 1] = k
end
local start_key = model_keys[math.ceil(math.random() * #model_keys)]
local seq = unmake_key(start_key)
while #seq < length do
local current_key = table.concat({unpack(seq, #seq - order + 1, #seq)}, "|")
local chosen = "..."
local key_data = model[current_key]
if key_data then
local r = math.random()
local prob_sum = 0.0
for new_note, new_prob in pairs(key_data.next) do
prob_sum = prob_sum + new_prob
if prob_sum < r then
chosen = new_note
end
end
end
seq[#seq+1] = chosen
end
return seq
end
]]

View File

@@ -1,20 +0,0 @@
Decision.register({
id = "do_work",
label = "Do Work",
handle = function()
Meter.hide()
Util.go_to_screen_by_id("work")
MinigameDDRWindow.start("game", nil, {
on_win = function()
if (Context.minigame_ddr.special_condition_met and Context.ascension.level == 1) then
Context.should_ascend = true
Context.minigame_ddr.special_condition_met = false
end
Meter.show()
Util.go_to_screen_by_id("office")
Window.set_current("game")
Context.have_done_work_today = true
end,
})
end,
})

View File

@@ -1,10 +0,0 @@
Decision.register({
id = "go_to_end",
label = "Break the cycle",
condition = function()
return Ascension.is_complete()
end,
handle = function()
Window.set_current("end")
end,
})

View File

@@ -1,9 +1,6 @@
Decision.register({
id = "go_to_home",
label = "Go to Home",
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function()
Util.go_to_screen_by_id("home")
end,

View File

@@ -1,24 +0,0 @@
Decision.register({
id = "go_to_sleep",
label = "Go to Sleep",
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function()
Meter.hide()
Day.increase()
MinigameRhythmWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
local ascended = Ascension.consume_increase()
local level = Ascension.get_level()
MysteriousManScreen.start({
skip_text = not ascended,
text = ascended and MysteriousManScreen.get_text_for_level(level) or nil,
})
end,
})
end,
})

View File

@@ -3,14 +3,6 @@ Decision.register({
label = "Have a Coffee",
handle = function()
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
local level = Ascension.get_level()
local disc_id = "coworker_disc_0"
-- TODO: Add more discussions for levels above 3
if level >= 1 and level <= 3 then
local suffix = Context.have_done_work_today and ("_asc_" .. level) or ("_" .. level)
disc_id = "coworker_disc" .. suffix
end
Discussion.start(disc_id, "game")
Context.game.current_situation = new_situation_id
end,
})

View File

@@ -5,16 +5,16 @@ local _decisions = {}
--- @within Decision
--- @param decision table The decision data table.
--- @param decision.id string Unique decision identifier.
--- @param decision.label string|function Display text for the decision, or a function returning it.
--- @param decision.label string Display text for the decision.
--- @param[opt] decision.condition function Returns true if decision is available. Defaults to always true.
--- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop.
function Decision.register(decision)
if not decision or not decision.id then
trace("Error: Invalid decision object registered (missing id)!")
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
return
end
if not decision.label then
trace("Error: Invalid decision object registered (missing label)!")
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
return
end
@@ -30,18 +30,6 @@ function Decision.register(decision)
_decisions[decision.id] = decision
end
--- Gets the display label for a decision.
--- @within Decision
--- @param decision table The decision data table.
--- @return string result The resolved decision label.
function Decision.get_label(decision)
if not decision then return "" end
if type(decision.label) == "function" then
return decision.label() or ""
end
return decision.label or ""
end
--- Gets a decision by ID.
--- @within Decision
--- @param id string The ID of the decision.
@@ -104,43 +92,9 @@ end
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do
if decision and (not decision.condition or decision.condition()) then
if decision and decision.condition() then
table.insert(available, decision)
end
end
return available
end
--- Draws decision selector.
--- @within Decision
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
function Decision.draw(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 #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = Decision.get_label(selected_decision)
local text_y = bar_y + 4
Print.text("<", 2, text_y, Config.colors.light_blue)
Print.text_center(decision_label, Config.screen.width / 2, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end
end
--- Updates decision selector.
--- @within Decision
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number selected_decision_index The updated index of the selected decision.
function Decision.update(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
return selected_decision_index
end

View File

@@ -4,8 +4,8 @@ Decision.register({
handle = function()
Meter.hide()
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0,
})
end,

View File

@@ -4,8 +4,8 @@ Decision.register({
handle = function()
Meter.hide()
MinigameRhythmWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0,
})
end,

View File

@@ -1,23 +0,0 @@
Decision.register({
id = "sumphore_discussion",
label = function()
if Context.have_met_sumphore then
return "Talk to Sumphore"
end
return "Talk to the homeless guy"
end,
handle = function()
if not Context.have_met_sumphore then
Discussion.start("homeless_guy", "game")
return
end
local level = Ascension.get_level()
-- TODO: Add more discussions for levels above 3
if level >= 1 and level <= 3 then
Discussion.start("sumphore_disc_asc_" .. level, "game")
else
Discussion.start("homeless_guy", "game", 4)
end
end,
})

View File

@@ -1,137 +0,0 @@
Discussion.register({
id = "coworker_disc_0",
steps = {
{
question = "Good morning Normal, enjoying your coffee as usual, huh?",
answers = {
{ label = "The name is Norman, not Normal", next_step = 2 },
},
},
{
question = "Can't work without some good coffee, no? ",
answers = {
{ label = "Mhmm", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_1",
steps = {
{
question = "Norman, you look confused, what's up?",
answers = {
{ label = "Just some bugs I noticed", next_step = 2 },
},
},
{
question = "Your coffee also seems whiter than usual!",
answers = {
{ label = "I feel like latte today", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_asc_1",
steps = {
{
question = "Normann you look weird and unfocused. You are usually locked in and not like this, what's up?",
answers = {
{ label = "Nothing it's just, I noticed some bugs in the simulation, maybe.", next_step = 2 },
},
},
{
question = "Are you fixing bugs nobody noticed before?",
answers = {
{ label = "Maybe", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_2",
steps = {
{
question = "Hey Norman, do you have new socks on? That's a weird color!",
answers = {
{ label = "Huh? True ...", next_step = 2 },
},
},
{
question = "You look strange today, Normal, you put your tie on backwards, is everything ok? ",
answers = {
{ label = "Get it right, Norman ... NORMAN!", next_step = 3 },
},
},
{
question = "Yo Normann, text goes from left to right, not right to left, these parts!",
answers = {
{ label = "Uhm...why?", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_asc_2",
steps = {
{
question = "Normann, are you ok? You were doing weird things while typing?",
answers = {
{ label = "Naw", next_step = 2 },
},
},
{
question = "Oh, it's ok, I'm not wathcing you. Noone really is. *giggle*",
answers = {
{ label = "Huh ?", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_3",
steps = {
{
question = "You look so happy, did you catch a bull or something?",
answers = {
{ label = "What do you mean?", next_step = 2 },
},
},
{
question = "Most people catch colds! You are so strange!",
answers = {
{ label = "An apple a day keeps the cold away", next_step = 3 },
},
},
{
question = "You look like you don't really want to work today, are you ok?",
answers = {
{ label = "Oh brother", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_3",
steps = {
{
question = "Normal, you should take a break, you don't live up to your name today",
answers = {
{ label = "Norman is the name ...", next_step = 2 },
},
},
{
question = "You aren't as enthusiastic as you were before!",
answers = {
{ label = "Burnout comes for everyone", next_step = nil },
},
},
},
})

View File

@@ -1,129 +0,0 @@
Discussion.register({
id = "sumphore_disc_asc_1",
steps = {
{
question = "Are you still seeking the ox?",
answers = {
{ label = "Huh? What ox?", next_step = 2 },
{ label = "Are you drunk, old man?", next_step = nil },
},
},
{
question = "Did you never think there would be more to this?",
answers = {
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_2",
steps = {
{
question = "How's work? Your face looks strange",
answers = {
{ label = "I just really need to take a break.", next_step = 2 },
{ label = "Not sure what you mean.", next_step = nil },
},
},
{
question = "Are you seeing things?",
answers = {
{ label = "How did you know ?", next_step = 3 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "Come have a drink, I could tell you some stories.",
answers = {
{ label = "No, drink makes you stupid and I need to be in top shape.", next_step = 4, on_select = function()
Meter.add("ism", 10)
end },
{ label = "I could use a drink.", next_step = nil, on_select = function()
Meter.add("bm", 10)
end },
},
},
{
question = "Always trying to do the right thing, huh? What if you did the left thing instead?",
answers = {
{ label = "I've never thought of that up till now.", next_step = nil, on_select = function()
Meter.add("ism", 5)
end },
{ label = "Silly wordgames, I like them.", next_step = nil, on_select = function()
Meter.add("wpm", 10)
end },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_3",
steps = {
{
question = "Do you think it's work you're doing?",
answers = {
{ label = "... that sounds like it's from a movie.", next_step = 2 },
{ label = "Are you drunk, old man?", next_step = nil },
},
},
{
question = "You might just be trying too hard, why dont you just flow for a while?",
answers = {
{ label = "Flow where ?", next_step = 3 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "Flow carelessly, without any effort",
answers = {
{ label = "Consuming sth other than alcohol ?", next_step = nil },
{ label = "Deja vu", next_step = nil },
},
},
},
})
Discussion.register({
id = "homeless_guy",
steps = {
{
question = "Sup bro, how are you?",
answers = {
{ label = "I'm doing great, thanks!", next_step = 2 },
{ label = "Not as good as you", next_step = nil },
},
},
{
question = "What's your name?",
answers = {
{ label = "Norman Reds, nice to meet you.", next_step = 3 },
{ label = "Mom told me not to talk to strangers.", next_step = nil },
},
},
{
question = "That name ... could it be? I know a guy with that name...",
answers = {
{ label = "Never met you before.", next_step = 4 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "My name is Sumphore, nice to meet you.",
answers = {
{ label = "Nice to meet you, Sumphore.", next_step = 5, on_select = function()
Context.have_met_sumphore = true
end },
},
},
{
question = "You're a good guy, I can tell. You abide by the rules. Life would be so much easier if more people were like you ...",
answers = {
{ label = "Thanks, I try my best.", next_step = nil },
},
},
},
})

View File

@@ -1,169 +0,0 @@
--- @section Ascension
local ASCENSION_MAX_LEVEL = 9
local ASCENSION_WORD = "ASCENSION"
local _increased_this_cycle = false
local _flash_active = false
local _flash_timer = 0
local _flash_total = 0
local FLASH_DURATION = 120
local _fade_active = false
local _fade_timer = 0
local FADE_DURATION = 120
local FADE_COLORS = nil
--- Gets initial ascension state.
--- @within Ascension
--- @return result table Initial ascension state. </br>
--- Fields: </br>
--- * level (number) Current ascension level (0-9).
function Ascension.get_initial()
_increased_this_cycle = false
return {
level = 0,
}
end
--- Gets the current ascension level.
--- @within Ascension
--- @return number The current ascension level (0-9).
function Ascension.get_level()
if not Context or not Context.ascension then return 0 end
return Context.ascension.level
end
--- Gets the maximum ascension level.
--- @within Ascension
--- @return number The maximum ascension level.
function Ascension.get_max_level()
return ASCENSION_MAX_LEVEL
end
--- Increases the ascension level by 1, clamped to the max.
--- @within Ascension
function Ascension.increase()
if not Context or not Context.ascension then return end
Context.ascension.level = math.min(ASCENSION_MAX_LEVEL, Context.ascension.level + 1)
_increased_this_cycle = true
end
--- Returns true if ascension was incremented since the last consume call.
--- @within Ascension
--- @return boolean Whether ascension increased this cycle.
function Ascension.did_increase()
return _increased_this_cycle
end
--- Consumes the increase flag, returning its value and resetting it.
--- @within Ascension
--- @return boolean Whether ascension had increased this cycle.
function Ascension.consume_increase()
local result = _increased_this_cycle
_increased_this_cycle = false
return result
end
--- Returns true when the ascension meter is fully complete (level 10).
--- @within Ascension
--- @return boolean Whether the cycle can be broken.
function Ascension.is_complete()
return Ascension.get_level() >= ASCENSION_MAX_LEVEL
end
--- Draws the ascension meter as individual letters of "ASCENSION".
--- Each letter lights up per level. Drawn beneath existing meter bars.
--- @within Ascension
--- @param x number Left x position.
--- @param y number Top y position.
--- @param options table Optional overrides: lit_color, dim_color, spacing.
function Ascension.draw(x, y, options)
if not Context or not Context.ascension then return end
options = options or {}
local level = Context.ascension.level
if level < 1 then return end
local lit_color = options.lit_color or Config.colors.white
local spacing = options.spacing or 5
for i = 1, level do
local ch = ASCENSION_WORD:sub(i, i)
local color
if i == level and _fade_active then
color = Ascension.get_fade_color()
else
color = lit_color
end
print(ch, x + (i - 1) * spacing, y, color, false, 1, true)
end
end
--- Returns the current fade-in color based on progress through the palette.
--- @within Ascension
--- @return number The palette color index for the current fade step.
function Ascension.get_fade_color()
if not FADE_COLORS then
FADE_COLORS = {
Config.colors.black,
Config.colors.dark_grey,
Config.colors.light_grey,
Config.colors.white,
}
end
if not _fade_active then return Config.colors.white end
local progress = math.min(_fade_timer / FADE_DURATION, 1)
local idx = math.floor(progress * (#FADE_COLORS - 1)) + 1
return FADE_COLORS[idx]
end
--- Starts the fade-in effect for the most recently gained letter.
--- @within Ascension
function Ascension.start_fade()
_fade_active = true
_fade_timer = 0
end
--- Starts the ascension flash effect.
--- @within Ascension
function Ascension.start_flash()
_flash_active = true
_flash_timer = 0
_flash_total = FLASH_DURATION
end
--- Updates and draws the ascension flash overlay.
--- Call once per frame from the main loop.
--- @within Ascension
function Ascension.draw_flash()
if not _flash_active then return end
_flash_timer = _flash_timer + 1
local sw = Config.screen.width
local sh = Config.screen.height
local progress = _flash_timer / FLASH_DURATION
local pulse = math.abs(math.sin(progress * math.pi * 6))
local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
rect(0, 0, sw, sh, flash_color)
if _flash_timer >= _flash_total then
_flash_active = false
Ascension.start_fade()
end
end
--- Updates the fade-in timer. Call once per frame from the main loop.
--- @within Ascension
function Ascension.update_fade()
if not _fade_active then return end
_fade_timer = _fade_timer + 1
if _fade_timer >= FADE_DURATION then
_fade_active = false
end
end
--- Returns whether a flash effect is currently active.
--- @within Ascension
--- @return boolean Whether the flash is playing.
function Ascension.is_flashing()
return _flash_active
end

View File

@@ -9,18 +9,18 @@ function Config.initial_data()
height = 136
},
colors = {
black = 0,
light_grey = 2,
dark_grey = 1,
red = 13,
light_blue = 9,
blue = 3,
white = 4,
item = 7,
meter_bg = 1
black = 2,
light_grey = 13,
dark_grey = 14,
red = 0,
light_blue = 7,
blue = 9,
white = 12,
item = 12,
meter_bg = 12
},
timing = {
minigame_win_duration = 180
splash_duration = 120
}
}
end
@@ -36,19 +36,21 @@ end
local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
--- @within Config
function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end
--- Loads saved configuration.
--- @within Config
function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
return
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else
Config.reset()
end

View File

@@ -11,65 +11,33 @@ Context = {}
--- @return result table Initial context data or nil. </br>
--- Fields: </br>
--- * current_menu_item (number) Index of the currently selected menu item.<br/>
--- * splash_timer (number) Remaining frames for the splash screen timer.<br/>
--- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
--- * game_in_progress (boolean) Whether a game is currently active.<br/>
--- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
--- * have_been_to_office (boolean) Whether the player has been to the office.<br/>
--- * have_done_work_today (boolean) Whether the player has done work today.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
function Context.initial_data()
return {
current_menu_item = 1,
test_mode = false,
splash_timer = Config.timing.splash_duration,
popup = {
show = false,
content = {}
},
game_in_progress = false,
stat_screen_active = false,
minigame_ddr = {},
minigame_button_mash = {},
minigame_rhythm = {},
minigame_ddr = Minigame.get_default_ddr(),
minigame_button_mash = Minigame.get_default_button_mash(),
minigame_rhythm = Minigame.get_default_rhythm(),
meters = Meter.get_initial(),
ascension = Ascension.get_initial(),
timer = Timer.get_initial(),
triggers = {},
home_norman_visible = false,
have_been_to_office = false,
have_done_work_today = false,
should_ascend = false,
have_met_sumphore = false,
game = {
current_screen = "home",
current_situation = nil,
},
day_count = 1,
glitch = {
enabled = false,
state = "active",
timer = 0,
},
_end = {
state = "choice",
selection = 1,
},
discussion = {
active = false,
id = nil,
step = 1,
selected_answer = 1,
scroll_y = 0,
scroll_timer = 0,
auto_scroll = true,
return_window = nil,
},
}
}
end
@@ -95,39 +63,6 @@ function Context.new_game()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
MysteriousManScreen.start({
text = [[
Norman was never a bad
...
simulation engineer,
...
but
...
we need to be careful
...
letting him improve.
...
We need to distract him.
]],
on_text_complete = function()
Audio.sfx_alarm()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Meter.show()
Window.set_current("game")
end,
})
end,
})
end
--- Saves the current game state.

View File

@@ -2,17 +2,34 @@
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_GAIN_PER_CHORE = 100
local METER_DECAY_PER_DAY = 20
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- 1800 frames = 30 seconds (1800 ÷ 60 = 30)
local meter_timer_duration = 1800
local meter_timer_decay_per_revolution = 20
-- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- Sets the number of frames for one full timer revolution.
--- @within Meter
--- @param frames number Frames per revolution (controls degradation speed).
function Meter.set_timer_duration(frames)
meter_timer_duration = frames
end
--- Sets the degradation amount applied to all meters per revolution.
--- @within Meter
--- @param amount number Amount to subtract from each meter per revolution.
function Meter.set_timer_decay(amount)
meter_timer_decay_per_revolution = amount
end
--- Gets initial meter values.
--- @within Meter
--- @return result table Initial meter values. </br>
@@ -22,7 +39,8 @@ Meter.COLOR_BG = Config.colors.meter_bg
--- * bm (number) Initial BM meter value.<br/>
--- * combo (number) Current combo count.<br/>
--- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden.
--- * hidden (boolean) Whether meters are hidden.<br/>
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
function Meter.get_initial()
return {
ism = METER_DEFAULT,
@@ -31,6 +49,7 @@ function Meter.get_initial()
combo = 0,
combo_timer = 0,
hidden = false,
timer_progress = 0,
}
end
@@ -53,20 +72,6 @@ function Meter.get_max()
return METER_MAX
end
--- Sets the decay amount applied to all meters per day.
--- @within Meter
--- @param amount number Amount to subtract from each meter.
function Meter.set_decay(amount)
METER_DECAY_PER_DAY = amount
end
--- Gets the meter decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per day.
function Meter.get_decay_percentage()
return math.floor(METER_DECAY_PER_DAY / METER_MAX * 100)
end
--- Gets combo multiplier.
--- @within Meter
--- @return number The current combo multiplier.
@@ -91,6 +96,13 @@ function Meter.update()
m.combo_timer = 0
end
end
m.timer_progress = m.timer_progress + (1 / meter_timer_duration)
if m.timer_progress >= 1 then
m.timer_progress = m.timer_progress - 1
m.ism = math.max(0, m.ism - meter_timer_decay_per_revolution)
m.wpm = math.max(0, m.wpm - meter_timer_decay_per_revolution)
m.bm = math.max(0, m.bm - meter_timer_decay_per_revolution)
end
end
end
@@ -106,6 +118,13 @@ function Meter.add(key, amount)
end
end
--- Gets the timer decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per revolution (e.g. 2 means -2%).
function Meter.get_timer_decay_percentage()
return math.floor(meter_timer_decay_per_revolution / METER_MAX * 100)
end
--- Called on minigame completion.
--- @within Meter
function Meter.on_minigame_complete()
@@ -117,42 +136,3 @@ function Meter.on_minigame_complete()
m.combo = m.combo + 1
m.combo_timer = 0
end
--- Draws meters.
--- @within Meter
function Meter.draw()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 1
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x, ascension_y, { spacing = 5 })
end

267
inc/init/init.minigame.lua Normal file
View File

@@ -0,0 +1,267 @@
-- Manages minigame configurations and initial states.
--- @section Minigame
--- Applies parameters to defaults
--- @within Minigame
--- @param defaults table The default configuration table.
--- @param params table The parameters to apply.
--- @return table The updated configuration table.
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
--- Gets default DDR minigame configuration.
--- @within Minigame
--- @return result table The default DDR minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_hit (number) Fill gained per successful hit.<br/>
--- * miss_penalty (number) Fill lost per miss.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * arrow_size (number) Size of arrow sprites.<br/>
--- * arrow_spawn_timer (number) Timer for arrow spawning.<br/>
--- * arrow_spawn_interval (number) Frames between arrow spawns.<br/>
--- * arrow_fall_speed (number) Speed of falling arrows.<br/>
--- * arrows (table) Array of active arrow objects.<br/>
--- * target_y (number) Y position of the target line.<br/>
--- * target_arrows (table) Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.<br/>
--- * hit_threshold (number) Pixel distance for a valid hit.<br/>
--- * button_pressed_timers (table) Per-button press animation timers.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * input_cooldowns (table) Per-direction cooldown timers (left, down, up, right).<br/>
--- * input_cooldown_duration (number) Frames of input cooldown.<br/>
--- * frame_counter (number) Global frame counter.<br/>
--- * current_song (table) Currently playing song data.<br/>
--- * pattern_index (number) Current index in song pattern.<br/>
--- * use_pattern (boolean) Whether to use song pattern for spawning.<br/>
--- * return_window (string) Window ID to return to after minigame.
function Minigame.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
miss_penalty = 5,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
},
hit_threshold = 8,
button_pressed_timers = {},
button_press_duration = 8,
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
input_cooldown_duration = 10,
frame_counter = 0,
current_song = nil,
pattern_index = 1,
use_pattern = false,
return_window = nil
}
end
--- Gets default button mash minigame configuration.
--- @within Minigame
--- @return result table The default button mash minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_press (number) Fill gained per button press.<br/>
--- * base_degradation (number) Base rate of bar degradation per frame.<br/>
--- * degradation_multiplier (number) Multiplier for degradation scaling.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
function Minigame.get_default_button_mash()
return {
bar_fill = 0,
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Gets default rhythm minigame configuration.
--- @within Minigame
--- @return result table The default rhythm minigame configuration. </br>
--- Fields: </br>
--- * line_position (number) Current position of the moving line (0-1).<br/>
--- * line_speed (number) Speed of the moving line per frame.<br/>
--- * line_direction (number) Direction of line movement (1 or -1).<br/>
--- * target_center (number) Center of the target zone (0-1).<br/>
--- * target_width (number) Current width of the target zone.<br/>
--- * initial_target_width (number) Starting width of the target zone.<br/>
--- * min_target_width (number) Minimum width the target zone can shrink to.<br/>
--- * target_shrink_rate (number) Multiplier applied to target width after each hit.<br/>
--- * score (number) Current score.<br/>
--- * max_score (number) Score needed to win.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
--- * press_cooldown (number) Current cooldown timer.<br/>
--- * press_cooldown_duration (number) Frames of press cooldown.<br/>
function Minigame.get_default_rhythm()
return {
line_position = 0,
line_speed = 0.015,
line_direction = 1,
target_center = 0.5,
target_width = 0.3,
initial_target_width = 0.3,
min_target_width = 0.08,
target_shrink_rate = 0.9,
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 210,
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Configures DDR minigame.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_ddr).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_hit number Fill gained per successful hit.
--- @param[opt] params.miss_penalty number Fill lost per miss.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.arrow_size number Size of arrow sprites.
--- @param[opt] params.arrow_spawn_timer number Timer for arrow spawning.
--- @param[opt] params.arrow_spawn_interval number Frames between arrow spawns.
--- @param[opt] params.arrow_fall_speed number Speed of falling arrows.
--- @param[opt] params.arrows table Array of active arrow objects.
--- @param[opt] params.target_y number Y position of the target line.
--- @param[opt] params.target_arrows table Array of target arrow positions with dir and x fields.
--- @param[opt] params.hit_threshold number Pixel distance for a valid hit.
--- @param[opt] params.button_pressed_timers table Per-button press animation timers.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.input_cooldowns table Per-direction cooldown timers (left, down, up, right).
--- @param[opt] params.input_cooldown_duration number Frames of input cooldown.
--- @param[opt] params.frame_counter number Global frame counter.
--- @param[opt] params.current_song table Currently playing song data.
--- @param[opt] params.pattern_index number Current index in song pattern.
--- @param[opt] params.use_pattern boolean Whether to use song pattern for spawning.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @return result table The configured DDR minigame state (see Minigame.get_default_ddr for fields).
function Minigame.configure_ddr(params)
return apply_params(Minigame.get_default_ddr(), params)
end
--- Configures button mash minigame.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_button_mash).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_press number Fill gained per button press.
--- @param[opt] params.base_degradation number Base rate of bar degradation per frame.
--- @param[opt] params.degradation_multiplier number Multiplier for degradation scaling.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @return result table The configured button mash minigame state (see Minigame.get_default_button_mash for fields).
function Minigame.configure_button_mash(params)
return apply_params(Minigame.get_default_button_mash(), params)
end
--- Configures rhythm minigame.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_rhythm).
--- @param[opt] params.line_position number Current position of the moving line (0-1).
--- @param[opt] params.line_speed number Speed of the moving line per frame.
--- @param[opt] params.line_direction number Direction of line movement (1 or -1).
--- @param[opt] params.target_center number Center of the target zone (0-1).
--- @param[opt] params.target_width number Current width of the target zone.
--- @param[opt] params.initial_target_width number Starting width of the target zone.
--- @param[opt] params.min_target_width number Minimum width the target zone can shrink to.
--- @param[opt] params.target_shrink_rate number Multiplier applied to target width after each hit.
--- @param[opt] params.score number Current score.
--- @param[opt] params.max_score number Score needed to win.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @param[opt] params.press_cooldown number Current cooldown timer.
--- @param[opt] params.press_cooldown_duration number Frames of press cooldown.
--- @return result table The configured rhythm minigame state (see Minigame.get_default_rhythm for fields).
function Minigame.configure_rhythm(params)
return apply_params(Minigame.get_default_rhythm(), params)
end

View File

@@ -12,10 +12,3 @@ Input = {}
Sprite = {}
Audio = {}
Focus = {}
Day = {}
Timer = {}
Trigger = {}
Discussion = {}
AsciiArt = {}
Ascension = {}
MysteriousManScreen = {}

View File

@@ -1,35 +0,0 @@
--- @section Day
local _day_increase_handlers = {}
--- Increases the day count and triggers registered handlers.
--- @within Day
function Day.increase()
Context.day_count = Context.day_count + 1
if Context.day_count == 3 then
Context.should_ascend = true
end
for _, handler in ipairs(_day_increase_handlers) do
handler()
end
end
--- Registers a handler to be called when the day increases.
--- @within Day
--- @param handler function The function to call when the day increases.
function Day.register_handler(handler)
table.insert(_day_increase_handlers, handler)
end
Day.register_handler(function()
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_DAY)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
end)
Day.register_handler(function()
if Context.should_ascend then
Ascension.increase()
end
Context.should_ascend = false
end)

View File

@@ -1,106 +0,0 @@
--- @section Discussion
local _discussions = {}
--- Registers a discussion definition.
--- @within Discussion
--- @param discussion table The discussion data table.
--- @param discussion.id string Unique discussion identifier.
--- @param discussion.steps table Array of step tables, each with `question` (string) and `answers` (array of {label, next_step} tables).
--- @param[opt] discussion.on_end function Called when the discussion ends. Defaults to noop.
function Discussion.register(discussion)
if not discussion or not discussion.id then
trace("Error: Invalid discussion registered (missing id)!")
return
end
if not discussion.steps or #discussion.steps == 0 then
trace("Error: Discussion '" .. discussion.id .. "' has no steps!")
return
end
if not discussion.on_end then
discussion.on_end = function() end
end
if _discussions[discussion.id] then
trace("Warning: Overwriting discussion with id: " .. discussion.id)
end
_discussions[discussion.id] = discussion
end
--- Gets a discussion by ID.
--- @within Discussion
--- @param id string The discussion ID.
--- @return table|nil result The discussion table or nil.
function Discussion.get_by_id(id)
return _discussions[id]
end
--- Starts a discussion, switching to the discussion window.
--- @within Discussion
--- @param id string The discussion ID to start.
--- @param return_window string The window ID to return to after the discussion.
--- @param[opt] start_step number The step index to start from (defaults to 1).
function Discussion.start(id, return_window, start_step)
local discussion = _discussions[id]
if not discussion then
trace("Error: Discussion not found: " .. tostring(id))
return
end
local step = start_step or 1
if not discussion.steps[step] then step = 1 end
Context.discussion.active = true
Context.discussion.id = id
Context.discussion.step = step
Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
Context.discussion.return_window = return_window or "game"
Meter.hide()
Window.set_current("discussion")
end
--- Gets the current step data for the active discussion.
--- @within Discussion
--- @return table|nil result The current step table or nil.
function Discussion.get_current_step()
if not Context.discussion.active or not Context.discussion.id then return nil end
local discussion = _discussions[Context.discussion.id]
if not discussion then return nil end
return discussion.steps[Context.discussion.step]
end
--- Advances to a specific step or ends the discussion.
--- @within Discussion
--- @param next_step number|nil The step index to go to, or nil to end.
function Discussion.go_to_step(next_step)
if not next_step then
Discussion.finish()
return
end
local discussion = _discussions[Context.discussion.id]
if not discussion or not discussion.steps[next_step] then
Discussion.finish()
return
end
Context.discussion.step = next_step
Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
end
--- Ends the active discussion and returns to the previous window.
--- @within Discussion
function Discussion.finish()
local discussion = _discussions[Context.discussion.id]
local return_window = Context.discussion.return_window or "game"
Context.discussion.active = false
Context.discussion.id = nil
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
Meter.show()
if discussion and discussion.on_end then
discussion.on_end()
end
Window.set_current(return_window)
end

View File

@@ -1,58 +0,0 @@
--- @section Glitch
Glitch = {}
--- Shows the glitch effect.
--- @within Glitch
function Glitch.show()
if Context and Context.glitch then
Context.glitch.enabled = true
end
end
--- Hides the glitch effect.
--- @within Glitch
function Glitch.hide()
if Context and Context.glitch then
Context.glitch.enabled = false
end
end
--- Draws the glitch effect if active.
--- @within Glitch
function Glitch.draw()
if not Context or not Context.glitch or not Context.glitch.enabled then return end
-- Update state timer
Context.glitch.timer = Context.glitch.timer - 1
if Context.glitch.timer <= 0 then
if Context.glitch.state == "active" then
Context.glitch.state = "waiting"
Context.glitch.timer = math.random(20, 60) -- Time to stay fixed
else
Context.glitch.state = "active"
Context.glitch.timer = math.random(40, 100) -- Time to stay glitchy
end
end
-- Draw stripes only when active
if Context.glitch.state == "active" then
for _ = 1, 15 do
local rx = math.random(0, Config.screen.width - 1)
local ry = math.random(0, Config.screen.height - 1)
-- Sample color at the random point
local color = pix(rx, ry)
-- Determine random length for the stripe (2-40)
local length = math.random(2, 40)
-- Draw the vertical stripe
for sy = 0, length - 1 do
local dy = ry + sy
if dy < Config.screen.height then
pix(rx, dy, color)
end
end
end
end
end

View File

@@ -1,19 +0,0 @@
-- Manages minigame configurations and initial states.
--- @section Minigame
--- Draws a unified win message overlay.
--- @within Minigame
function Minigame.draw_win_overlay()
local text = "SUCCESS"
local tw = #text * 6
local th = 6
local padding = 4
local box_w = tw + padding * 2
local box_h = th + padding * 2
local box_x = (Config.screen.width - box_w) / 2
local box_y = (Config.screen.height - box_h) / 2
rect(box_x, box_y, box_w, box_h, Config.colors.dark_grey)
rectb(box_x, box_y, box_w, box_h, Config.colors.white)
Print.text_center(text, Config.screen.width / 2, box_y + padding, Config.colors.white)
end

View File

@@ -1,87 +0,0 @@
--- @section Timer
local timer_duration = 1800
--- Gets initial timer values.
--- @within Timer
--- @return result table Initial timer values. </br>
--- Fields: </br>
--- * progress (number) Clock timer revolution progress (0 to 1).
function Timer.get_initial()
return {
progress = 0,
}
end
--- Sets the number of frames for one full timer revolution.
--- @within Timer
--- @param frames number Frames per revolution.
function Timer.set_duration(frames)
timer_duration = frames
end
--- Updates the timer and handles revolution events.
--- @within Timer
function Timer.update()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
local t = Context.timer
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
t.progress = t.progress + (1 / timer_duration)
if t.progress >= 1 then
t.progress = t.progress - 1
end
end
end
--- Draws the clock timer indicator as a circular progress bar.
--- @within Timer
function Timer.draw()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local cx = 10
local cy = 8
local r_outer = 5
local r_inner = 3
local progress = Context.timer.progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.dark_grey
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
fg_color = Config.colors.blue
elseif progress <= 1 then
fg_color = Config.colors.red
end
local bg_color = Config.colors.white
local start_angle = -math.pi * 0.5
local progress_angle = progress * 2 * math.pi
local r_outer_sq = r_outer * r_outer
local r_inner_sq = r_inner * r_inner
for dy = -r_outer, r_outer do
for dx = -r_outer, r_outer do
local dist_sq = dx * dx + dy * dy
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
local angle = math.atan(dy, dx)
local relative = angle - start_angle
if relative < 0 then relative = relative + 2 * math.pi end
if relative <= progress_angle then
pix(cx + dx, cy + dy, fg_color)
else
pix(cx + dx, cy + dy, bg_color)
end
end
end
end
local hand_angle = start_angle + progress_angle
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
line(cx, cy, hand_x, hand_y, Config.colors.white)
end

View File

@@ -1,135 +0,0 @@
--- @section Trigger
local triggers = {}
--- @within Trigger
--- @param trigger table The trigger data table.
--- @param trigger.id string Unique trigger identifier.
--- @param trigger.duration number Duration in frames before the trigger fires.
--- @param[opt] trigger.on_start function Called when the trigger starts. Defaults to noop.
--- @param[opt] trigger.on_stop function Called when the trigger fires or is manually stopped. Defaults to noop.
--- @param[opt] trigger.repeating boolean If true, trigger restarts after firing. Defaults to false.
function Trigger.register(trigger)
if not trigger or not trigger.id then
trace("Error: Invalid trigger registered (missing id)!")
return
end
if not trigger.duration or trigger.duration <= 0 then
trace("Error: Invalid trigger registered (missing or invalid duration)!")
return
end
if not trigger.on_start then
trigger.on_start = function() end
end
if not trigger.on_stop then
trigger.on_stop = function() end
end
if trigger.repeating == nil then
trigger.repeating = false
end
if triggers[trigger.id] then
trace("Warning: Overwriting trigger with id: " .. trigger.id)
end
triggers[trigger.id] = trigger
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return table|nil result The trigger definition or nil.
function Trigger.get_by_id(id)
return triggers[id]
end
--- @within Trigger
--- @return table result All trigger definitions keyed by ID.
function Trigger.get_all()
return triggers
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return boolean active True if the trigger is running.
function Trigger.is_active(id)
if not Context or not Context.triggers then return false end
return Context.triggers[id] ~= nil
end
--- If already active, restarts from 0.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.start(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot start unknown trigger: " .. tostring(id))
return
end
Context.triggers[id] = { elapsed = 0 }
trigger.on_start()
end
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.stop(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot stop unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id] = nil
trigger.on_stop()
end
--- Resets elapsed time to 0 without calling handlers. No-op if inactive.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.reset(id)
if not Context or not Context.triggers then return end
if not triggers[id] then
trace("Error: Cannot reset unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id].elapsed = 0
end
--- Pauses during minigames.
--- @within Trigger
function Trigger.update()
if not Context or not Context.game_in_progress or not Context.triggers then return end
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if in_minigame then return end
local fired = {}
for id, state in pairs(Context.triggers) do
local trigger = triggers[id]
if trigger then
state.elapsed = state.elapsed + 1
if state.elapsed >= trigger.duration then
table.insert(fired, id)
end
else
table.insert(fired, id)
end
end
for _, id in ipairs(fired) do
local trigger = triggers[id]
if trigger then
trigger.on_stop()
if trigger.repeating then
Context.triggers[id] = { elapsed = 0 }
else
Context.triggers[id] = nil
end
else
Context.triggers[id] = nil
end
end
end

View File

@@ -255,126 +255,24 @@
-- 003:0000000000000000441600004242600044241000ff426000fff4100033f26000
-- 004:00000333000035550003655500365555003555ff00356fff00365f3f00355fff
-- 005:33000000553000005563000055563000ff553000fff53000f3f63000fff53000
-- 008:0000005a00005a55000055a50000a55a00005a5700005533000575f30000757f
-- 009:55a50000a55a50005a55a00057555500fff7a5003f335a00fff3f500fffffa00
-- 016:0000000000000000000000000000003000000353000035350003535100353535
-- 017:0000000000000000000000003000000053300000151300005151300015151300
-- 018:004f99ff000fffff0000ff3300000fff00003666000355550035652503163555
-- 019:99f41000fff26000ff600000f600000063300000555330005555530055535530
-- 020:00356f6f003655f60365511f3653122f3531222f363221220532232203322322
-- 021:f6f530006f563000f1156300f2215300f2226300221233002232130022121300
-- 022:000000000000005100000155000055150000157f0000551300057f3f00017fff
-- 023:00000000555000005155000015515000ff7f5100ff31f200fff3ff0033fff200
-- 024:0000057f00000005000000050000559900055911005599110055119900551199
-- 025:f3ff5000fff500005f5000004415100077995100449915007711955044119550
-- 026:00000000000001330001331300031333001333330031f7f7001133390031999f
-- 027:0000000013310000131330003333130033333100f7f113003337310099975300
-- 028:000000000000000000000a77000057770005777700577777005775a50077a7ff
-- 029:0000000000000000777a0000777750007777750077777750a5a57750fff7a770
-- 030:000000000000051500001151000555550001517f000557ff0001ff3f0007ff1f
-- 031:00000000150000005110000055500000f7110000ff750000f3f10000f1f50000
-- 032:0033535100353533003351ff00351f3f0003ff3f0003ffff00003ff3000323ff
-- 033:5555530033555300ff155300f3f15300f3ff3000ffff30003ff30000ff323000
-- 034:036135250316355503613525031633110333331103f333330333333300033333
-- 035:55565530555355305556553013335530133333303333ff303333333033330000
-- 036:00322322003223330033331a003ff31a003ff3a1003333a100003a1a00003a1a
-- 037:223213003332130011133300111f300011133000111300001113000011130000
-- 038:000007ff0001117f0016171f0155175501561755155117555f7157555ff15755
-- 039:fffff700333f2000ffff7100555571105555716155557111555575ff555575ff
-- 040:005599110055991100ff533300fff511007fff110007f5110000311300003113
-- 041:479915504499155047333f7014113ff011113f70111130003311300003113000
-- 042:0035777f0001776600005777000000550088885508bbb84508bbb8448bb8b844
-- 043:77775300677500007750000055880000558b8000548bb800228bbb80428b8b80
-- 044:005a7f3f0057ff3f07f7ffff07757fdf077a57fd0575357f005a66a70006aa6f
-- 045:ff3f7a50ff3ff750fffff777ffdf7577ddf75a77ff75157577a66a50ff6aa600
-- 046:0005ffff00005ff3000005ff0017775500242777002121710024277100212171
-- 047:fff500003f500000f50000005771000077720000171200001772000017120000
-- 048:00323123003231430032314300313339000f3333000033300000333000033330
-- 049:324303003443030034430300933313003333f000033300000333000003333000
-- 050:0003333000033330000333300003333000053530003311300031113000333330
-- 051:3333000033330000333300003333000035350000311330003111300033333000
-- 052:000031a1000031a100003a1a00003a1a00003333000003f3000003f300000330
-- 053:111300001113000011130000111300003333000003f3000003f3000003300000
-- 054:5ff7646607f59999000991330003993000099130000133300001221000011100
-- 055:666646ff999993f7339913000039930000991300001333000012210000111000
-- 056:0000311300003113000031130000311300003113000033330000165100001111
-- 057:0311300003113000031130000311300003113000033330000165100001111000
-- 058:8888b8445f78b8445f58884405031330000331300003133000053550000577f0
-- 059:218b8880428b87f5218885f5031330500331300003133000053550000577f000
-- 060:0056aa66001f6aaa001fa666007f6aaa00006aaa0000a666000007d7000001d1
-- 061:666aa650aaaa6f106666af10aaaa6f70aaaa60006666a000007d7000001d1000
-- 062:0024277700ff611100fff333005f533300003333000033300000333000001110
-- 063:77720000116f0000335ff000333f000033300000333000003330000001110000
-- 064:00000000000000000000011100003311000111170003317f000117ff00553333
-- 065:0000000000000000110000001110000077110000ff710000ff77000013330000
-- 066:00000000000000330000033300003333000033f7000035ff000535ff0007f333
-- 067:0000000030000000333300003333000037f30000ffff0000ffff0000f333f000
-- 068:000000000000000000000000000000000000000000000122000012440001447f
-- 069:00000000000000000000000000000000000000002210000044210000f7441000
-- 070:000000000000000000000333000038880003888800388881038388310338835f
-- 071:00000000000000003330000088880000883380003355380016665300f7ff7300
-- 072:0000000000000000000000550000055500005577000057ff00007f55000fff33
-- 073:0000000000000000555550005555550077777550ffffff507f755f703f333fff
-- 074:0000000000000011000001130000113100011313000131310013137c003131ff
-- 075:000000001110000013110000313110001313100031313100ffff7100fffff100
-- 076:0000000000000055000005550000055500005577000057ff0007ff55000fff99
-- 077:0000000055550000555550005555500075775500fffff5005f555f703f993ff0
-- 078:0000000000000000000000000000000000001111000014440000144400001555
-- 079:0000000000000000000000000000000011100000441000004410000055100000
-- 080:0077533f000ff77f0005fff500005ff70000015f0005f315005ff3ff00ff3333
-- 081:f33f0000f77f00005ff000007f500000f500000053f00000f3f50000333f0000
-- 082:000fff330005ffff000057f50000007f000333350031313f0031313303113133
-- 083:ff33f000ffff100055f10000ff70000055330000ff3130003331300033311300
-- 084:000447ff000fffff0007f33f000ff11f000f7fff0000ff750000042400001142
-- 085:ff744000ffff1000f33f7000f11f5000fff7f00057ff00004240000044110000
-- 086:038383390338833b038383130338337f0383835f003838350003838300003333
-- 087:99539900bb33bb0099513900fffff530ff66f1007fff53001555310033333000
-- 088:000f7ff300005fff000007ff0000007f0000021f000024410002444400124244
-- 089:fff3ff7ff1ffff50fffff700111f7000ffff1000111142004244442042442410
-- 090:005f5733005f1f2300015fff0000077f00011117001244210144414201421444
-- 091:ff33f500ff23f500fffff00011ff500077710000112410004442410042441410
-- 092:00005fff000005ff0000001f0000000100000114000018140000181400018114
-- 093:fffff500111f5000fff500001110000042411000424180004241810042411100
-- 094:00001fff00001f3f0000cf3f0000cfff00000cf3000023cc000131ff001f1f11
-- 095:ff1000003f1000003ff00000fff00000fc000000c3200000f13100001f1f1000
-- 096:00ff33330033133305f333330ff31333033333330f5313330ff1311107f13333
-- 097:333f0000333f5000333f5000333ff000333330003335f500111ff5003337f000
-- 098:03113133031131330333313303113131033331320555313107ff313307ff3131
-- 099:333113003331130033333300213113004233330021317f0033317f5001317500
-- 100:0002441400244441024444240242442414424424144144241441442414414424
-- 101:4144210014444200424444204244422042444241424441414244414142444141
-- 102:000333330033a3530032a353003a332303a23333032a333303a23333032a3333
-- 103:3333300055353300553533002232323033333130333332303333313333333233
-- 104:001441440014424400144144001441240017f311001ff133001fff330007f333
-- 105:4244142042442410424414204244122012113f7031333ff033333ff030333f00
-- 106:01421444014414440142144431421444011111110fff1a5a0ff755a505755a51
-- 107:44441410424414104444141042441410111111105a5a55f5a5a5a5f5111a5170
-- 108:0001181400018114000118140001811300011333005fff33000f773300055333
-- 109:424181104241181042418110222318101113310033335ff03333f77033335500
-- 112:0553333300033330000333000033330000333300003333000011110000121200
-- 113:3330000033300000333000003330000033300000333000001111000012120000
-- 114:05f5313103003131033311310311113103111131003111300003333000012120
-- 115:0131130001311300013113000131130001311300003113000033330000121200
-- 116:0fff242407f72211005544200002442000024420000244200002222000024440
-- 117:424441f1112227f1024425500244200002442000024420000222200002444000
-- 118:0333333307ff333307f733330070333000003330000033300000111000001110
-- 119:33333575333331f1333335750033300000333000003330000011100000111100
-- 120:0000033300000333000003330000033300000333000003330000033300000111
-- 121:0033300000333000003330000033300000333000003330000033300010111100
-- 122:005015a100001a51000015a100001a51000015a1000022510000924900009999
-- 123:0315a150001a51000015a100001a51000015a100002251000092490000999900
-- 124:0000033300000333000003330000033300000333000003330000033300000111
-- 125:0333000003330000033300000333000003330000033300000333000000111000
-- 129:0000000000000000000000000000000000000000011515101151515151515151
-- 144:0000000500000015000000150000057f000005ff0000017f0000331700073331
-- 145:1ffffff7ff0fff0fff1fff1fffffffffff7555fffffffffffff111ff57fffff7
-- 146:1000000071000000f5000000ff000000ff500000ff5000007513100051333700
-- 160:0077333303331333333313333331333333313333355133335ff513335ff71111
-- 161:1111111133333333333337333333373333333733333337333333373311117711
-- 162:133337003733133077731330333331333333313333333155333337ff1111175f
-- 176:0775333300031333000333130000333300001333000033330000033300000111
-- 177:3335773333333533333333331313131333333333300000033000000310000001
-- 178:3333357533331000331300001333000033310000333300003331000011110000
-- </SPRITES>
-- <MAP>
-- 000:ffffffffff0010201020102010201020102010201020102000ffffffffff40404040404087f3f3f3f397a7b7c7d7a7e7f70818a7b7c7d7a7b7c7d7a70b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
@@ -397,25 +295,23 @@
-- </MAP>
-- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
-- 016:00000000000000400040004000700070007000400040004000700070007000c000c000c000c000c000c000c000c000c000c000c000c000c000c000c0470000000000
-- 017:000000000000000000000000006000600060006000600060106020c030c050c060c080c0a0c0b0c0c0c0c0c0d0c0d0c0e0c0f0c0f0c0f0c0f0c0f0c0400000000000
-- 018:00c000c000c000c000c000c0006000600060006000600060200030005000600080009000a000b000c000d000d000e000e000e000f000f000f000f000500000000000
-- 019:0000000000000000000000d010d010d020d030d050d070d090d0b0d0c0d0e0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0500000000000
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130580000000000
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100400000000800
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
-- 048:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900400000000000
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f10058a000000600
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100500000080800
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100100000080800
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000400000000000
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000200000000000
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000405000000000
-- </SFX>
-- <WAVES>
-- 000:bcceefceedddddc84333121268abaa99
@@ -429,14 +325,3 @@
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff
-- </WAVES>
-- <PATTERNS>
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- 004:49998d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
-- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
-- </PATTERNS>
-- <TRACKS>
-- 000:1000012000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ff
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS>

View File

@@ -1,8 +1,8 @@
-- title: Definitely not an Impostor
-- name: impostor
-- author: Teletype Games
-- desc: Life of a programmer
-- desc: Life of a programmer in the Vector
-- site: https://git.teletype.hu/games/impostor
-- license: MIT License
-- version: 1.0-beta1
-- version: 0.1
-- script: lua

View File

@@ -4,13 +4,6 @@ Screen.register({
decisions = {
"go_to_toilet",
"go_to_walking_to_office",
"go_to_sleep",
"go_to_end",
},
background = "bedroom",
draw = function()
if Context.home_norman_visible and Window.get_current_id() == "game" then
Sprite.draw_at("norman", 100, 80)
end
end
background = "bedroom"
})

View File

@@ -21,9 +21,6 @@ function Screen.register(screen_data)
end
if not screen_data.init then
screen_data.init = function() end
end
if not screen_data.exit then
screen_data.exit = function() end
end
if not screen_data.update then
screen_data.update = function() end

View File

@@ -1,264 +0,0 @@
--- @section MysteriousManScreen
local STATE_TEXT = "text"
local STATE_DAY = "day"
local STATE_CHOICE = "choice"
local ASC_01_TEXT = [[
Normann seems to be in line,
...
and stays seeking for oxes
...
within the confines.
...
Very good.
]]
local ASC_12_TEXT = [[
We have a problem!
...
Normann formed his first thought.
...
He saw the tracks.
]]
local ASC_23_TEXT = [[
Not good, not terrible.
...
Normann caught his glimpse
...
of another way
...
- quite literally -
...
if this continues,
...
we will lose control.
]]
local ASC_34_TEXT = [[
There is no turning back now for Norman.
...
He caught on.
...
I hoped it would never come to this...
]]
--[[ Norman speaks for the first time during MM screen ]]
local ASC_45_TEXT = [[
Wait, who are you?
...
*silence*
...
Why am I seeing this?
...
*silence*
...
]]
local ascension_texts = {
[1] = ASC_01_TEXT,
[2] = ASC_12_TEXT,
[3] = ASC_23_TEXT,
[4] = ASC_34_TEXT,
[5] = ASC_45_TEXT,
}
function MysteriousManScreen.get_text_for_level(level)
return ascension_texts[level] or ASC_01_TEXT
end
local state = STATE_TEXT
local text_y = Config.screen.height
local text_speed = 0.2
local day_timer = 0
local day_display_frames = 120
local text_done = false
local text_done_timer = 0
local TEXT_DONE_HOLD_FRAMES = 120
local selected_choice = 1
local text = ASC_01_TEXT
local day_text_override = nil
local on_text_complete = nil
local show_mysterious_screen = true
local trigger_flash_on_wake = false
local function draw_mysterious_man_background()
local img_values = {0,1,0,1,0,1,0,1,0,1,0,1,2,1,4,1,0,2,4,1,0,2,4,1,0,2,4,1,0,2,4,1,0,2,4,2,1,4,2,1,4,1,0,2,4,1,0,1,4,2,1,2,1,0,1,2,4,1,0,2,4,2,1,0,1,2,1,2,1,0,1,4,1,0,2,4,2,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,4,1,0,2,4,2,0,1,2,4,1,0,2,4,1,0,1,0,4,1,0,2,4,0,1,0,1,0,1,0,4,1,0,2,4,0,1,4,1,0,2,4,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,4,1,0,2,4,1,0,1,0,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,1,2,1,0,1,4,1,0,2,4,2,1,0,1,2,4,1,0,2,4,2,1,0,1,2,4,1,0,2,4,1,2,0,1,0,1,0,1,2,1,2,1,0,2,4,1,0,2,4,0,1,0,1,2,1,0,1,0,2,4,1,0,2,4,2,1,0,1,0,1,4,1,0,2,4,2,1,0,1,0,2,4,2,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,2,1,0,1,0,2,0,1,4,1,0,2,4,1,0,1,0,1,2,0,1,4,1,0,2,4,2,1,0,1,0,1,4,1,0,2,4,2,1,0,2,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,0,1,0,1,0,1,0,1,4,1,0,2,4,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,2,4,1,0,2,4,2,1,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,0,1,4,1,0,2,4,2,4,1,0,1,0,1,0,1,0,1,0,1,2,1,4,2,4,1,0,2,4,2,1,0,1,0,1,0,1,0,1,0,1,2,1,4,2,4,1,0,2,4,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,4,1,0,2,4,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,2,1,4,1,0,2,4,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,2,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,2,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,2,0,1,0,1,0,4,1,0,2,4,0,1,0,1,0,2,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,2,0,1,4,1,0,2,4,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,2,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,2,4,1,0,2,4,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,2,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,2,4,1,0,2,4,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,2,4,1,0,2,4,2,0,1,0,1,4,1,0,2,4,2,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,0,1,0,1,4,2,1,0,1,2,1,2,1,0,1,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,0,1,2,0,1,0,2,1,0,1,2,0,1,0,2,0,1,0,1,0,1,2,0,1,0,1,0,1,0,2,0,1,0,1,0,1,0,2,0,1,0,1,0,2,1,0,1,0,1,2,0,1,0,2,0,2,1,0,1,2,0,2,1,0,1,0,1,2,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,0,2,1,0,1,0,1,0,1,0,1,0,2,1,0,1,2,0,1,0,1,2,1,0,1,0,1,0,1,0,2,1,0,2,0,1,0,1,0,2,0,1,0,1,0,2,0,1,0,2,0,1,0,1,0,2,1,0,1,2,0,1,0,1,0,1,0,1,0,2,0,1,0,2,0,1,0,2,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0}
local img_runs = {1480,1,151,1,87,1,1,150,1,1,86,1,2,148,1,2,87,2,148,2,88,2,148,2,88,2,148,2,88,2,148,2,88,2,70,1,2,9,1,2,63,2,88,2,69,1,2,3,5,1,1,1,1,1,1,1,61,2,88,2,68,1,1,3,1,2,1,3,2,3,2,61,2,88,2,68,1,6,1,4,1,5,1,1,60,2,88,2,67,1,1,17,2,60,2,88,2,67,1,19,1,1,59,2,88,2,67,1,19,1,1,59,2,88,2,67,4,1,11,1,1,1,3,59,2,88,2,67,21,1,59,2,88,2,67,21,1,59,2,88,2,66,1,21,2,58,2,88,2,66,1,21,1,1,58,2,88,2,66,4,17,2,1,58,2,88,2,65,2,5,1,15,2,58,2,88,2,63,1,1,2,22,4,55,2,88,2,57,2,2,34,2,2,49,2,88,2,55,1,2,39,3,1,47,2,88,2,55,5,1,3,2,2,1,25,1,1,1,1,1,1,1,47,2,88,2,57,1,2,1,29,1,4,1,1,1,1,49,2,88,2,59,1,2,8,15,9,2,52,2,88,2,62,2,1,1,1,24,1,1,1,54,2,88,2,66,1,22,1,58,2,88,2,66,1,21,1,59,2,88,2,66,2,20,1,59,2,88,2,65,3,20,2,58,2,88,2,63,2,2,1,20,1,1,2,56,2,88,2,61,2,4,1,20,1,2,2,55,2,88,2,59,1,1,6,1,19,1,4,2,54,2,88,2,58,2,7,2,17,1,1,6,2,52,3,87,2,56,1,2,9,1,26,2,51,3,87,2,55,1,1,40,1,50,2,88,2,54,2,41,1,50,2,88,2,53,2,42,2,49,2,88,2,52,2,44,2,48,2,88,2,51,2,46,2,47,2,88,2,50,2,16,1,31,1,47,2,88,2,50,3,1,14,1,29,1,1,2,46,2,88,2,50,18,1,29,1,2,1,46,2,88,2,50,4,14,1,33,1,45,2,88,2,53,1,3,11,2,15,1,13,1,2,46,2,88,2,56,1,1,11,1,15,1,10,2,1,49,2,88,2,55,2,3,10,2,12,2,8,8,46,2,88,2,50,1,1,4,4,1,9,2,11,2,8,2,4,2,1,2,1,1,42,2,88,2,48,2,3,8,1,9,2,9,3,7,2,8,1,1,2,1,1,40,2,88,2,45,3,2,1,1,1,1,8,1,7,1,1,3,6,4,6,1,8,1,1,1,1,4,2,38,2,88,2,45,1,2,2,22,4,4,4,6,1,10,1,1,2,1,2,1,2,37,2,88,2,42,1,1,1,4,1,2,19,1,1,4,1,5,21,1,2,6,35,2,88,2,42,2,1,1,1,1,15,2,8,3,4,3,6,1,17,1,1,2,1,1,1,34,2,88,2,41,3,1,1,15,2,9,3,5,2,8,1,21,1,1,34,2,88,2,41,1,1,1,16,2,11,2,5,2,9,2,18,2,1,34,2,88,2,41,1,2,1,14,2,13,1,5,1,12,1,17,1,2,34,2,88,2,41,1,16,1,17,1,2,1,14,2,17,1,1,33,2,88,2,41,1,2,1,12,1,17,1,3,2,15,1,14,1,1,1,1,33,2,88,2,41,15,1,22,1,17,1,1,11,1,3,1,33,2,88,2,41,1,14,2,40,1,15,1,33,2,88,2,41,1,15,2,35,1,3,1,10,1,4,1,33,2,88,2,41,1,3,1,12,2,36,2,11,1,4,1,33,2,88,2,40,1,1,18,1,35,1,12,1,4,1,1,32,2,88,2,40,2,4,1,14,1,33,1,12,1,6,1,32,2,88,2,40,1,6,1,14,1,31,1,13,1,6,1,32,2,88,2,39,2,22,2,28,1,21,1,1,31,2,88,2,39,2,24,1,26,1,22,1,1,31,2,88,2,39,2,25,1,24,1,23,1,1,31,2,88,2,39,1,27,1,22,2,23,1,1,31,2,88,2,39,1,49,2,24,3,30,2,88,2,39,1,48,1,27,1,1,30,2,88,2,39,1,47,2,27,1,1,30,2,88,2,37,1,1,47,2,28,1,1,30,2,88,2,37,1,1,46,1,30,2,1,29,2,88,2,37,1,47,1,30,2,30,2,88,2,37,1,1,2,43,1,33,30,3,87,2,37,1,45,1,31,1,1,2,29,3,87,2,37,45,1,35,1,29,1,1,88,2,1,35,1,1,80,2,1,26,1,3,86,1,1,2,1,21,1,4,4,2,1,3,80,30,1,2,125,2,80,2,156,2,79,2,1,156,2,1,77,4,156,1,3,76,3,1,140,1,15,1,2,2,74,2,1,1,1,5,3,129,1,18,1,82,1,7,1,129,1,18,1,82,1,9,1,123,3,20,1,1,80,2,11,1,1,119,1,22,1,1,1,2,76,4,1,154,2,2,63,1,14,3,1,126,1,27,2,65,1,17,1,17,2,132,4,66,1,17,4,113,39,66,2,16,31,191,1,1,1,15,1,153,2,15,3,48,2,16,2,152,1,16,1,1,1,48,2,16,2,152,1,1,2,2,1,10,1,1,1,48,1,13,6,153,1,3,13,1,1,48,1,15,2,1,1,153,3,64,1,16,2,154,1,1,83,1,154,1,17,1,66,1,154,1,17,1,66,1,155,1,82,1,156,1,82,1,156,1,1,80,1,1,157,2,78,2,158,2,78,2,158,1,80,1,158,1,79,2,158,1,79,1,159,1,79,1,160,1,77,2,160,1,77,1,162,1,74,1,1,1,162,1,75,1,239,1,165,1,72,1,166,1,240,1,69,1,412,1,63,1,175,1,63,2,238,1,175,1,63,1,239,1,807}
local val_i=0
local run=0
for y=0,136-1 do
for x=0,240-1 do
if run==0 then
val_i=val_i+1
run=img_runs[val_i]
end
run=run-1
pix(x,y,img_values[val_i])
end
end
end
local choices = {
{
label = "Wake Up",
},
{
label = "Stay in Bed",
},
}
local function go_to_day_state()
if on_text_complete then
on_text_complete()
on_text_complete = nil
end
if Context.game.current_screen ~= "mysterious_man" then
return
end
state = STATE_DAY
day_timer = day_display_frames
end
local function wake_up()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Meter.show()
if trigger_flash_on_wake then
trigger_flash_on_wake = false
Ascension.start_flash()
end
Window.set_current("game")
end,
})
end
local function stay_in_bed()
Day.increase()
state = STATE_DAY
day_timer = day_display_frames
end
--- Starts the mysterious man screen.
--- @param[opt] options table Optional configuration.</br>
--- Fields: </br>
--- * text (string) Override for the scrolling text.<br/>
--- * day_text (string) Override for the centered day label.<br/>
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
--- * skip_text (boolean) If true, skip the text phase and go straight to day display.<br/>
function MysteriousManScreen.start(options)
options = options or {}
day_timer = 0
text_done = false
text_done_timer = 0
selected_choice = 1
text = options.text or ASC_01_TEXT
text_y = Config.screen.height
day_text_override = options.day_text
on_text_complete = options.on_text_complete
Meter.hide()
trigger_flash_on_wake = not options.skip_text
if options.skip_text then
show_mysterious_screen = false
state = STATE_DAY
day_timer = day_display_frames
else
show_mysterious_screen = true
state = STATE_TEXT
end
Util.go_to_screen_by_id("mysterious_man")
Window.set_current("game")
end
--- Sets the scrolling text content.
--- @param new_text string The text to display.
function MysteriousManScreen.set_text(new_text)
text = new_text
end
Screen.register({
id = "mysterious_man",
name = "Mysterious Man",
decisions = {},
background_color = Config.colors.black,
update = function()
if state == STATE_TEXT then
if not text_done then
text_y = text_y - text_speed
local lines = 1
for _ in string.gmatch(text, "\n") do
lines = lines + 1
end
if text_y < -lines * 8 then
text_done = true
text_done_timer = TEXT_DONE_HOLD_FRAMES
end
else
text_done_timer = text_done_timer - 1
if text_done_timer <= 0 then
go_to_day_state()
end
end
elseif state == STATE_DAY then
day_timer = day_timer - 1
if day_timer <= 0 or Input.select() then
if trigger_flash_on_wake or Ascension.get_level() < 1 then
wake_up()
else
state = STATE_CHOICE
selected_choice = 1
end
end
elseif state == STATE_CHOICE then
selected_choice = UI.update_menu(choices, selected_choice)
if Input.select() then
Audio.sfx_select()
if selected_choice == 1 then
wake_up()
else
stay_in_bed()
end
end
end
end,
draw = function()
if show_mysterious_screen then
draw_mysterious_man_background()
end
if state == STATE_TEXT then
local cx = Config.screen.width / 2
local line_y = text_y
for line in (text .. "\n"):gmatch("(.-)\n") do
Print.text_center(line, cx, line_y, Config.colors.light_grey)
line_y = line_y + 8
end
elseif state == STATE_DAY then
local day_text = day_text_override or ("Day " .. Context.day_count)
Print.text_center(
day_text,
Config.screen.width / 2,
Config.screen.height / 2 - 3,
Config.colors.white
)
elseif state == STATE_CHOICE then
local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
UI.draw_menu(choices, selected_choice, menu_x, menu_y)
end
end,
})

View File

@@ -2,27 +2,14 @@ Screen.register({
id = "office",
name = "Office",
decisions = {
"do_work",
"play_button_mash",
"play_rhythm",
"play_ddr",
"go_to_walking_to_home",
"have_a_coffee",
},
situations = {
"drink_coffee",
},
background = "office",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 13 * 8, 9 * 8)
Sprite.draw_at("dev_buddy", 15 * 8, 9 * 8)
Sprite.draw_at("dev_project_manager", 6 * 8, 4 * 8)
Sprite.draw_at("dev_hr_girl", 12 * 8, 4 * 8)
Sprite.draw_at("dev_introvert", -4 + 5 * 8, 9 * 8)
Sprite.draw_at("dev_extrovert", 20 * 8, 4 * 8)
Sprite.draw_at("dev_girl", 23 * 8, 5 * 8)
Sprite.draw_at("dev_boy", 10 * 8, 11 * 8 + 4)
Sprite.draw_at("dev_guru", 22 * 8, 10 * 8 + 4)
Sprite.draw_at("dev_operator", 27 * 8, 10 * 8 + 4)
end
Context.have_been_to_office = true
end
background = "office"
})

View File

@@ -19,7 +19,6 @@ Screen.register({
Focus.stop()
Context.stat_screen_active = false
Meter.show()
Util.go_to_screen_by_id("home")
end
end,
draw = function()
@@ -27,15 +26,12 @@ Screen.register({
local sw = Config.screen.width
local cx = sw / 2
local norman_x = math.floor(sw * 0.75)
local norman_y = math.floor(Config.screen.height * 0.75)
local bar_w = math.floor(sw * 0.75)
local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4
Sprite.draw_at("norman", norman_x, norman_y)
Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white)
-- TODO: Add day counter
Print.text_center("day 1", cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
local wrapped = UI.word_wrap(narrative, 38)
@@ -47,7 +43,7 @@ Screen.register({
local m = Context.meters
local max_val = Meter.get_max()
local decay_pct = Meter.get_decay_percentage()
local decay_pct = Meter.get_timer_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier()
local combo_pct = math.floor((combo_mult - 1) * 100)
@@ -76,14 +72,5 @@ Screen.register({
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
end
if Ascension.get_level() > 0 then
local asc_y = meter_start_y + #meter_list * 20
local asc_letter_y = asc_y + 10
local asc_spacing = 8
local asc_total_w = Ascension.get_level() * asc_spacing
local asc_x = math.floor((sw - asc_total_w) / 2)
Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
end
end,
})

View File

@@ -5,12 +5,5 @@ Screen.register({
"go_to_home",
"go_to_office",
},
background = "street",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
end
end
background = "street"
})

View File

@@ -4,19 +4,6 @@ Screen.register({
decisions = {
"go_to_home",
"go_to_office",
"sumphore_discussion",
},
background = "street",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
Sprite.draw_at("matrix_trinity", 5 * 8, 11 * 8)
Sprite.draw_at("matrix_neo", 7 * 8, 11 * 8)
Sprite.draw_at("matrix_oraculum", 9 * 8, 12 * 8)
Sprite.draw_at("matrix_architect", 11 * 8, 11 * 8)
end
end
background = "street"
})

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@@ -1,6 +0,0 @@
Screen.register({
id = "work",
name = "Work",
decisions = {},
background_color = Config.colors.blue,
})

View File

@@ -2,5 +2,6 @@ Situation.register({
id = "drink_coffee",
handle = function()
Audio.sfx_select()
Sprite.show("norman", 100, 100)
end,
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_boy",
sprites = Sprite.generate_table(2, 3, 278, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_buddy",
sprites = Sprite.generate_table(2, 3, 286, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_extrovert",
sprites = Sprite.generate_table(2, 4, 330, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_girl",
sprites = Sprite.generate_table(2, 3, 284, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_guard",
sprites = Sprite.generate_table(3, 4, 384, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_guru",
sprites = Sprite.generate_table(2, 4, 264, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_hr_girl",
sprites = Sprite.generate_table(2, 4, 260, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_introvert",
sprites = Sprite.generate_table(2, 4, 332, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_operator",
sprites = Sprite.generate_table(2, 4, 326, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "dev_project_manager",
sprites = Sprite.generate_table(2, 4, 328, -4, -4, 8, 8)
})

View File

@@ -2,32 +2,6 @@
local _sprites = {}
local _active_sprites = {}
local function draw_sprite_instance(sprite_data, params)
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end
--- Registers a sprite definition.
--- @within Sprite
--- @param sprite_data table A table containing the sprite definition.
@@ -50,29 +24,6 @@ function Sprite.register(sprite_data)
_sprites[sprite_data.id] = sprite_data
end
--- Generates a sprites table for a rectangular composite sprite.
--- @within Sprite
--- @param width number The number of sprites wide.<br/>
--- @param height number The number of sprites tall.<br/>
--- @param starting_s number The sprite index of the top-left tile.<br/>
--- @param x_base number The base x-offset for the leftmost column.<br/>
--- @param y_base number The base y-offset for the topmost row.<br/>
--- @param x_step number The x-offset increment per column.<br/>
--- @param y_step number The y-offset increment per row.<br/>
--- @return table The sprites table array.
function Sprite.generate_table(width, height, starting_s, x_base, y_base, x_step, y_step)
local sprites = {}
for row = 0, height - 1 do
for col = 0, width - 1 do
local s = starting_s + row * 16 + col
local x_offset = x_base + col * x_step
local y_offset = y_base + row * y_step
table.insert(sprites, { s = s, x_offset = x_offset, y_offset = y_offset })
end
end
return sprites
end
--- Schedules a sprite for drawing.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
@@ -108,34 +59,6 @@ function Sprite.hide(id)
_active_sprites[id] = nil
end
--- Draws a sprite immediately without scheduling it.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.draw_at(id, x, y, colorkey, scale, flip_x, flip_y, rot)
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. id)
return
end
draw_sprite_instance(sprite_data, {
x = x,
y = y,
colorkey = colorkey,
scale = scale,
flip_x = flip_x,
flip_y = flip_y,
rot = rot,
})
end
--- Draws all scheduled sprites.
--- @within Sprite
function Sprite.draw()
@@ -145,8 +68,29 @@ function Sprite.draw()
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
_active_sprites[id] = nil
end
if sprite_data then
draw_sprite_instance(sprite_data, params)
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end
end

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "matrix_architect",
sprites = Sprite.generate_table(2, 4, 324, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "matrix_neo",
sprites = Sprite.generate_table(2, 4, 322, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "matrix_oraculum",
sprites = Sprite.generate_table(2, 3, 282, -4, -4, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "matrix_trinity",
sprites = Sprite.generate_table(2, 4, 320, -4, -4, 8, 8)
})

View File

@@ -1,23 +1,17 @@
Sprite.register({
id = "norman",
sprites = {
{ s = 272, x_offset = -4, y_offset = -4 },
{ s = 273, x_offset = 4, y_offset = -4 },
{ s = 288, x_offset = -4, y_offset = 4 },
{ s = 289, x_offset = 4, y_offset = 4 },
{ s = 304, x_offset = -4, y_offset = 12 },
{ s = 305, x_offset = 4, y_offset = 12 }
}
})
Sprite.register({
id = "sleeping_norman",
sprites = {
{ s = 272, x_offset = 12, y_offset = -4, flip_y = 1 },
{ s = 273, x_offset = 12, y_offset = 4, flip_y = 1 },
{ s = 288, x_offset = 4, y_offset = -4, flip_y = 1 },
{ s = 289, x_offset = 4, y_offset = 4, flip_y = 1 },
{ s = 304, x_offset = -4, y_offset = -4, flip_y = 1 },
{ s = 305, x_offset = -4, y_offset = 4, flip_y = 1 }
-- Body (sprite index 0)
{ s = 0, x_offset = 0, y_offset = 0 },
-- Head (sprite index 1)
{ s = 1, x_offset = 0, y_offset = -8 },
-- Left Arm (sprite index 2)
{ s = 2, x_offset = -4, y_offset = 4 },
-- Right Arm (sprite index 3, flipped)
{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
-- Left Leg (sprite index 4)
{ s = 4, x_offset = -2, y_offset = 8 },
-- Right Leg (sprite index 5, flipped)
{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
}
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "pizza_vendor",
sprites = Sprite.generate_table(2, 2, 334, -1, -8, 8, 8)
})

View File

@@ -1,4 +0,0 @@
Sprite.register({
id = "sumphore",
sprites = Sprite.generate_table(2, 4, 258, -4, -4, 8, 8)
})

View File

@@ -1,63 +0,0 @@
--- @section AsciiArt
AsciiArt = {}
--- Draws ASCII art text using rectangles.
--- @param text string The ASCII art text to draw.
--- @param options table Configuration options (char_w, char_h, line_gap, word_gap, color, x, y).
function AsciiArt.draw(text, options)
options = options or {}
local char_w = options.char_w or 4
local char_h = options.char_h or 5
local line_gap = options.line_gap or 0
local word_gap = options.word_gap or 6
local color = options.color or Config.colors.light_blue
local lines = {}
local max_len = 0
-- Get all lines and find max length
for line in (text .. "\n"):gmatch("(.-)\n") do
table.insert(lines, line)
if #line > max_len then max_len = #line end
end
-- Clean up empty lines from the start/end
while #lines > 0 and lines[1]:gsub("%s+", "") == "" do table.remove(lines, 1) end
while #lines > 0 and lines[#lines]:gsub("%s+", "") == "" do table.remove(lines, #lines) end
if #lines == 0 then return end
local total_h = 0
for _, line in ipairs(lines) do
if line:find("#") then
total_h = total_h + char_h + line_gap
else
total_h = total_h + word_gap
end
end
total_h = total_h - line_gap
local current_y = options.y or (Config.screen.height - total_h) / 2
local x_offset = options.x or (Config.screen.width - (max_len * char_w)) / 2
for _, line in ipairs(lines) do
if line:find("#") then
for j = 1, #line do
local char = line:sub(j, j)
if char == "#" then
rect(x_offset + (j - 1) * char_w, current_y, char_w - 1, char_h - 1, color)
end
end
current_y = current_y + char_h + line_gap
else
current_y = current_y + word_gap
end
end
return {
x = x_offset,
y = options.y or (Config.screen.height - total_h) / 2,
width = max_len * char_w,
height = total_h,
bottom = (options.y or (Config.screen.height - total_h) / 2) + total_h
}
end

View File

@@ -22,10 +22,6 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed.
--- @within Input
function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Space is pressed.
--- @within Input
function Input.space() return keyp(INPUT_KEY_SPACE) end
--- Checks if Select is pressed.
--- @within Input
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end

View File

@@ -5,12 +5,11 @@ local initialized_game = false
--- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game()
if initialized_game then return false end
if initialized_game then return end
Context.reset()
Window.set_current("intro_title") -- Set initial window using new manager
Window.set_current("splash") -- Set initial window using new manager
MenuWindow.refresh_menu_items()
initialized_game = true
return true
end
--- Main game loop (TIC-80 callback).
@@ -23,13 +22,8 @@ function TIC()
handler()
end
Meter.update()
Timer.update()
Trigger.update()
Glitch.draw()
Ascension.update_fade()
if Context.game_in_progress then
Meter.draw()
Timer.draw()
UI.draw_meters()
UI.draw_timer()
end
Ascension.draw_flash()
end

View File

@@ -8,23 +8,19 @@ function UI.draw_top_bar(title)
Print.text(title, 3, 2, Config.colors.light_blue)
end
--- Draws dialog window.
--- @within UI
function UI.draw_dialog()
PopupWindow.draw()
end
--- Draws a menu.
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The index of the currently selected item.<br/>
--- @param x number The x-coordinate for the menu (ignored if centered is true).<br/>
--- @param x number The x-coordinate for the menu.<br/>
--- @param y number The y-coordinate for the menu.<br/>
--- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.<br/>
function UI.draw_menu(items, selected_item, x, y, centered)
if centered then
local max_w = 0
for _, item in ipairs(items) do
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > max_w then max_w = w end
end
x = (Config.screen.width - max_w) / 2
end
function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
if i == selected_item then
@@ -56,108 +52,209 @@ function UI.update_menu(items, selected_item)
return selected_item
end
--- Draws a bordered textbox with scrolling text.
--- @within UI
--- @param text string The text to display (multi-line supported).<br/>
--- @param box_x number The x-coordinate of the box.<br/>
--- @param box_y number The y-coordinate of the box.<br/>
--- @param box_w number The width of the box.<br/>
--- @param box_h number The height of the box.<br/>
--- @param scroll_y number The vertical scroll offset for the text (0 = top, increases to scroll up).<br/>
--- @param[opt] color number The text color (default: Config.colors.white).<br/>
--- @param[opt] bg_color number The background fill color (default: Config.colors.dark_grey).<br/>
--- @param[opt] border_color number The border color (default: Config.colors.white).<br/>
--- @param[opt] center_text boolean Whether to center each line inside the box. Defaults to false.<br/>
function UI.draw_textbox(text, box_x, box_y, box_w, box_h, scroll_y, color, bg_color, border_color, center_text)
color = color or Config.colors.white
bg_color = bg_color or Config.colors.dark_grey
border_color = border_color or Config.colors.white
center_text = center_text or false
local padding = 4
local line_height = 8
local inner_x = box_x + padding
local inner_y = box_y + padding
local inner_center_x = box_x + (box_w / 2)
local visible_height = box_h - padding * 2
local lines = UI.word_wrap(text, 30)
local text_height = #lines * line_height
local base_y = inner_y
if center_text and text_height < visible_height then
base_y = inner_y + math.floor((visible_height - text_height) / 2)
end
rect(box_x, box_y, box_w, box_h, bg_color)
for i, line in ipairs(lines) do
local ly = base_y + (i - 1) * line_height - scroll_y
if ly >= inner_y and ly + line_height <= inner_y + visible_height then
if center_text then
Print.text_center(line, inner_center_x, ly, color)
else
Print.text(line, inner_x, ly, color)
end
end
end
rectb(box_x, box_y, box_w, box_h, border_color)
end
--- Wraps text.
--- @within UI
--- @param text string The text to wrap.<br/>
--- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end
local lines = {}
local function trim(s)
return (s:gsub("^%s+", ""):gsub("%s+$", ""))
end
local function previous_whitespace_index(s, target)
if s:sub(target, target):match("%s") then
return target
end
for i = target - 1, 1, -1 do
if s:sub(i, i):match("%s") then
return i
end
end
return nil
end
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local remaining = trim(input_line)
if remaining == "" then
table.insert(lines, "")
else
while #remaining > max_chars_per_line do
local split_at = previous_whitespace_index(remaining, max_chars_per_line)
local line = trim(remaining:sub(1, split_at))
if not split_at or line == "" then
line = remaining:sub(1, max_chars_per_line)
split_at = 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
for word in input_line:gmatch("%S+") do
words_in_line = words_in_line + 1
if #current_line == 0 then
current_line = word
elseif #current_line + #word + 1 <= max_chars_per_line then
current_line = current_line .. " " .. word
else
table.insert(lines, current_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
table.insert(lines, line)
remaining = trim(remaining:sub(split_at + 1))
--- Creates a numeric stepper.
--- @within UI
--- @param label string The label for the stepper.<br/>
--- @param value_getter function Function to get the current value.<br/>
--- @param value_setter function Function to set the current value.<br/>
--- @param min number The minimum value.<br/>
--- @param max number The maximum value.<br/>
--- @param step number The step increment.<br/>
--- @param[opt] format string The format string for displaying the value.<br/>
--- @return result table A numeric stepper control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the stepper.<br/>
--- * get (function) Function to get the current value.<br/>
--- * set (function) Function to set the current value.<br/>
--- * min (number) The minimum value.<br/>
--- * max (number) The maximum value.<br/>
--- * step (number) The step increment.<br/>
--- * format (string) The format string for displaying the value.<br/>
--- * type (string) Control type identifier ("numeric_stepper").<br/>
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return {
label = label,
get = value_getter,
set = value_setter,
min = min,
max = max,
step = step,
format = format or "%.1f",
type = "numeric_stepper"
}
end
--- Creates an action item.
--- @within UI
--- @param label string The label for the action item.<br/>
--- @param action function The function to execute when the item is selected.<br/>
--- @return result table An action item control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the action item.<br/>
--- * action (function) The function to execute when the item is selected.<br/>
--- * type (string) Control type identifier ("action_item").<br/>
function UI.create_action_item(label, action)
return {
label = label,
action = action,
type = "action_item"
}
end
--- Draws decision selector.
--- @within UI
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
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 #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
Print.text("<", 2, text_y, Config.colors.light_blue)
Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end
end
--- Draws the clock timer indicator as a circular progress bar in the top-left area.
--- Color transitions: white (0-50%), yellow (50-75%), red (75-100%).
--- @within UI
function UI.draw_timer()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local m = Context.meters
local cx = 10
local cy = 20
local r_outer = 5
local r_inner = 3
local progress = m.timer_progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.white
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
fg_color = Config.colors.blue
elseif progress <= 1 then
fg_color = Config.colors.red
end
local bg_color = Config.colors.dark_grey
local start_angle = -math.pi * 0.5
local progress_angle = progress * 2 * math.pi
local r_outer_sq = r_outer * r_outer
local r_inner_sq = r_inner * r_inner
for dy = -r_outer, r_outer do
for dx = -r_outer, r_outer do
local dist_sq = dx * dx + dy * dy
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
local angle = math.atan(dy, dx)
local relative = angle - start_angle
if relative < 0 then relative = relative + 2 * math.pi end
if relative <= progress_angle then
pix(cx + dx, cy + dy, fg_color)
else
pix(cx + dx, cy + dy, bg_color)
end
end
table.insert(lines, remaining)
end
end
if #lines == 0 then
return {""}
end
return lines
local hand_angle = start_angle + progress_angle
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
line(cx, cy, hand_x, hand_y, Config.colors.white)
end
--- Draws meters.
--- @within UI
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
end
--- Updates decision selector.
--- @within UI
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number selected_decision_index The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
return selected_decision_index
end

View File

@@ -14,14 +14,10 @@ end
--- @within Util
--- @param screen_id string The ID of the screen to go to.<br/>
function Util.go_to_screen_by_id(screen_id)
local prev_screen = Screen.get_by_id(Context.game.current_screen)
local new_screen = Screen.get_by_id(screen_id)
if new_screen then
local screen = Screen.get_by_id(screen_id)
if screen then
Context.game.current_screen = screen_id
if prev_screen and prev_screen.exit then
prev_screen.exit()
end
new_screen.init()
screen.init()
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end

View File

@@ -1,9 +1,11 @@
--- @section AudioTestWindow
AudioTestWindow.index_menu = 1
AudioTestWindow.index_func = 1
AudioTestWindow.list_func = {}
AudioTestWindow.menuitems = {}
AudioTestWindow.last_pressed = false
AudioTestWindow = {
index_menu = 1,
index_func = 1,
list_func = {},
menuitems = {},
last_pressed = false
}
--- Generates menu items for audio test.
--- @within AudioTestWindow

View File

@@ -1,21 +1,21 @@
--- @section ConfigurationWindow
ConfigurationWindow.controls = {}
ConfigurationWindow.selected_control = 1
ConfigurationWindow = {
controls = {},
selected_control = 1,
}
--- Initializes configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
{
label = "Save",
action = function() Config.save() end,
type = "action_item"
},
{
label = "Restore Defaults",
action = function() Config.reset() end,
type = "action_item"
},
UI.create_action_item(
"Save",
function() Config.save() end
),
UI.create_action_item(
"Restore Defaults",
function() Config.reset() end
),
}
end

View File

@@ -1,33 +0,0 @@
--- @section ContinuedWindow
ContinuedWindow.timer = 300 -- 5 seconds at 60fps
ContinuedWindow.text = [[
### ### ### ###
# # # # # #
# # # ### ##
# # # # # #
# ### ### ###
### ### # # ### ### # # # # ### ##
# # # ## # # # ## # # # # # #
# # # # ## # # # ## # # ## # #
# # # # # # # # # # # # # #
### ### # # # ### # # ### ### ##
]]
--- Draws the continued window.
--- @within ContinuedWindow
function ContinuedWindow.draw()
cls(Config.colors.black)
AsciiArt.draw(ContinuedWindow.text, {})
end
--- Updates the continued window logic.
--- @within ContinuedWindow
function ContinuedWindow.update()
ContinuedWindow.timer = ContinuedWindow.timer - 1
if ContinuedWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
end
end

View File

@@ -1,107 +0,0 @@
--- @section DiscussionWindow
local TEXTBOX_W = math.floor(Config.screen.width * 0.7)
local TEXTBOX_H = math.floor(Config.screen.height * 0.3)
local TEXTBOX_X = math.floor((Config.screen.width - TEXTBOX_W) / 2)
local TEXTBOX_Y = math.floor((Config.screen.height - TEXTBOX_H) / 2 - 8)
local TEXTBOX_MAX_CHARS = 30
local DISCUSSION_LINE_HEIGHT = 8
local PADDING = 4
local AUTO_SCROLL_DELAY = 12
local AUTO_SCROLL_STEP = 1
--- Draws the discussion window.
--- @within DiscussionWindow
function DiscussionWindow.draw()
GameWindow.draw()
local step = Discussion.get_current_step()
if not step then return end
UI.draw_textbox(
step.question,
TEXTBOX_X, TEXTBOX_Y,
TEXTBOX_W, TEXTBOX_H,
Context.discussion.scroll_y,
Config.colors.white,
Config.colors.dark_grey,
Config.colors.light_blue,
true
)
local answers = step.answers
if #answers > 0 then
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)
local selected = answers[Context.discussion.selected_answer]
local label = selected.label
local answer_text_y = bar_y + 4
Print.text("<", 2, answer_text_y, Config.colors.light_blue)
Print.text_center(label, Config.screen.width / 2, answer_text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, answer_text_y, Config.colors.light_blue)
end
end
--- Updates the discussion window logic.
--- @within DiscussionWindow
function DiscussionWindow.update()
local step = Discussion.get_current_step()
if not step then return end
local lines = UI.word_wrap(step.question, TEXTBOX_MAX_CHARS)
local text_height = #lines * DISCUSSION_LINE_HEIGHT
local visible_height = TEXTBOX_H - PADDING * 2
local max_scroll = text_height - visible_height
if max_scroll < 0 then max_scroll = 0 end
if max_scroll > 0 then
if Context.discussion.auto_scroll then
Context.discussion.scroll_timer = Context.discussion.scroll_timer + 1
if Context.discussion.scroll_timer >= AUTO_SCROLL_DELAY then
Context.discussion.scroll_timer = 0
Context.discussion.scroll_y = Context.discussion.scroll_y + AUTO_SCROLL_STEP
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
end
else
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
end
if Input.up() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y - DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y < 0 then
Context.discussion.scroll_y = 0
end
elseif Input.down() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y + DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
local answers = step.answers
if #answers > 0 then
if Input.left() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer - 1)
elseif Input.right() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer + 1)
end
if Input.select() then
Audio.sfx_select()
local selected = answers[Context.discussion.selected_answer]
if selected.on_select then
selected.on_select()
end
Discussion.go_to_step(selected.next_step)
end
end
end

View File

@@ -1,77 +0,0 @@
--- @section EndWindow
--- Draws the end screen window.
--- @within EndWindow
function EndWindow.draw()
cls(Config.colors.black)
if Context._end.state == "choice" then
local lines = {
"This is not a workplace.",
"This is a cycle.",
"And if it is a cycle...",
"it can be broken."
}
local y = 40
for _, line in ipairs(lines) do
Print.text_center(line, Config.screen.width / 2, y, Config.colors.white)
y = y + 10
end
y = y + 20
local yes_color = Context._end.selection == 1 and Config.colors.light_blue or Config.colors.white
local no_color = Context._end.selection == 2 and Config.colors.light_blue or Config.colors.white
local yes_text = (Context._end.selection == 1 and "> YES" or " YES")
local no_text = (Context._end.selection == 2 and "> NO" or " NO")
local centerX = Config.screen.width / 2
Print.text(yes_text, centerX - 40, y, yes_color)
Print.text(no_text, centerX + 10, y, no_color)
elseif Context._end.state == "ending" then
Print.text_center("Game over -- good ending.", Config.screen.width / 2, 50, Config.colors.light_blue)
Print.text_center("Congratulations!", Config.screen.width / 2, 70, Config.colors.white)
Print.text_center("Press Z to return to menu", Config.screen.width / 2, 110, Config.colors.light_grey)
end
end
--- Updates the end screen logic.
--- @within EndWindow
function EndWindow.update()
if Context._end.state == "choice" then
if Input.left() or Input.up() then
if Context._end.selection == 2 then
Audio.sfx_beep()
Context._end.selection = 1
end
elseif Input.right() or Input.down() then
if Context._end.selection == 1 then
Audio.sfx_beep()
Context._end.selection = 2
end
end
if Input.menu_confirm() then
Audio.sfx_select()
if Context._end.selection == 1 then
Context._end.state = "ending"
else
-- NO: increment day and go home
Day.increase()
Util.go_to_screen_by_id("home")
Window.set_current("game")
-- Initialize home screen
local home_screen = Screen.get_by_id("home")
if home_screen and home_screen.init then
home_screen.init()
end
end
end
elseif Context._end.state == "ending" then
if Input.menu_confirm() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
end
end
end

View File

@@ -2,38 +2,24 @@
local _available_decisions = {}
local _selected_decision_index = 1
local function draw_game_scene(underlay_draw)
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen)
if not screen then return end
if screen.background then
Map.draw(screen.background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
if underlay_draw then
underlay_draw()
end
UI.draw_top_bar(screen.name)
if not Context.stat_screen_active and #_available_decisions > 0 then
Decision.draw(_available_decisions, _selected_decision_index)
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
end
Sprite.draw()
Focus.draw()
screen.draw()
end
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
draw_game_scene()
end
--- Draws the game window with a custom underlay.
--- @within GameWindow
--- @param underlay_draw function A draw callback rendered after the background but before overlays.<br/>
function GameWindow.draw_with_underlay(underlay_draw)
draw_game_scene(underlay_draw)
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
@@ -45,13 +31,12 @@ function GameWindow.update()
end
local screen = Screen.get_by_id(Context.game.current_screen)
if not screen or not screen.update then return end
screen.update()
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and type(current_situation_obj.update) == "function" then
if current_situation_obj and current_situation_obj.update then
current_situation_obj.update()
end
end
@@ -68,7 +53,7 @@ function GameWindow.update()
_selected_decision_index = 1
end
local new_selected_decision_index = Decision.update(
local new_selected_decision_index = UI.update_decision_selector(
_available_decisions,
_selected_decision_index
)

View File

@@ -1,37 +0,0 @@
--- @section BriefIntroWindow
BriefIntroWindow.y = Config.screen.height
BriefIntroWindow.speed = 0.5
BriefIntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the brief intro window.
--- @within BriefIntroWindow
function BriefIntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(BriefIntroWindow.text, x, BriefIntroWindow.y, Config.colors.light_blue)
end
--- Updates the brief intro window logic.
--- @within BriefIntroWindow
function BriefIntroWindow.update()
BriefIntroWindow.y = BriefIntroWindow.y - BriefIntroWindow.speed
local lines = 1
for _ in string.gmatch(BriefIntroWindow.text, "\n") do
lines = lines + 1
end
if BriefIntroWindow.y < -lines * 8 or Input.select() or Input.menu_confirm() then
Window.set_current("menu")
end
end

View File

@@ -0,0 +1,41 @@
--- @section IntroWindow
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the intro window.
--- @within IntroWindow
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.light_blue)
end
--- Updates the intro window logic.
--- @within IntroWindow
function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed
local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1
end
if IntroWindow.y < -lines * 8 then
Window.set_current("menu")
end
if Input.menu_confirm() then
Window.set_current("menu")
end
end

View File

@@ -1,36 +0,0 @@
--- @section TitleIntroWindow
TitleIntroWindow.timer = 180 -- 3 seconds at 60fps
TitleIntroWindow.text = [[
## ### ### ### ### ### ### ### # # #
# # # # # # # # # # # # #
# # ### ### # # # # # ### # #
# # # # # # # # # # # #
## ### # ### # # ### # ### ## #
# # ### ### ## # #
## # # # # # # ## #
# ## # # # #### # ##
# # # # # # # # #
# # ### # # # # #
### # # ### #### ### ### #### ###
# ## ## # # # # # # # # # #
# # # # ### # # ### # # # ###
# # # # # # # # # # # #
### # # # #### ### # #### # #
]]
--- Draws the title intro window.
--- @within TitleIntroWindow
function TitleIntroWindow.draw()
AsciiArt.draw(TitleIntroWindow.text, {})
end
--- Updates the title intro window logic.
--- @within TitleIntroWindow
function TitleIntroWindow.update()
TitleIntroWindow.timer = TitleIntroWindow.timer - 1
if TitleIntroWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Window.set_current("intro_ttg")
end
end

View File

@@ -1,46 +0,0 @@
--- @section TTGIntroWindow
TTGIntroWindow.timer = 180
TTGIntroWindow.glitch_started = false
TTGIntroWindow.space_count = 0
TTGIntroWindow.space_timer = 0
TTGIntroWindow.text = [[
###### ###### ######
## ## #
## ## # ####
## ## # #
## ## ######
]]
--- Draws the TTG intro window.
--- @within TTGIntroWindow
function TTGIntroWindow.draw()
local bounds = AsciiArt.draw(TTGIntroWindow.text, {})
if not bounds then return end
Print.text_center("Teletype Games", (Config.screen.width / 2 + 3) , (bounds.bottom + 4), Config.colors.light_blue)
end
--- Updates the TTG intro window logic.
--- @within TTGIntroWindow
function TTGIntroWindow.update()
if not TTGIntroWindow.glitch_started then
Glitch.show()
TTGIntroWindow.glitch_started = true
end
-- Count menu_back presses during the intro
if Input.menu_back() then
TTGIntroWindow.space_count = TTGIntroWindow.space_count + 1
end
TTGIntroWindow.timer = TTGIntroWindow.timer - 1
if TTGIntroWindow.timer <= 0 or Input.menu_confirm() then
-- Evaluate exactly 3 presses at the end of the intro
if TTGIntroWindow.space_count == 3 then
Context.test_mode = true
MenuWindow.refresh_menu_items()
Audio.sfx_success()
end
Glitch.hide()
Window.set_current("intro_brief")
end
end

View File

@@ -4,7 +4,7 @@ local _windows = {}
--- Registers a window table.
--- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., GameWindow).</br>
--- @param window_table table The actual window module table (e.g., SplashWindow).</br>
function Window.register(id, window_table)
_windows[id] = window_table
end

View File

@@ -4,19 +4,8 @@ local _menu_items = {}
--- Draws the menu window.
--- @within MenuWindow
function MenuWindow.draw()
local title = "Definitely not an Impostor"
if Context.test_mode then
title = title .. " (TEST MODE)"
end
UI.draw_top_bar(title)
local menu_h = #_menu_items * 10
local y = 10 + (Config.screen.height - 10 - 10 - menu_h) / 2
UI.draw_menu(_menu_items, Context.current_menu_item, 0, y, true)
local ttg_text = "TTG"
local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false)
Print.text(ttg_text, Config.screen.width - ttg_w - 5, Config.screen.height - 10, Config.colors.light_blue)
UI.draw_top_bar("Main Menu")
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
end
--- Updates the menu window logic.
@@ -37,6 +26,7 @@ end
--- @within MenuWindow
function MenuWindow.new_game()
Context.new_game()
GameWindow.set_state("game")
end
--- Loads a game from the menu.
@@ -78,21 +68,6 @@ function MenuWindow.audio_test()
GameWindow.set_state("audiotest")
end
--- Opens the continued screen.
--- @within MenuWindow
function MenuWindow.continued()
ContinuedWindow.timer = 300
GameWindow.set_state("continued")
end
--- Opens the minigame ddr test menu.
--- @within MenuWindow
function MenuWindow.ddr_test()
AudioTestWindow.init()
GameWindow.set_state("minigame_ddr")
MinigameDDRWindow.start("menu", nil)
end
--- Refreshes menu items.
--- @within MenuWindow
function MenuWindow.refresh_menu_items()
@@ -105,13 +80,7 @@ function MenuWindow.refresh_menu_items()
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
if Context.test_mode then
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
table.insert(_menu_items, {label = "DDR Test", decision = MenuWindow.ddr_test})
end
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.current_menu_item = 1

View File

@@ -1,62 +1,10 @@
--- @section MinigameDDRWindow
--- Gets initial DDR minigame configuration.
--- @within MinigameDDRWindow
--- @return result table The default DDR minigame configuration.
function MinigameDDRWindow.init_context()
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,
win_timer = 0,
on_win = nil,
special_condition_met = false,
total_misses = 0,
}
end
--- Initializes DDR minigame state.
--- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameDDRWindow.init(params)
local defaults = MinigameDDRWindow.init_context()
if params then
for k, v in pairs(params) do
defaults[k] = v
end
end
Context.minigame_ddr = defaults
Context.minigame_ddr = Minigame.configure_ddr(params)
end
--- Starts the DDR minigame.
@@ -143,16 +91,16 @@ local function draw_arrow(x, y, direction, color)
local half = size / 2
if direction == "left" then
tri(x + half, y, x, y + half, x + half, y + size, color)
rectb(x + half, y + half - 2, half, 4, color)
rect(x + half, y + half - 2, half, 4, color)
elseif direction == "right" then
tri(x + half, y, x + size, y + half, x + half, y + size, color)
rectb(x, y + half - 2, half, 4, color)
rect(x, y + half - 2, half, 4, color)
elseif direction == "up" then
tri(x, y + half, x + half, y, x + size, y + half, color)
rectb(x + half - 2, y + half, 4, half, color)
rect(x + half - 2, y + half, 4, half, color)
elseif direction == "down" then
tri(x, y + half, x + half, y + size, x + size, y + half, color)
rectb(x + half - 2, y, 4, half, color)
rect(x + half - 2, y, 4, half, color)
end
end
@@ -160,30 +108,18 @@ end
--- @within MinigameDDRWindow
function MinigameDDRWindow.update()
local mg = Context.minigame_ddr
if mg.win_timer > 0 then
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
mg.special_condition_met = (mg.total_misses == 0)
Meter.on_minigame_complete()
if mg.on_win then
mg.on_win()
else
Meter.show()
Window.set_current(mg.return_window)
end
end
return
end
if mg.bar_fill >= mg.max_fill then
mg.win_timer = Config.timing.minigame_win_duration
Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
return
end
mg.frame_counter = mg.frame_counter + 1
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
mg.win_timer = Config.timing.minigame_win_duration
Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
return
end
end
@@ -214,7 +150,6 @@ function MinigameDDRWindow.update()
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
mg.total_misses = mg.total_misses + 1
end
end
-- iterate backwards to avoid index shift issues
@@ -258,7 +193,6 @@ function MinigameDDRWindow.update()
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
mg.total_misses = mg.total_misses + 1
end
end
end
@@ -331,7 +265,4 @@ function MinigameDDRWindow.draw()
else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end
if mg.win_timer > 0 then
Minigame.draw_win_overlay()
end
end

View File

@@ -1,47 +1,8 @@
--- Gets initial button mash minigame configuration.
--- @within MinigameButtonMashWindow
--- @return result table The default button mash minigame configuration.
function MinigameButtonMashWindow.init_context()
return {
bar_fill = 0,
target_points = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
instruction_text = "MASH Z!",
show_progress_text = true,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0,
win_timer = 0,
on_win = nil
}
end
--- Initializes button mash minigame state.
--- @within MinigameButtonMashWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameButtonMashWindow.init(params)
local defaults = MinigameButtonMashWindow.init_context()
if params then
for k, v in pairs(params) do
defaults[k] = v
end
if params.max_fill and not params.target_points then
defaults.target_points = params.max_fill
end
end
Context.minigame_button_mash = defaults
Context.minigame_button_mash = Minigame.configure_button_mash(params)
end
--- Starts the button mash minigame.
@@ -64,34 +25,18 @@ end
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash
if mg.win_timer > 0 then
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
Meter.on_minigame_complete()
if mg.focus_center_x then Focus.stop() end
Context.home_norman_visible = true
Context.have_done_work_today = false
Context.have_been_to_office = false
if mg.on_win then
mg.on_win()
else
Meter.show()
Window.set_current(mg.return_window)
end
end
return
end
if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration
if mg.bar_fill > mg.target_points then
mg.bar_fill = mg.target_points
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
end
end
if mg.bar_fill >= mg.target_points then
mg.win_timer = Config.timing.minigame_win_duration
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return
end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
@@ -103,7 +48,7 @@ function MinigameButtonMashWindow.update()
mg.button_pressed_timer = mg.button_pressed_timer - 1
end
if mg.focus_center_x then
Focus.set_percentage(mg.bar_fill / mg.target_points)
Focus.set_percentage(mg.bar_fill / mg.max_fill)
end
end
@@ -112,16 +57,14 @@ end
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
if mg.return_window == "game" then
GameWindow.draw_with_underlay(function()
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
end)
GameWindow.draw()
end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
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)
local fill_width = (mg.bar_fill / mg.target_points) * mg.bar_width
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
if fill_width > 0 then
local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then
@@ -139,14 +82,8 @@ function MinigameButtonMashWindow.draw()
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color)
Print.text_center(mg.instruction_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
if mg.show_progress_text then
local points_text = math.floor(mg.bar_fill) .. "/" .. mg.target_points
Print.text_center(points_text, mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
end
if mg.win_timer > 0 then
Minigame.draw_win_overlay()
end
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
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

View File

@@ -1,51 +1,10 @@
--- @section MinigameRhythmWindow
--- Gets initial rhythm minigame configuration.
--- @within MinigameRhythmWindow
--- @return result table The default rhythm minigame configuration.
function MinigameRhythmWindow.init_context()
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,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0,
win_timer = 0,
on_win = nil
}
end
--- Initializes rhythm minigame state.
--- @within MinigameRhythmWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameRhythmWindow.init(params)
local defaults = MinigameRhythmWindow.init_context()
if params then
for k, v in pairs(params) do
defaults[k] = v
end
end
Context.minigame_rhythm = defaults
Context.minigame_rhythm = Minigame.configure_rhythm(params)
end
--- Starts the rhythm minigame.
@@ -68,22 +27,6 @@ end
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm
if mg.win_timer > 0 then
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
Meter.on_minigame_complete()
if mg.focus_center_x then Focus.stop() end
if mg.on_win then
mg.on_win()
else
Meter.show()
Window.set_current(mg.return_window)
end
end
return
end
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
if mg.line_position > 1 then
mg.line_position = 1
@@ -114,7 +57,10 @@ function MinigameRhythmWindow.update()
end
end
if mg.score >= mg.max_score then
mg.win_timer = Config.timing.minigame_win_duration
Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return
end
if mg.button_pressed_timer > 0 then
@@ -130,9 +76,7 @@ end
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
if mg.return_window == "game" then
GameWindow.draw_with_underlay(function()
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
end)
GameWindow.draw()
end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
@@ -146,10 +90,12 @@ function MinigameRhythmWindow.draw()
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
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)
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
Print.text_center(
"Sleep Norman ... Sleep!",
"Press Z when line is in green!",
Config.screen.width / 2,
mg.bar_y + mg.bar_height + 14,
mg.bar_y + mg.bar_height + 20,
Config.colors.light_grey
)
local button_color = Config.colors.light_grey
@@ -160,9 +106,5 @@ function MinigameRhythmWindow.draw()
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color)
if mg.win_timer > 0 then
Minigame.draw_win_overlay()
end
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
end

View File

@@ -1,11 +1,8 @@
TitleIntroWindow = {}
Window.register("intro_title", TitleIntroWindow)
SplashWindow = {}
Window.register("splash", SplashWindow)
TTGIntroWindow = {}
Window.register("intro_ttg", TTGIntroWindow)
BriefIntroWindow = {}
Window.register("intro_brief", BriefIntroWindow)
IntroWindow = {}
Window.register("intro", IntroWindow)
MenuWindow = {}
Window.register("menu", MenuWindow)
@@ -30,12 +27,3 @@ Window.register("minigame_rhythm", MinigameRhythmWindow)
MinigameDDRWindow = {}
Window.register("minigame_ddr", MinigameDDRWindow)
EndWindow = {}
Window.register("end", EndWindow)
DiscussionWindow = {}
Window.register("discussion", DiscussionWindow)
ContinuedWindow = {}
Window.register("continued", ContinuedWindow)

View File

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

289
infra.md Normal file
View File

@@ -0,0 +1,289 @@
# Server
```mermaid
graph TD
Internet --> Nginx
Nginx --> Traefik
Traefik --> Gitea
Gitea --> GiteaDB[(Gitea data / SQLite)]
Traefik --> WoodpeckerServer
WoodpeckerServer --> WoodpeckerDB[(Woodpecker data / SQLite)]
WoodpeckerServer --> WoodpeckerAgent
WoodpeckerAgent --> DockerSocket[(Docker)]
Traefik --> WebApp
WebApp --> MySQL[(MySQL)]
WebApp --> Softwares[(Volume)]
Droparea --> Softwares
Nginx --> Discourse
Discourse --> ForumDB[(Postgres)]
Discourse --> Redis[(Redis)]
Nginx --> Wiki
Wiki --> WikiDB[(Postgres)]
```
# TIC-80 Pipeline
This document describes the Woodpecker CI pipeline used to build, export, upload, and publish a TIC-80 game project.
---
## Overview
The pipeline performs the following steps:
1. **Build** the TIC-80 project using a custom Docker image
2. **Export** the game to `.tic` and HTML formats
3. **Upload artifacts** to a remote server via SCP
4. **Notify an update server** to publish the new version
The pipeline is driven by environment variables so it can be reused across projects.
---
## Global Environment
```yaml
environment: &environment
GAME_NAME: mranderson
GAME_LANG: lua
```
- **GAME_NAME**: Project name (used for all outputs)
- **GAME_LANG**: Source language used by TIC-80 (Lua)
The anchor (`&environment`) allows reuse across steps.
---
## Step 1: Build & Export
```yaml
- name: build
image: git.teletype.hu/internal/tic80pro:latest
environment:
<<: *environment
XDG_RUNTIME_DIR: /tmp
commands:
- make build
- make export
```
**What it does:**
- Uses a custom TIC-80 Pro Docker image hosted in Gitea
- Runs the Makefile `build` target to assemble source files
- Runs the `export` target to generate:
- `.tic` cartridge
- `.html.zip` web build
---
## Step 2: Artifact Upload
```yaml
- name: artifact
image: alpine
environment:
<<: *environment
DROPAREA_HOST: vps.teletype.hu
DROPAREA_PORT: 2223
DROPAREA_TARGET_PATH: /home/drop
DROPAREA_USER: drop
DROPAREA_SSH_PASSWORD:
from_secret: droparea_ssh_password
commands:
- apk add --no-cache openssh-client sshpass
- mkdir -p /root/.ssh
- sshpass -p $DROPAREA_SSH_PASSWORD scp -o StrictHostKeyChecking=no -P $DROPAREA_PORT \
$GAME_NAME.$GAME_LANG \
$GAME_NAME.tic \
$GAME_NAME.html.zip \
$DROPAREA_USER@$DROPAREA_HOST:$DROPAREA_TARGET_PATH
```
**What it does:**
- Installs SCP tooling in a minimal Alpine container
- Uploads:
- Source file
- TIC-80 cartridge
- HTML export ZIP
- Uses secrets for SSH authentication
---
## Step 3: Update Notification
```yaml
- name: update
image: alpine
environment:
<<: *environment
UPDATE_SERVER: https://games.vps.teletype.hu
UPDATE_SECRET:
from_secret: update_secret_key
commands:
- apk add --no-cache curl
- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80"
```
**What it does:**
- Sends an HTTP request to the update server
- Notifies that a new TIC-80 build is available
- Uses a secret key to authorize the update
---
## Result
After a successful run:
- The game is built and exported
- Artifacts are uploaded to the server
- The public game index is updated automatically
This pipeline enables **fully automated TIC-80 releases** using open tools and infrastructure.
# TIC-80 Makefile Project Builder
This Makefile provides a simple, reproducible workflow for building **TIC-80 Lua projects** from multiple source files. It is designed for small indie or experimental projects where the source code is split into logical parts and then merged into a single `.lua` cartridge.
---
## Overview
The workflow is based on four core ideas:
- Source code is split into multiple Lua files inside an `inc/` directory
- A project-specific `.inc` file defines the **build order**
- All source files are concatenated into one final `.lua` file
- TIC-80 is used in CLI mode to export runnable artifacts
This approach keeps the codebase modular while remaining compatible with TIC-80s single-file cartridge model.
---
## Project Structure
```text
project-root/
├── inc/
│ ├── core.lua
│ ├── player.lua
│ └── world.lua
├── mranderson.inc
├── Makefile
└── README.md
```
- `inc/` contains all Lua source fragments
- `<project>.inc` defines the order in which files are merged
- `<project>.lua` is generated automatically
---
## The `.inc` File
The `.inc` file is a **plain text file** listing Lua source files in build order:
```text
core.lua
player.lua
world.lua
```
The order matters. Files listed earlier are concatenated first and must define any globals used later.
---
## Usage
### Build (default)
```sh
make build
```
- Reads `mranderson.inc`
- Concatenates files from `inc/`
- Produces `mranderson.lua`
### Export (TIC-80)
```sh
make export
```
- Loads the generated Lua file into TIC-80 (CLI mode)
- Saves a `.tic` cartridge
- Exports an HTML build
### Export Assets
```sh
make export_assets
```
- **Purpose**: Extracts asset sections (PALETTE, TILES, SPRITES, MAP, SFX, MUSIC) from the compiled `<project>.lua` file.
- **Mechanism**: Uses `sed` to directly parse the generated `<project>.lua` and saves the extracted data into `inc/meta/meta.assets.lua`. This file can then be used to embed the asset data directly into other parts of the project or for version control of visual assets.
### Import Assets
The `import_assets` target was considered during development but is currently not part of the build workflow. Asset handling for TIC-80 projects within this Makefile relies solely on direct extraction (`export_assets`) from the built Lua cartridge, rather than importing external asset definitions. This target may be implemented in the future if a need for pre-build asset injection arises.
### Watch Mode
```sh
make watch
```
- Performs an initial build
- Watches the `inc/` directory and `.inc` file
- Rebuilds automatically on any change
Requires `fswatch` to be installed.
---
## Generated Artifacts
| File | Description |
|-----|-------------|
| `<project>.lua` | Merged Lua source (input for TIC-80) |
| `<project>.tic` | TIC-80 cartridge |
| `<project>.html` | Web export |
| `<project>.html.zip` | Packaged HTML build |
---
## Design Goals
- Keep TIC-80 projects modular
- Avoid manual copy-paste between files
- Enable fast iteration and experimentation
- Remain fully compatible with open-source tooling
This Makefile is intentionally minimal and transparent, favoring simplicity over abstraction.
---
## Requirements
- `make`
- `tic80` available in PATH
- `fswatch` (only for watch mode)
---
## License
MIT License — free to use, modify, and redistribute.

View File

@@ -1,46 +0,0 @@
from mido import MidiFile
MIDI_FILE = "/tmp/teletype_impostor_musicator/maestro-v3.0.0/2018/MIDI-Unprocessed_Schubert7-9_MID--AUDIO_16_R2_2018_wav.midi"
# resolution: rows per beat (e.g. 4 = 16th notes)
ROWS_PER_BEAT = 4
names = ["C","C#","D","D#","E","F","F#","G","G#","A","A#","B"]
def note_name(n):
octave = n // 12 - 1
return f"{names[n % 12]}-{octave}"
mid = MidiFile(MIDI_FILE)
tpb = mid.ticks_per_beat
row_ticks = tpb // ROWS_PER_BEAT
time = 0
rows = {}
for msg in mid:
time += msg.time
if msg.type == "note_on" and msg.velocity > 0:
row = int(time // row_ticks)
rows.setdefault(row, []).append(msg.note)
# build monophonic sequence (highest note wins)
max_row = max(rows.keys())
sequence = []
for r in range(max_row + 1):
if r in rows:
n = max(rows[r])
sequence.append(note_name(n))
else:
sequence.append("...")
# trim (optional)
sequence = sequence[:512]
# output as Lua
print("sequence = {")
for n in sequence:
print(f' "{n}",')
print("}")

View File

@@ -1,127 +0,0 @@
-- key separator: |
-- empty note: "..."
math.randomseed(os.time())
local unpack = unpack or table.unpack
local function make_key(tbl)
return table.concat(tbl, "|")
end
local function unmake_key(k)
local result = {}
for t in string.gmatch(k, "[^|]+") do
result[#result + 1] = t
end
return result
end
local function add_key(str, value)
return str .. "|" .. value
end
local function split_last(full)
local i = full:match(".*()|")
return full:sub(1, i-1), full:sub(i+1)
end
local function has_value (tab, val)
for index, value in ipairs(tab) do
if value == val then
return true
end
end
return false
end
-- helper: split key into parts
local function split(k)
local t = {}
for part in string.gmatch(k, "[^|]+") do
t[#t+1] = part
end
return t
end
function build_markov_model(sequence, order)
-- TODO: add {"..." x order} to beginning?
local model = { }
-- count
for i = 1, #sequence - order do
local key = make_key({unpack(sequence, i, i + order - 1)})
local next_note = sequence[i + order]
local data = model[key] or { next={}, total=0 }
data.next[next_note] = (data.next[next_note] or 0) + 1
data.total = data.total + 1
model[key] = data
end
-- normalize
for temp_key,temp_data in pairs(model) do
for temp_note, temp_count in pairs(temp_data.next) do
model[temp_key].next[temp_note] = temp_count / temp_data.total
end
end
--[[
for k,v in pairs(model) do
print("-----" .. k)
for k2,v2 in pairs(v.next) do
print(k2, v2)
end
end
--]]
return {
order = order,
model = model
}
end
function generate_sequence(model_data, length)
local order = model.order
local model_data = model_data.model
-- random start key
local model_keys = {}
for k,_ in pairs(model) do
model_keys[#model_keys + 1] = k
end
local start_key = model_keys[math.ceil(math.random() * #model_keys)]
-- sequence starts with the start key
local seq = unmake_key(start_key)
-- generation loop
while #seq < length do
local current_key = table.concat({unpack(seq, #seq - order + 1, #seq)}, "|")
local chosen = "..."
local key_data = model[current_key]
if key_data then
local r = math.random()
local prob_sum = 0.0
for new_note, new_prob in pairs(key_data.next) do
prob_sum = prob_sum + new_prob
if prob_sum < r then
chosen = new_note
end
end
end
-- print(current_key .. " --> " .. chosen)
seq[#seq+1] = chosen
end
return seq
end

View File

@@ -1,42 +0,0 @@
import sys
import re
ROWS_PER_BEAT = 4 # keep consistent with your MIDI extraction
SOUND = "piano"
def parse_sequence(text):
return re.findall(r'"([^"]+)"', text)
def to_strudel_notes(seq):
out = []
for n in seq:
if n == "..." or n == "---":
out.append("~")
else:
# C-5 → c5, C#5 → c#5
note = n.replace("-", "")
out.append(note.lower())
return out
def chunk(seq, size):
for i in range(0, len(seq), size):
yield seq[i:i+size]
# read from stdin
text = sys.stdin.read()
sequence = parse_sequence(text)
notes = to_strudel_notes(sequence)
# group into musical lines (4 beats)
lines = []
for group in chunk(notes, ROWS_PER_BEAT * 4):
lines.append(" ".join(group))
pattern = "\n".join(lines)
print("note(`")
print(pattern)
print(f"`).sound(\"{SOUND}\")")
# npm install -g strudel-cli

View File

@@ -1,414 +0,0 @@
-- teach the musicator
-- uses samples from: https://magenta.tensorflow.org/datasets/maestro#v300
--require("luarocks.loader")
--require("luamidi")
require("./musicator")
local inspect = require("inspect")
math.randomseed(os.time())
function flatten(v)
local res = {}
local function flatten(v)
if type(v) ~= "table" then
table.insert(res, v)
return
end
for _, v in ipairs(v) do
flatten(v)
end
end
flatten(v)
return res
end
local training_data = {
-- simple ascending phrase
{
"C-4","...","D-4","...","E-4","...","G-4","...",
"E-4","...","D-4","...","C-4","...","...","..."
},
-- descending answer
{
"G-4","...","F-4","...","E-4","...","D-4","...",
"C-4","...","D-4","...","E-4","...","...","..."
},
-- arpeggio major
{
"C-4","...","E-4","...","G-4","...","C-5","...",
"G-4","...","E-4","...","C-4","...","...","..."
},
-- arpeggio minor
{
"A-4","...","C-5","...","E-5","...","A-5","...",
"E-5","...","C-5","...","A-4","...","...","..."
},
-- stepwise melody (folk-like)
{
"D-4","...","E-4","...","F-4","...","G-4","...",
"F-4","...","E-4","...","D-4","...","...","..."
},
-- repeated note rhythm
{
"C-5","C-5","...","C-5","...","C-5","C-5","...",
"D-5","...","E-5","...","...","...","...","..."
},
-- bounce pattern
{
"C-5","...","G-4","...","C-5","...","G-4","...",
"D-5","...","A-4","...","D-5","...","...","..."
},
-- scale run up
{
"C-4","D-4","E-4","F-4","G-4","A-4","B-4","C-5",
"...","...","...","...","...","...","...","..."
},
-- scale run down
{
"C-5","B-4","A-4","G-4","F-4","E-4","D-4","C-4",
"...","...","...","...","...","...","...","..."
},
-- syncopated feel
{
"C-5","...","...","D-5","...","...","E-5","...",
"C-5","...","...","G-4","...","...","...","..."
},
-- triplet-ish feel (simulated)
{
"E-5","D-5","C-5","...","E-5","D-5","C-5","...",
"G-4","...","...","...","...","...","...","..."
},
-- small jumps
{
"C-5","...","E-5","...","D-5","...","F-5","...",
"E-5","...","C-5","...","...","...","...","..."
},
-- call
{
"G-4","...","A-4","...","C-5","...","A-4","...",
"...","...","...","...","...","...","...","..."
},
-- response
{
"E-4","...","F-4","...","G-4","...","F-4","...",
"D-4","...","...","...","...","...","...","..."
},
-- denser pattern (DDR-like)
{
"C-5","D-5","E-5","...","D-5","E-5","F-5","...",
"E-5","D-5","C-5","...","...","...","...","..."
},
-- alternating pattern (good for gameplay)
{
"C-5","...","E-5","...","C-5","...","E-5","...",
"D-5","...","F-5","...","D-5","...","...","..."
},
-- higher register variant
{
"G-5","...","A-5","...","B-5","...","D-6","...",
"B-5","...","A-5","...","G-5","...","...","..."
},
-- low register grounding
{
"C-4","...","G-3","...","C-4","...","G-3","...",
"F-3","...","C-4","...","...","...","...","..."
},
-- variant of ascending with offset
{
"...","C-4","...","D-4","...","E-4","...","G-4",
"...","E-4","...","D-4","...","C-4","...","..."
},
-- staggered rhythm
{
"C-4","...","...","D-4","...","E-4","...","...",
"G-4","...","E-4","...","D-4","...","...","..."
},
-- broken arpeggio (different spacing)
{
"C-4","E-4","...","G-4","...","C-5","...",
"G-4","E-4","...","C-4","...","...","...","..."
},
-- minor variation (shifted)
{
"...","A-4","C-5","...","E-5","...","A-5","...",
"E-5","...","C-5","...","A-4","...","...","..."
},
-- repeated + variation
{
"D-4","D-4","...","E-4","...","F-4","F-4","...",
"G-4","...","F-4","...","E-4","...","...","..."
},
-- zig-zag motion
{
"C-5","...","E-5","...","D-5","...","F-5","...",
"E-5","...","G-5","...","F-5","...","...","..."
},
-- alternating step/jump
{
"C-5","...","D-5","...","G-5","...","F-5","...",
"E-5","...","C-5","...","D-5","...","...","..."
},
-- denser burst pattern
{
"C-5","D-5","E-5","F-5","...","E-5","D-5","C-5",
"...","...","...","...","...","...","...","..."
},
-- rolling pattern
{
"E-5","...","D-5","...","C-5","...","D-5","...",
"E-5","...","G-5","...","E-5","...","...","..."
},
-- syncopation variant
{
"...","C-5","...","...","E-5","...","...","G-5",
"...","E-5","...","C-5","...","...","...","..."
},
-- low-high interplay
{
"C-4","...","G-4","...","C-5","...","G-4","...",
"E-4","...","C-4","...","...","...","...","..."
},
-- descending but staggered
{
"C-5","...","...","B-4","...","A-4","...","...",
"G-4","...","F-4","...","E-4","...","...","..."
},
-- small trill-like feel
{
"E-5","F-5","E-5","...","E-5","F-5","E-5","...",
"D-5","...","C-5","...","...","...","...","..."
},
-- call variant (shifted timing)
{
"...","G-4","...","A-4","...","C-5","...","A-4",
"...","...","...","...","...","...","...","..."
},
-- response variant
{
"...","E-4","...","F-4","...","G-4","...","F-4",
"D-4","...","...","...","...","...","...","..."
},
-- dense DDR-ish alternating
{
"C-5","...","D-5","...","C-5","...","D-5","...",
"E-5","...","F-5","...","E-5","...","...","..."
},
-- higher variation arpeggio
{
"G-5","...","B-5","...","D-6","...","G-6","...",
"D-6","...","B-5","...","G-5","...","...","..."
},
-- low groove pattern
{
"C-3","...","C-4","...","G-3","...","C-4","...",
"F-3","...","C-4","...","...","...","...","..."
},
-- slightly chaotic (good for branching)
{
"C-5","...","E-5","D-5","...","G-5","...","F-5",
"...","D-5","...","C-5","...","...","...","..."
},
-- mixed density
{
"C-5","D-5","...","E-5","...","F-5","G-5","...",
"E-5","...","D-5","C-5","...","...","...","..."
},
-- offset staircase up
{
"...","C-4","D-4","E-4","F-4","G-4","A-4","B-4",
"C-5","...","...","...","...","...","...","..."
},
-- offset staircase down
{
"...","C-5","B-4","A-4","G-4","F-4","E-4","D-4",
"C-4","...","...","...","...","...","...","..."
},
-- dense zigzag
{
"C-5","E-5","D-5","F-5","E-5","G-5","F-5","A-5",
"G-5","...","...","...","...","...","...","..."
},
-- jack pattern (DDR classic)
{
"C-5","C-5","C-5","...","C-5","C-5","...","...",
"D-5","D-5","...","...","...","...","...","..."
},
-- alternating two-note burst
{
"C-5","D-5","C-5","D-5","C-5","D-5","...","...",
"E-5","F-5","E-5","F-5","...","...","...","..."
},
-- wide jumps
{
"C-4","...","G-5","...","D-4","...","A-5","...",
"E-4","...","B-5","...","...","...","...","..."
},
-- rolling triplet-ish
{
"C-5","E-5","G-5","...","E-5","C-5","E-5","...",
"G-5","...","...","...","...","...","...","..."
},
-- syncopated dense
{
"...","C-5","D-5","...","E-5","...","F-5","G-5",
"...","E-5","...","C-5","...","...","...","..."
},
-- mirrored pattern
{
"C-5","D-5","E-5","F-5","E-5","D-5","C-5","...",
"...","...","...","...","...","...","...","..."
},
-- chord-outline arpeggio feel
{
"C-4","...","G-4","...","E-5","...","G-4","...",
"C-4","...","...","...","...","...","...","..."
},
-- broken rhythm variant
{
"C-5","...","D-5","E-5","...","F-5","...","G-5",
"E-5","...","D-5","...","C-5","...","...","..."
},
-- fast burst then rest
{
"C-5","D-5","E-5","F-5","G-5","A-5","...","...",
"...","...","...","...","...","...","...","..."
},
-- low-high bounce fast
{
"C-3","C-5","C-3","C-5","C-3","C-5","...","...",
"G-3","G-5","G-3","G-5","...","...","...","..."
},
-- repeated with shift
{
"...","E-5","...","E-5","...","E-5","...","...",
"D-5","...","C-5","...","...","...","...","..."
},
-- clustered mid
{
"D-5","E-5","F-5","...","E-5","D-5","C-5","...",
"D-5","...","...","...","...","...","...","..."
},
-- broken descending
{
"C-6","...","A-5","...","F-5","...","D-5","...",
"C-5","...","...","...","...","...","...","..."
},
-- chaotic jumpy (important for branching)
{
"C-5","...","F-5","D-5","...","A-5","...","E-5",
"...","G-5","...","C-5","...","...","...","..."
},
-- double-step pattern
{
"C-5","D-5","D-5","E-5","E-5","F-5","...","...",
"G-5","...","...","...","...","...","...","..."
},
-- uneven spacing
{
"C-5","...","...","D-5","E-5","...","...","F-5",
"G-5","...","...","...","...","...","...","..."
},
-- fast alternating high
{
"G-5","A-5","G-5","A-5","G-5","A-5","...","...",
"F-5","E-5","...","...","...","...","...","..."
},
-- low groove with variation
{
"C-3","...","C-4","...","G-3","...","D-4","...",
"F-3","...","C-4","...","...","...","...","..."
},
-- semi-random filler (very useful)
{
"C-5","...","E-5","...","D-5","...","G-5","...",
"F-5","...","A-5","...","E-5","...","...","..."
},
-- near-repetition (state collision booster)
{
"C-5","...","D-5","...","E-5","...","C-5","...",
"D-5","...","E-5","...","C-5","...","...","..."
},
-- same but shifted (VERY important)
{
"...","C-5","...","D-5","...","E-5","...","C-5",
"...","D-5","...","E-5","...","C-5","...","..."
},
}
local model = build_markov_model(flatten(training_data), 2)
print(inspect(model))
--[[
local generated = generate_sequence(model, 100)
for i,v in ipairs(generated) do
print(v)
end
--]]