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4
.gitignore
vendored
4
.gitignore
vendored
@@ -1,2 +1,6 @@
|
|||||||
.local
|
.local
|
||||||
impostor.lua
|
impostor.lua
|
||||||
|
impostor.original.lua
|
||||||
|
prompts
|
||||||
|
docs
|
||||||
|
minify.lua
|
||||||
66
.luacheckrc
Normal file
66
.luacheckrc
Normal file
@@ -0,0 +1,66 @@
|
|||||||
|
-- .luacheckrc
|
||||||
|
-- Configuration for luacheck
|
||||||
|
|
||||||
|
globals = {
|
||||||
|
"Focus",
|
||||||
|
"Util",
|
||||||
|
"Decision",
|
||||||
|
"Situation",
|
||||||
|
"Screen",
|
||||||
|
"Sprite",
|
||||||
|
"UI",
|
||||||
|
"Print",
|
||||||
|
"Input",
|
||||||
|
"Audio",
|
||||||
|
"Config",
|
||||||
|
"Context",
|
||||||
|
"Meter",
|
||||||
|
"Minigame",
|
||||||
|
"Window",
|
||||||
|
"SplashWindow",
|
||||||
|
"IntroWindow",
|
||||||
|
"MenuWindow",
|
||||||
|
"GameWindow",
|
||||||
|
"PopupWindow",
|
||||||
|
"ConfigurationWindow",
|
||||||
|
"AudioTestWindow",
|
||||||
|
"MinigameButtonMashWindow",
|
||||||
|
"MinigameRhythmWindow",
|
||||||
|
"MinigameDDRWindow",
|
||||||
|
"mset",
|
||||||
|
"mget",
|
||||||
|
"btnp",
|
||||||
|
"keyp",
|
||||||
|
"music",
|
||||||
|
"sfx",
|
||||||
|
"spr",
|
||||||
|
"rect",
|
||||||
|
"rectb",
|
||||||
|
"circ",
|
||||||
|
"circb",
|
||||||
|
"cls",
|
||||||
|
"tri",
|
||||||
|
"pix",
|
||||||
|
"line",
|
||||||
|
"Songs",
|
||||||
|
"frame_from_beat",
|
||||||
|
"beats_to_pattern",
|
||||||
|
"MapBedroom",
|
||||||
|
"TIC",
|
||||||
|
"exit",
|
||||||
|
"trace",
|
||||||
|
"index_menu",
|
||||||
|
"Map",
|
||||||
|
"map",
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
-- Exclude certain warnings globally
|
||||||
|
exclude_warnings = {
|
||||||
|
"undefined_global", -- Will be covered by 'globals' table
|
||||||
|
"redefined_loop_variable", -- Common in Lua for iterators
|
||||||
|
}
|
||||||
|
|
||||||
|
-- Options for unused variables
|
||||||
|
std = "lua51" -- Assuming Lua 5.1, common for TIC-80
|
||||||
19
.vscode/settings.json
vendored
19
.vscode/settings.json
vendored
@@ -14,6 +14,21 @@
|
|||||||
"inc/?.lua"
|
"inc/?.lua"
|
||||||
],
|
],
|
||||||
"Lua.diagnostics.disable": [
|
"Lua.diagnostics.disable": [
|
||||||
"undefined-global"
|
"undefined-global",
|
||||||
]
|
"undefined-doc-param",
|
||||||
|
"undefined-doc-name",
|
||||||
|
"luadoc-miss-param-name"
|
||||||
|
],
|
||||||
|
"python.autoComplete.extraPaths": [
|
||||||
|
"${workspaceFolder}/sources/poky/bitbake/lib",
|
||||||
|
"${workspaceFolder}/sources/poky/meta/lib"
|
||||||
|
],
|
||||||
|
"python.analysis.extraPaths": [
|
||||||
|
"${workspaceFolder}/sources/poky/bitbake/lib",
|
||||||
|
"${workspaceFolder}/sources/poky/meta/lib"
|
||||||
|
],
|
||||||
|
"files.associations": {
|
||||||
|
"*.conf": "bitbake",
|
||||||
|
"*.inc": "bitbake"
|
||||||
|
}
|
||||||
}
|
}
|
||||||
27
.vscode/tasks.json
vendored
Normal file
27
.vscode/tasks.json
vendored
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
{
|
||||||
|
// See https://go.microsoft.com/fwlink/?LinkId=733558
|
||||||
|
// for the documentation about the tasks.json format
|
||||||
|
"version": "2.0.0",
|
||||||
|
"tasks": [
|
||||||
|
{
|
||||||
|
"label": "Run TIC80",
|
||||||
|
"type": "shell",
|
||||||
|
"command": "tic80 --fs=. impostor.lua"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"label": "Build & Run TIC80",
|
||||||
|
"type": "shell",
|
||||||
|
"command": "make build && tic80 --fs=. impostor.lua"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"label": "Export assets",
|
||||||
|
"type": "shell",
|
||||||
|
"command": "make export_assets"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"label": "Make build",
|
||||||
|
"type": "shell",
|
||||||
|
"command": "make build"
|
||||||
|
},
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -7,6 +7,7 @@ steps:
|
|||||||
|
|
||||||
- name: build
|
- name: build
|
||||||
image: git.teletype.hu/internal/tic80pro:latest
|
image: git.teletype.hu/internal/tic80pro:latest
|
||||||
|
pull: always
|
||||||
environment:
|
environment:
|
||||||
XDG_RUNTIME_DIR: /tmp
|
XDG_RUNTIME_DIR: /tmp
|
||||||
commands:
|
commands:
|
||||||
|
|||||||
103
GEMINI.md
103
GEMINI.md
@@ -52,3 +52,106 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
|
|||||||
## Agent Directives
|
## Agent Directives
|
||||||
|
|
||||||
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.
|
- **Git Operations:** In the future, do not perform `git add` or `git commit` operations. This responsibility will be handled by the user.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
# Impostor Minigame Documentation
|
||||||
|
|
||||||
|
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
|
||||||
|
|
||||||
|
## Table of Contents
|
||||||
|
|
||||||
|
- [Overview](#overview)
|
||||||
|
- [Button Mash Minigame](#button-mash-minigame)
|
||||||
|
- [Rhythm Minigame](#rhythm-minigame)
|
||||||
|
- [DDR Minigame](#ddr-minigame)
|
||||||
|
- [Integration Guide](#integration-guide)
|
||||||
|
- [Common Features](#common-features)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The Impostor game includes three interactive minigames that can be triggered during gameplay. Each minigame presents a unique challenge that the player must complete to progress. All minigames feature:
|
||||||
|
|
||||||
|
- **Overlay rendering** - Minigame render over the current game window
|
||||||
|
- **Progress tracking** - Visual indicators show completion status
|
||||||
|
- **Return mechanism** - Automatic return to the calling window upon completion
|
||||||
|
- **Visual feedback** - Button presses and hits are visually indicated
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Button Mash Minigame
|
||||||
|
|
||||||
|
**File**: `inc/window/window.minigame.mash.lua`
|
||||||
|
|
||||||
|
### Description
|
||||||
|
|
||||||
|
A fast-paced minigame where the player must repeatedly press the Z button to fill a progress bar. The bar automatically degrades over time, and the degradation rate increases as the bar fills up, creating increasing difficulty.
|
||||||
|
|
||||||
|
### Gameplay Mechanics
|
||||||
|
|
||||||
|
- **Objective**: Fill the progress bar to 100% by pressing Z repeatedly
|
||||||
|
- **Challenge**: The bar degrades automatically, with degradation increasing as it fills
|
||||||
|
- **Win Condition**: Bar reaches 100%
|
||||||
|
- **No Fail State**: Player can keep trying until successful
|
||||||
|
|
||||||
|
### Visual Elements
|
||||||
|
|
||||||
|
#### Simple sketch
|
||||||
|

|
||||||
|
|
||||||
|
```
|
||||||
|
Progress Bar (200x12px at 20,10):
|
||||||
|
┌────────────────────────────────────┐
|
||||||
|
│████████████████░░░░░░░░░░░░░░ 45%│
|
||||||
|
└────────────────────────────────────┘
|
||||||
|
|
||||||
|
Button Indicator (Bottom):
|
||||||
|
╔═══╗
|
||||||
|
║ Z ║ ← Press repeatedly!
|
||||||
|
╚═══╝
|
||||||
|
|
||||||
|
Text: "MASH Z!"
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Configuration Parameters
|
||||||
|
|
||||||
|
```lua
|
||||||
|
bar_fill = 0 -- Current fill level (0-100)
|
||||||
|
max_fill = 100 -- Target fill level
|
||||||
|
fill_per_press = 8 -- Points gained per button press
|
||||||
|
base_degradation = 0.15 -- Base degradation per frame
|
||||||
|
degradation_multiplier = 0.006 -- Increases degradation with bar fill
|
||||||
|
button_press_duration = 8 -- Visual feedback duration (frames)
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Usage Example
|
||||||
|
|
||||||
|
```lua
|
||||||
|
-- Start button mash minigame
|
||||||
|
MinigameButtonMashWindow.start(WINDOW_GAME)
|
||||||
|
|
||||||
|
-- Or from any window
|
||||||
|
MinigameButtonMashWindow.start(WINDOW_POPUP)
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Color Coding
|
||||||
|
|
||||||
|
- **Green**: Low fill (0-33%)
|
||||||
|
- **Medium (NPC color)**: Medium fill (34-66%)
|
||||||
|
- **Yellow (Item color)**: High fill (67-100%)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Rhythm Minigame
|
||||||
|
|
||||||
|
**File**: `inc/window/window.minigame.rhythm.lua`
|
||||||
|
|
||||||
|
### Description
|
||||||
|
|
||||||
|
A timing-based minigame where the player must press Z when a moving line crosses a green target zone. The target zone shrinks with each successful hit, making the game progressively more challenging.
|
||||||
|
|
||||||
|
### Gameplay Mechanics
|
||||||
|
|
||||||
|
- **Objective**: Score 10 points by timing button presses correctly
|
||||||
|
|||||||
134
Makefile
134
Makefile
@@ -6,15 +6,22 @@ PROJECT = impostor
|
|||||||
|
|
||||||
ORDER = $(PROJECT).inc
|
ORDER = $(PROJECT).inc
|
||||||
OUTPUT = $(PROJECT).lua
|
OUTPUT = $(PROJECT).lua
|
||||||
|
OUTPUT_ORIGINAL = $(PROJECT).original.lua
|
||||||
OUTPUT_ZIP = $(PROJECT).html.zip
|
OUTPUT_ZIP = $(PROJECT).html.zip
|
||||||
OUTPUT_TIC = $(PROJECT).tic
|
OUTPUT_TIC = $(PROJECT).tic
|
||||||
|
|
||||||
|
MINIFY = minify.lua
|
||||||
|
MINIFY_URL = https://raw.githubusercontent.com/ztimar31/lua-minify-tic80/refs/heads/master/minify.lua
|
||||||
|
|
||||||
SRC_DIR = inc
|
SRC_DIR = inc
|
||||||
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
|
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
|
||||||
|
|
||||||
ASSETS_LUA = inc/meta/meta.assets.lua
|
ASSETS_LUA = inc/meta/meta.assets.lua
|
||||||
ASSETS_DIR = assets
|
ASSETS_DIR = assets
|
||||||
ASSET_TYPES = map tiles sprites sfx music
|
ASSET_TYPES = tiles sprites sfx music
|
||||||
|
|
||||||
|
LINT_TMP_LUA := /tmp/_lint_combined.lua
|
||||||
|
LINT_TMP_MAP := /tmp/_lint_map.txt
|
||||||
|
|
||||||
# CI/CD variables
|
# CI/CD variables
|
||||||
VERSION_FILE = .version
|
VERSION_FILE = .version
|
||||||
@@ -31,12 +38,24 @@ build: $(OUTPUT)
|
|||||||
|
|
||||||
$(OUTPUT): $(SRC) $(ORDER)
|
$(OUTPUT): $(SRC) $(ORDER)
|
||||||
@rm -f $(OUTPUT)
|
@rm -f $(OUTPUT)
|
||||||
@while read f; do \
|
@sed 's/\r$$//' $(ORDER) | while read f; do \
|
||||||
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
|
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
|
||||||
echo "" >> $(OUTPUT); \
|
echo "" >> $(OUTPUT); \
|
||||||
done < $(ORDER)
|
done
|
||||||
|
|
||||||
export: build
|
$(MINIFY):
|
||||||
|
@echo "==> Downloading $(MINIFY)"
|
||||||
|
@curl -fsSL $(MINIFY_URL) -o $(MINIFY)
|
||||||
|
|
||||||
|
minify: $(OUTPUT_ORIGINAL)
|
||||||
|
|
||||||
|
$(OUTPUT_ORIGINAL): $(SRC) $(ORDER) $(MINIFY)
|
||||||
|
@$(MAKE) build
|
||||||
|
@echo "==> Minifying $(OUTPUT)"
|
||||||
|
@cp $(OUTPUT) $(OUTPUT_ORIGINAL)
|
||||||
|
@lua $(MINIFY) minify $(OUTPUT_ORIGINAL) > $(OUTPUT)
|
||||||
|
|
||||||
|
export: build minify
|
||||||
@if [ -z "$(VERSION)" ]; then \
|
@if [ -z "$(VERSION)" ]; then \
|
||||||
echo "ERROR: VERSION not set!"; \
|
echo "ERROR: VERSION not set!"; \
|
||||||
exit 1; \
|
exit 1; \
|
||||||
@@ -55,8 +74,8 @@ export: build
|
|||||||
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
|
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
|
||||||
|
|
||||||
watch:
|
watch:
|
||||||
make build
|
$(MAKE) build
|
||||||
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
|
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
|
||||||
|
|
||||||
import_assets: $(OUTPUT)
|
import_assets: $(OUTPUT)
|
||||||
@TIC_CMD="load $(OUTPUT) &"; \
|
@TIC_CMD="load $(OUTPUT) &"; \
|
||||||
@@ -76,6 +95,69 @@ define f_export_asset_awk
|
|||||||
cat $(2) | awk '/-- <$(1)>/,/<\/$(1)>/' >> $(3)
|
cat $(2) | awk '/-- <$(1)>/,/<\/$(1)>/' >> $(3)
|
||||||
endef
|
endef
|
||||||
|
|
||||||
|
lint:
|
||||||
|
@echo "==> Merging..."
|
||||||
|
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
|
||||||
|
@touch $(LINT_TMP_LUA)
|
||||||
|
@line=1; \
|
||||||
|
while IFS= read -r f || [ -n "$$f" ]; do \
|
||||||
|
f=$$(printf '%s' "$$f" | tr -d '\r'); \
|
||||||
|
[ -z "$$f" ] && continue; \
|
||||||
|
before=$$(wc -l < $(LINT_TMP_LUA)); \
|
||||||
|
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
|
||||||
|
printf '\n' >> $(LINT_TMP_LUA); \
|
||||||
|
after=$$(wc -l < $(LINT_TMP_LUA)); \
|
||||||
|
linecount=$$((after - before)); \
|
||||||
|
echo "$$line $$linecount $(SRC_DIR)/$$f" >> $(LINT_TMP_MAP); \
|
||||||
|
line=$$((line + linecount)); \
|
||||||
|
done < $(ORDER)
|
||||||
|
@echo "==> luacheck..."
|
||||||
|
@LINT_OUTPUT=$$(luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
|
||||||
|
BEGIN { \
|
||||||
|
NR_map = 0; \
|
||||||
|
while ((getline line < map) > 0) { \
|
||||||
|
n = split(line, a, " "); \
|
||||||
|
start[NR_map] = a[1]+0; \
|
||||||
|
count[NR_map] = a[2]+0; \
|
||||||
|
fname[NR_map] = a[3]; \
|
||||||
|
NR_map++; \
|
||||||
|
} \
|
||||||
|
} \
|
||||||
|
/^[^:]+:[0-9]+:[0-9]+:/ { \
|
||||||
|
colon1 = index($$0, ":"); \
|
||||||
|
rest1 = substr($$0, colon1+1); \
|
||||||
|
colon2 = index(rest1, ":"); \
|
||||||
|
absline = substr(rest1, 1, colon2-1) + 0; \
|
||||||
|
rest2 = substr(rest1, colon2+1); \
|
||||||
|
colon3 = index(rest2, ":"); \
|
||||||
|
col = substr(rest2, 1, colon3-1); \
|
||||||
|
rest = substr(rest2, colon3); \
|
||||||
|
found = 0; \
|
||||||
|
for (i = 0; i < NR_map; i++) { \
|
||||||
|
end_line = start[i] + count[i] -1; \
|
||||||
|
if (absline >= start[i] && absline <= end_line) { \
|
||||||
|
relline = absline - start[i] + 1; \
|
||||||
|
print fname[i] ":" relline ":" col ":" rest; \
|
||||||
|
found = 1; \
|
||||||
|
break; \
|
||||||
|
} \
|
||||||
|
} \
|
||||||
|
if (!found) print $$0; \
|
||||||
|
next; \
|
||||||
|
} \
|
||||||
|
{ print } \
|
||||||
|
'); \
|
||||||
|
echo "$$LINT_OUTPUT"; \
|
||||||
|
NUM_ISSUES=$$(echo "$$LINT_OUTPUT" | grep -cE "^[^:]+:[0-9]+:[0-9]+:"); \
|
||||||
|
if [ "$$NUM_ISSUES" -gt 0 ]; then \
|
||||||
|
echo "Total: $$NUM_ISSUES issue(s) found, commit aborted."; \
|
||||||
|
exit 1; \
|
||||||
|
else \
|
||||||
|
echo "Checking /tmp/_lint_combined.lua OK"; \
|
||||||
|
echo "Total: 0 warnings / 0 errors in 1 file"; \
|
||||||
|
fi
|
||||||
|
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
|
||||||
|
|
||||||
export_assets:
|
export_assets:
|
||||||
# $(OUTPUT) would be a circular dependency
|
# $(OUTPUT) would be a circular dependency
|
||||||
@test -e $(OUTPUT)
|
@test -e $(OUTPUT)
|
||||||
@@ -90,12 +172,12 @@ export_assets:
|
|||||||
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
|
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
|
||||||
|
|
||||||
clean:
|
clean:
|
||||||
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
|
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT) $(OUTPUT_MIN) $(PROJECT).original.lua
|
||||||
@echo "==> Cleaned build artifacts"
|
@echo "==> Cleaned build artifacts"
|
||||||
|
|
||||||
# CI/CD Targets
|
# CI/CD Targets
|
||||||
ci-version:
|
ci-version:
|
||||||
@VERSION=$$(sed -n "s/^-- version: //p" inc-meta-meta.header.lua | head -n 1 | tr -d "[:space:]"); \
|
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
|
||||||
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
|
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
|
||||||
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
|
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
|
||||||
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
|
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
|
||||||
@@ -125,12 +207,32 @@ ci-update:
|
|||||||
echo "==> Triggering update for version $$VERSION"; \
|
echo "==> Triggering update for version $$VERSION"; \
|
||||||
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
|
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
|
||||||
|
|
||||||
.PHONY: all build export watch import_assets export_assets clean ci-version ci-export ci-upload ci-update
|
install_precommit_hook:
|
||||||
|
@echo "Installing Git pre-commit hook (lint check)..."
|
||||||
|
@mkdir -p .git/hooks
|
||||||
|
@printf '#!/bin/bash\n' > .git/hooks/pre-commit
|
||||||
|
@printf 'echo "Running lint before commit..."\n' >> .git/hooks/pre-commit
|
||||||
|
@printf 'make lint\n' >> .git/hooks/pre-commit
|
||||||
|
@printf 'if [ $$? -ne 0 ]; then\n' >> .git/hooks/pre-commit
|
||||||
|
@printf ' echo "Lint failed! Commit aborted."\n' >> .git/hooks/pre-commit
|
||||||
|
@printf ' exit 1\n' >> .git/hooks/pre-commit
|
||||||
|
@printf 'fi\n' >> .git/hooks/pre-commit
|
||||||
|
@chmod +x .git/hooks/pre-commit
|
||||||
|
@echo "Pre-commit hook installed successfully."
|
||||||
|
|
||||||
#-- <WAVES>
|
docs: build
|
||||||
#-- 000:224578acdeeeeddcba95434567653100
|
@echo "==> Checking for ldoc..."
|
||||||
#-- </WAVES>
|
@if ! command -v ldoc &> /dev/null; then \
|
||||||
#
|
echo "ldoc not found, attempting to install with luarocks..."; \
|
||||||
#-- <SFX>
|
if command -v luarocks &> /dev/null; then \
|
||||||
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
|
luarocks install ldoc; \
|
||||||
#-- </SFX>
|
else \
|
||||||
|
echo "Error: luarocks not found. Please install luarocks and then ldoc manually."; \
|
||||||
|
exit 1; \
|
||||||
|
fi; \
|
||||||
|
fi
|
||||||
|
@echo "==> Running ldoc..."
|
||||||
|
@ldoc ${OUTPUT} -d docs
|
||||||
|
@echo "==> Documentation generated."
|
||||||
|
|
||||||
|
.PHONY: all build minify export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
38
impostor.inc
38
impostor.inc
@@ -1,19 +1,49 @@
|
|||||||
meta/meta.header.lua
|
meta/meta.header.lua
|
||||||
init/init.modules.lua
|
init/init.module.lua
|
||||||
init/init.config.lua
|
init/init.config.lua
|
||||||
init/init.windows.lua
|
init/init.minigame.lua
|
||||||
|
init/init.meter.lua
|
||||||
init/init.context.lua
|
init/init.context.lua
|
||||||
|
system/system.util.lua
|
||||||
system/system.print.lua
|
system/system.print.lua
|
||||||
entity/entity.npc.lua
|
|
||||||
entity/entity.item.lua
|
|
||||||
system/system.input.lua
|
system/system.input.lua
|
||||||
|
system/system.focus.lua
|
||||||
system/system.ui.lua
|
system/system.ui.lua
|
||||||
|
audio/audio.manager.lua
|
||||||
|
audio/audio.songs.lua
|
||||||
|
sprite/sprite.manager.lua
|
||||||
|
sprite/sprite.norman.lua
|
||||||
|
situation/situation.manager.lua
|
||||||
|
situation/situation.drink_coffee.lua
|
||||||
|
decision/decision.manager.lua
|
||||||
|
decision/decision.have_a_coffee.lua
|
||||||
|
decision/decision.go_to_home.lua
|
||||||
|
decision/decision.go_to_toilet.lua
|
||||||
|
decision/decision.go_to_walking_to_office.lua
|
||||||
|
decision/decision.go_to_office.lua
|
||||||
|
decision/decision.go_to_walking_to_home.lua
|
||||||
|
decision/decision.play_button_mash.lua
|
||||||
|
decision/decision.play_rhythm.lua
|
||||||
|
decision/decision.play_ddr.lua
|
||||||
|
map/map.manager.lua
|
||||||
map/map.bedroom.lua
|
map/map.bedroom.lua
|
||||||
|
screen/screen.manager.lua
|
||||||
|
screen/screen.home.lua
|
||||||
|
screen/screen.toilet.lua
|
||||||
|
screen/screen.walking_to_office.lua
|
||||||
|
screen/screen.office.lua
|
||||||
|
screen/screen.walking_to_home.lua
|
||||||
|
window/window.manager.lua
|
||||||
|
window/window.register.lua
|
||||||
window/window.splash.lua
|
window/window.splash.lua
|
||||||
window/window.intro.lua
|
window/window.intro.lua
|
||||||
window/window.menu.lua
|
window/window.menu.lua
|
||||||
window/window.configuration.lua
|
window/window.configuration.lua
|
||||||
|
window/window.audiotest.lua
|
||||||
window/window.popup.lua
|
window/window.popup.lua
|
||||||
|
window/window.minigame.mash.lua
|
||||||
|
window/window.minigame.rhythm.lua
|
||||||
|
window/window.minigame.ddr.lua
|
||||||
window/window.game.lua
|
window/window.game.lua
|
||||||
system/system.main.lua
|
system/system.main.lua
|
||||||
meta/meta.assets.lua
|
meta/meta.assets.lua
|
||||||
|
|||||||
43
inc/audio/audio.manager.lua
Normal file
43
inc/audio/audio.manager.lua
Normal file
@@ -0,0 +1,43 @@
|
|||||||
|
--- @section Audio
|
||||||
|
|
||||||
|
--- Stops current music.
|
||||||
|
--- @within Audio
|
||||||
|
function Audio.music_stop() music() end
|
||||||
|
--- Plays main menu music.
|
||||||
|
--- @within Audio
|
||||||
|
function Audio.music_play_mainmenu() end
|
||||||
|
--- Plays waking up music.
|
||||||
|
--- @within Audio
|
||||||
|
function Audio.music_play_wakingup() end
|
||||||
|
--- Plays room morning music.
|
||||||
|
--- @within Audio
|
||||||
|
function Audio.music_play_room_morning() end
|
||||||
|
--- Plays room street 1 music.
|
||||||
|
--- @within Audio
|
||||||
|
function Audio.music_play_room_street_1() end
|
||||||
|
--- Plays room street 2 music.
|
||||||
|
--- @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() end
|
||||||
|
|
||||||
|
--- Plays select sound effect.
|
||||||
|
--- @within Audio
|
||||||
|
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
||||||
|
--- Plays deselect sound effect.
|
||||||
|
--- @within Audio
|
||||||
|
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
||||||
|
--- Plays beep sound effect.
|
||||||
|
--- @within Audio
|
||||||
|
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
||||||
|
--- Plays success sound effect.
|
||||||
|
--- @within Audio
|
||||||
|
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
|
||||||
164
inc/audio/audio.songs.lua
Normal file
164
inc/audio/audio.songs.lua
Normal file
@@ -0,0 +1,164 @@
|
|||||||
|
--- @section Songs
|
||||||
|
|
||||||
|
-- DDR Arrow Spawn Patterns
|
||||||
|
-- Each song defines when arrows should spawn, synced to music beats
|
||||||
|
Songs = {
|
||||||
|
-- Example song pattern
|
||||||
|
test_song = {
|
||||||
|
name = "Test Song",
|
||||||
|
bpm = 120, -- Beats per minute (for reference)
|
||||||
|
fps = 60, -- Frames per second (TIC-80 default)
|
||||||
|
end_frame = 570, -- Frame when song ends (last note)
|
||||||
|
-- Arrow spawn pattern
|
||||||
|
-- Each entry defines when (in frames) and which direction arrow spawns
|
||||||
|
-- Formula: frame = (beat / bpm) * 60 * fps
|
||||||
|
-- For 120 BPM: 1 beat = 30 frames, 2 beats = 60 frames, etc.
|
||||||
|
pattern = {
|
||||||
|
-- Beat 1-4 (intro)
|
||||||
|
{frame = 30, dir = "left"},
|
||||||
|
{frame = 60, dir = "down"},
|
||||||
|
{frame = 90, dir = "up"},
|
||||||
|
{frame = 120, dir = "right"},
|
||||||
|
-- Beat 5-8 (faster)
|
||||||
|
{frame = 135, dir = "left"},
|
||||||
|
{frame = 150, dir = "right"},
|
||||||
|
{frame = 165, dir = "left"},
|
||||||
|
{frame = 180, dir = "right"},
|
||||||
|
-- Beat 9-12 (complex pattern)
|
||||||
|
{frame = 210, dir = "left"},
|
||||||
|
{frame = 210, dir = "right"}, -- simultaneous
|
||||||
|
{frame = 240, dir = "up"},
|
||||||
|
{frame = 240, dir = "down"}, -- simultaneous
|
||||||
|
{frame = 270, dir = "left"},
|
||||||
|
{frame = 300, dir = "right"},
|
||||||
|
-- Beat 13-16 (rapid sequence)
|
||||||
|
{frame = 330, dir = "left"},
|
||||||
|
{frame = 345, dir = "down"},
|
||||||
|
{frame = 360, dir = "up"},
|
||||||
|
{frame = 375, dir = "right"},
|
||||||
|
{frame = 390, dir = "left"},
|
||||||
|
{frame = 405, dir = "down"},
|
||||||
|
{frame = 420, dir = "up"},
|
||||||
|
{frame = 435, dir = "right"},
|
||||||
|
-- Beat 17-20 (finale)
|
||||||
|
{frame = 465, dir = "up"},
|
||||||
|
{frame = 465, dir = "down"},
|
||||||
|
{frame = 495, dir = "left"},
|
||||||
|
{frame = 495, dir = "right"},
|
||||||
|
{frame = 525, dir = "up"},
|
||||||
|
{frame = 540, dir = "down"},
|
||||||
|
{frame = 555, dir = "left"},
|
||||||
|
{frame = 570, dir = "right"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
test_song_2 = {
|
||||||
|
name = "Test Song 2",
|
||||||
|
bpm = 120, -- Beats per minute (for reference)
|
||||||
|
fps = 60, -- Frames per second (TIC-80 default)
|
||||||
|
end_frame = 570, -- Frame when song ends (last note)
|
||||||
|
-- Arrow spawn pattern
|
||||||
|
-- Each entry defines when (in frames) and which direction arrow spawns
|
||||||
|
-- Formula: frame = (beat / bpm) * 60 * fps
|
||||||
|
-- For 120 BPM: 1 beat = 30 frames, 2 beats = 60 frames, etc.
|
||||||
|
pattern = {
|
||||||
|
-- Beat 1-4 (intro)
|
||||||
|
{frame = 30, dir = "left"},
|
||||||
|
{frame = 60, dir = "down"},
|
||||||
|
{frame = 90, dir = "up"},
|
||||||
|
{frame = 120, dir = "right"},
|
||||||
|
-- Beat 5-8 (faster)
|
||||||
|
{frame = 135, dir = "left"},
|
||||||
|
{frame = 150, dir = "right"},
|
||||||
|
{frame = 165, dir = "left"},
|
||||||
|
{frame = 180, dir = "right"},
|
||||||
|
-- Beat 9-12 (complex pattern)
|
||||||
|
{frame = 210, dir = "left"},
|
||||||
|
{frame = 210, dir = "right"}, -- simultaneous
|
||||||
|
{frame = 240, dir = "up"},
|
||||||
|
{frame = 240, dir = "down"}, -- simultaneous
|
||||||
|
{frame = 270, dir = "left"},
|
||||||
|
{frame = 300, dir = "right"},
|
||||||
|
-- Beat 13-16 (rapid sequence)
|
||||||
|
{frame = 330, dir = "left"},
|
||||||
|
{frame = 345, dir = "down"},
|
||||||
|
{frame = 360, dir = "up"},
|
||||||
|
{frame = 375, dir = "right"},
|
||||||
|
{frame = 390, dir = "left"},
|
||||||
|
{frame = 405, dir = "down"},
|
||||||
|
{frame = 420, dir = "up"},
|
||||||
|
{frame = 435, dir = "right"},
|
||||||
|
-- Beat 17-20 (finale)
|
||||||
|
{frame = 465, dir = "up"},
|
||||||
|
{frame = 465, dir = "down"},
|
||||||
|
{frame = 495, dir = "left"},
|
||||||
|
{frame = 495, dir = "right"},
|
||||||
|
{frame = 525, dir = "up"},
|
||||||
|
{frame = 540, dir = "down"},
|
||||||
|
{frame = 555, dir = "left"},
|
||||||
|
{frame = 570, dir = "right"}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
-- Random mode (no predefined pattern, spawns randomly)
|
||||||
|
random = {
|
||||||
|
name = "Random Mode",
|
||||||
|
bpm = 0, -- Not applicable for random mode
|
||||||
|
fps = 60,
|
||||||
|
end_frame = nil, -- No end frame for random mode
|
||||||
|
pattern = {} -- Empty, will spawn randomly in game
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
--- Converts beats to frames.
|
||||||
|
--- @within Songs
|
||||||
|
--- @param beat number The beat number.
|
||||||
|
--- @param bpm number Beats per minute.
|
||||||
|
--- @param[opt] fps number Frames per second (default: 60).
|
||||||
|
--- @return number The corresponding frame number.
|
||||||
|
function frame_from_beat(beat, bpm, fps)
|
||||||
|
fps = fps or 60
|
||||||
|
local seconds_per_beat = 60 / bpm
|
||||||
|
local frames_per_beat = seconds_per_beat * fps
|
||||||
|
return math.floor(beat * frames_per_beat)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Converts beat notation to frame pattern.
|
||||||
|
--- @within Songs
|
||||||
|
--- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
|
||||||
|
--- @param beats.1 number The beat number.
|
||||||
|
--- @param beats.2 string Arrow direction ("left", "down", "up", or "right").
|
||||||
|
--- @param bpm number Beats per minute.
|
||||||
|
--- @param[opt] fps number Frames per second (default: 60).
|
||||||
|
--- @return result table The generated pattern or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * frame (number) The frame number when the arrow should spawn.<br/>
|
||||||
|
--- * dir (string) Arrow direction ("left", "down", "up", or "right").<br/>
|
||||||
|
function beats_to_pattern(beats, bpm, fps)
|
||||||
|
fps = fps or 60
|
||||||
|
local pattern = {}
|
||||||
|
for _, beat_data in ipairs(beats) do
|
||||||
|
local beat = beat_data[1]
|
||||||
|
local dir = beat_data[2]
|
||||||
|
table.insert(pattern, {
|
||||||
|
frame = frame_from_beat(beat, bpm, fps),
|
||||||
|
dir = dir
|
||||||
|
})
|
||||||
|
end
|
||||||
|
return pattern
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Example of creating a song using beat notation:
|
||||||
|
--[[
|
||||||
|
Songs.custom_song = {
|
||||||
|
name = "Custom Song",
|
||||||
|
bpm = 130,
|
||||||
|
fps = 60,
|
||||||
|
pattern = beats_to_pattern({
|
||||||
|
{1, "left"},
|
||||||
|
{2, "down"},
|
||||||
|
{3, "up"},
|
||||||
|
{4, "right"},
|
||||||
|
{4.5, "left"},
|
||||||
|
{5, "right"}
|
||||||
|
}, 130)
|
||||||
|
}
|
||||||
|
]]
|
||||||
7
inc/decision/decision.go_to_home.lua
Normal file
7
inc/decision/decision.go_to_home.lua
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "go_to_home",
|
||||||
|
label = "Go to Home",
|
||||||
|
handle = function()
|
||||||
|
Util.go_to_screen_by_id("home")
|
||||||
|
end,
|
||||||
|
})
|
||||||
7
inc/decision/decision.go_to_office.lua
Normal file
7
inc/decision/decision.go_to_office.lua
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "go_to_office",
|
||||||
|
label = "Go to Office",
|
||||||
|
handle = function()
|
||||||
|
Util.go_to_screen_by_id("office")
|
||||||
|
end,
|
||||||
|
})
|
||||||
7
inc/decision/decision.go_to_toilet.lua
Normal file
7
inc/decision/decision.go_to_toilet.lua
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "go_to_toilet",
|
||||||
|
label = "Go to Toilet",
|
||||||
|
handle = function()
|
||||||
|
Util.go_to_screen_by_id("toilet")
|
||||||
|
end,
|
||||||
|
})
|
||||||
7
inc/decision/decision.go_to_walking_to_home.lua
Normal file
7
inc/decision/decision.go_to_walking_to_home.lua
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "go_to_walking_to_home",
|
||||||
|
label = "Walking to home",
|
||||||
|
handle = function()
|
||||||
|
Util.go_to_screen_by_id("walking_to_home")
|
||||||
|
end,
|
||||||
|
})
|
||||||
7
inc/decision/decision.go_to_walking_to_office.lua
Normal file
7
inc/decision/decision.go_to_walking_to_office.lua
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "go_to_walking_to_office",
|
||||||
|
label = "Walking to office",
|
||||||
|
handle = function()
|
||||||
|
Util.go_to_screen_by_id("walking_to_office")
|
||||||
|
end,
|
||||||
|
})
|
||||||
8
inc/decision/decision.have_a_coffee.lua
Normal file
8
inc/decision/decision.have_a_coffee.lua
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "have_a_coffee",
|
||||||
|
label = "Have a Coffee",
|
||||||
|
handle = function()
|
||||||
|
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
|
||||||
|
Context.game.current_situation = new_situation_id
|
||||||
|
end,
|
||||||
|
})
|
||||||
100
inc/decision/decision.manager.lua
Normal file
100
inc/decision/decision.manager.lua
Normal file
@@ -0,0 +1,100 @@
|
|||||||
|
--- @section Decision
|
||||||
|
local _decisions = {}
|
||||||
|
|
||||||
|
--- Registers a decision definition.
|
||||||
|
--- @within Decision
|
||||||
|
--- @param decision table The decision data table.
|
||||||
|
--- @param decision.id string Unique decision identifier.
|
||||||
|
--- @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
|
||||||
|
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if not decision.label then
|
||||||
|
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
if not decision.condition then
|
||||||
|
decision.condition = function() return true end
|
||||||
|
end
|
||||||
|
if not decision.handle then
|
||||||
|
decision.handle = function() end
|
||||||
|
end
|
||||||
|
if _decisions[decision.id] then
|
||||||
|
trace("Warning: Overwriting decision with id: " .. decision.id)
|
||||||
|
end
|
||||||
|
_decisions[decision.id] = decision
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets a decision by ID.
|
||||||
|
--- @within Decision
|
||||||
|
--- @param id string The ID of the decision.
|
||||||
|
--- @return table|nil result The decision table or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique decision identifier.<br/>
|
||||||
|
--- * label (string) Display text for the decision.<br/>
|
||||||
|
--- * condition (function) Returns true if decision is available.<br/>
|
||||||
|
--- * handle (function) Called when the decision is selected.
|
||||||
|
function Decision.get_by_id(id)
|
||||||
|
return _decisions[id]
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets all registered decisions.
|
||||||
|
--- @within Decision
|
||||||
|
--- @return result table A table of all registered decisions, indexed by their IDs. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique decision identifier.<br/>
|
||||||
|
--- * label (string) Display text for the decision.<br/>
|
||||||
|
--- * condition (function) Returns true if decision is available.<br/>
|
||||||
|
--- * handle (function) Called when the decision is selected.
|
||||||
|
function Decision.get_all()
|
||||||
|
return _decisions
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets decision objects based on a screen's data.
|
||||||
|
--- @within Decision
|
||||||
|
--- @param screen_data table The data for the screen.
|
||||||
|
--- @param screen_data.decisions table Array of decision ID strings.
|
||||||
|
--- @return result table An array of decision objects relevant to the screen or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique decision identifier.<br/>
|
||||||
|
--- * label (string) Display text for the decision.<br/>
|
||||||
|
--- * condition (function) Returns true if decision is available.<br/>
|
||||||
|
--- * handle (function) Called when the decision is selected.<br/>
|
||||||
|
function Decision.get_for_screen(screen_data)
|
||||||
|
if not screen_data or not screen_data.decisions then
|
||||||
|
return {}
|
||||||
|
end
|
||||||
|
|
||||||
|
local screen_decisions = {}
|
||||||
|
for _, decision_id in ipairs(screen_data.decisions) do
|
||||||
|
local decision = Decision.get_by_id(decision_id)
|
||||||
|
if decision then
|
||||||
|
table.insert(screen_decisions, decision)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return screen_decisions
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Filters a list of decision objects based on their condition function.
|
||||||
|
--- @within Decision
|
||||||
|
--- @param decisions_list table A table of decision objects.
|
||||||
|
--- @return result table An array of decisions for which condition() is true or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique decision identifier.<br/>
|
||||||
|
--- * label (string) Display text for the decision.<br/>
|
||||||
|
--- * condition (function) Returns true if decision is available.<br/>
|
||||||
|
--- * handle (function) Called when the decision is selected.<br/>
|
||||||
|
function Decision.filter_available(decisions_list)
|
||||||
|
local available = {}
|
||||||
|
for _, decision in ipairs(decisions_list) do
|
||||||
|
if decision and decision.condition() then
|
||||||
|
table.insert(available, decision)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return available
|
||||||
|
end
|
||||||
12
inc/decision/decision.play_button_mash.lua
Normal file
12
inc/decision/decision.play_button_mash.lua
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "play_button_mash",
|
||||||
|
label = "Play Button Mash",
|
||||||
|
handle = function()
|
||||||
|
Meter.hide()
|
||||||
|
MinigameButtonMashWindow.start("game", {
|
||||||
|
focus_center_x = Config.screen.width / 2,
|
||||||
|
focus_center_y = Config.screen.height / 2,
|
||||||
|
focus_initial_radius = 0,
|
||||||
|
})
|
||||||
|
end,
|
||||||
|
})
|
||||||
5
inc/decision/decision.play_ddr.lua
Normal file
5
inc/decision/decision.play_ddr.lua
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "play_ddr",
|
||||||
|
label = "Play DDR (Random)",
|
||||||
|
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
|
||||||
|
})
|
||||||
12
inc/decision/decision.play_rhythm.lua
Normal file
12
inc/decision/decision.play_rhythm.lua
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "play_rhythm",
|
||||||
|
label = "Play Rhythm Game",
|
||||||
|
handle = function()
|
||||||
|
Meter.hide()
|
||||||
|
MinigameRhythmWindow.start("game", {
|
||||||
|
focus_center_x = Config.screen.width / 2,
|
||||||
|
focus_center_y = Config.screen.height / 2,
|
||||||
|
focus_initial_radius = 0,
|
||||||
|
})
|
||||||
|
end,
|
||||||
|
})
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
function Item.use()
|
|
||||||
Print.text("Used item: " .. Context.dialog.active_entity.name)
|
|
||||||
end
|
|
||||||
function Item.look_at()
|
|
||||||
PopupWindow.show_description_dialog(Context.dialog.active_entity, Context.dialog.active_entity.desc)
|
|
||||||
end
|
|
||||||
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
function NPC.talk_to()
|
|
||||||
local npc = Context.dialog.active_entity
|
|
||||||
if npc.dialog and npc.dialog.start then
|
|
||||||
PopupWindow.set_dialog_node("start")
|
|
||||||
else
|
|
||||||
-- if no dialog, go back
|
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
function NPC.fight() end
|
|
||||||
function NPC.go_back()
|
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
|
||||||
end
|
|
||||||
@@ -1,49 +1,59 @@
|
|||||||
local DEFAULT_CONFIG = {
|
Config = {}
|
||||||
|
|
||||||
|
--- Return initial data for Config
|
||||||
|
--- @within Config
|
||||||
|
function Config.initial_data()
|
||||||
|
return {
|
||||||
screen = {
|
screen = {
|
||||||
width = 240,
|
width = 240,
|
||||||
height = 136
|
height = 136
|
||||||
},
|
},
|
||||||
colors = {
|
colors = {
|
||||||
black = 0,
|
black = 2,
|
||||||
light_grey = 13,
|
light_grey = 13,
|
||||||
dark_grey = 14,
|
dark_grey = 14,
|
||||||
green = 6,
|
red = 0,
|
||||||
npc = 8,
|
light_blue = 7,
|
||||||
item = 12 -- yellow
|
blue = 9,
|
||||||
},
|
white = 12,
|
||||||
player = {
|
item = 12,
|
||||||
sprite_id = 1
|
meter_bg = 12
|
||||||
},
|
},
|
||||||
timing = {
|
timing = {
|
||||||
splash_duration = 120
|
splash_duration = 120
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
end
|
||||||
|
|
||||||
local Config = {
|
--- Restores default configuration settings.
|
||||||
-- Copy default values initially
|
--- @within Config
|
||||||
screen = DEFAULT_CONFIG.screen,
|
function Config.reset()
|
||||||
colors = DEFAULT_CONFIG.colors,
|
local initial = Config.initial_data()
|
||||||
player = DEFAULT_CONFIG.player,
|
Config.screen = initial.screen
|
||||||
timing = DEFAULT_CONFIG.timing,
|
Config.colors = initial.colors
|
||||||
}
|
Config.timing = initial.timing
|
||||||
|
end
|
||||||
|
|
||||||
local CONFIG_SAVE_BANK = 7
|
local CONFIG_SAVE_BANK = 7
|
||||||
local CONFIG_MAGIC_VALUE_ADDRESS = 2
|
local CONFIG_MAGIC_VALUE_ADDRESS = 2
|
||||||
local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
|
local CONFIG_SPLASH_DURATION_ADDRESS = 3
|
||||||
|
local CONFIG_MAGIC_VALUE = 0xDE
|
||||||
|
|
||||||
|
--- Saves the current configuration.
|
||||||
|
--- @within Config
|
||||||
function Config.save()
|
function Config.save()
|
||||||
-- Save physics settings
|
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
|
||||||
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) -- Mark as saved
|
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Loads saved configuration.
|
||||||
|
--- @within Config
|
||||||
function Config.load()
|
function Config.load()
|
||||||
Config.restore_defaults()
|
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
|
||||||
-- Check if config has been saved before using a magic value
|
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||||
|
else
|
||||||
|
Config.reset()
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function Config.restore_defaults()
|
|
||||||
-- Any other configurable items should be reset here
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Load configuration on startup
|
|
||||||
Config.load()
|
Config.load()
|
||||||
|
|||||||
@@ -2,421 +2,85 @@ local SAVE_GAME_BANK = 6
|
|||||||
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
|
||||||
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
local SAVE_GAME_MAGIC_VALUE = 0xCA
|
||||||
|
|
||||||
local SAVE_GAME_PLAYER_X_ADDRESS = 1
|
--- Global game context.
|
||||||
local SAVE_GAME_PLAYER_Y_ADDRESS = 2
|
--- @section Context
|
||||||
local SAVE_GAME_PLAYER_VX_ADDRESS = 3
|
|
||||||
local SAVE_GAME_PLAYER_VY_ADDRESS = 4
|
|
||||||
local SAVE_GAME_selectS_ADDRESS = 5
|
|
||||||
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
|
|
||||||
|
|
||||||
local VX_VY_OFFSET = 128 -- Offset for negative velocities
|
|
||||||
|
|
||||||
-- Helper for deep copying tables
|
|
||||||
local function clone_table(t)
|
|
||||||
local copy = {}
|
|
||||||
for k, v in pairs(t) do
|
|
||||||
if type(v) == "table" then
|
|
||||||
copy[k] = clone_table(v)
|
|
||||||
else
|
|
||||||
copy[k] = v
|
|
||||||
end
|
|
||||||
end
|
|
||||||
return copy
|
|
||||||
end
|
|
||||||
|
|
||||||
-- This function returns a table containing only the initial *data* for Context
|
|
||||||
local function get_initial_data()
|
|
||||||
return {
|
|
||||||
active_window = WINDOW_SPLASH,
|
|
||||||
intro = {
|
|
||||||
y = Config.screen.height,
|
|
||||||
speed = 0.5,
|
|
||||||
text = "Norman Reds’ everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
|
|
||||||
},
|
|
||||||
current_screen = 1,
|
|
||||||
splash_timer = Config.timing.splash_duration,
|
|
||||||
dialog = {
|
|
||||||
text = "",
|
|
||||||
menu_items = {},
|
|
||||||
selected_menu_item = 1,
|
|
||||||
active_entity = nil,
|
|
||||||
showing_description = false,
|
|
||||||
current_node_key = nil
|
|
||||||
},
|
|
||||||
player = {
|
|
||||||
sprite_id = Config.player.sprite_id
|
|
||||||
},
|
|
||||||
ground = {
|
|
||||||
x = 0,
|
|
||||||
y = Config.screen.height,
|
|
||||||
w = Config.screen.width,
|
|
||||||
h = 8
|
|
||||||
},
|
|
||||||
menu_items = {},
|
|
||||||
selected_menu_item = 1,
|
|
||||||
game_in_progress = false, -- New flag
|
|
||||||
screens = clone_table({
|
|
||||||
{
|
|
||||||
-- Screen 1
|
|
||||||
name = "Screen 1",
|
|
||||||
npcs = {
|
|
||||||
{
|
|
||||||
name = "Trinity",
|
|
||||||
sprite_id = 2,
|
|
||||||
dialog = {
|
|
||||||
start = {
|
|
||||||
text = "Hello, Neo.",
|
|
||||||
options = {
|
|
||||||
{label = "Who are you?", next_node = "who_are_you"},
|
|
||||||
{label = "My name is not Neo.", next_node = "not_neo"},
|
|
||||||
{label = "...", next_node = "silent"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
who_are_you = {
|
|
||||||
text = "I am Trinity. I've been looking for you.",
|
|
||||||
options = {
|
|
||||||
{label = "The famous hacker?", next_node = "famous_hacker"},
|
|
||||||
{label = "Why me?", next_node = "why_me"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
not_neo = {
|
|
||||||
text = "I know. But you will be.",
|
|
||||||
options = {
|
|
||||||
{label = "What are you talking about?", next_node = "who_are_you"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
silent = {
|
|
||||||
text = "You're not much of a talker, are you?",
|
|
||||||
options = {
|
|
||||||
{label = "I guess not.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
famous_hacker = {
|
|
||||||
text = "The one and only.",
|
|
||||||
options = {
|
|
||||||
{label = "Wow.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
why_me = {
|
|
||||||
text = "Morpheus believes you are The One.",
|
|
||||||
options = {
|
|
||||||
{label = "The One?", next_node = "the_one"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
the_one = {
|
|
||||||
text = "The one who will save us all.",
|
|
||||||
options = {
|
|
||||||
{label = "I'm just a programmer.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "We'll talk later.",
|
|
||||||
options = {} -- No options, ends conversation
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
name = "Oracle",
|
|
||||||
sprite_id = 3,
|
|
||||||
dialog = {
|
|
||||||
start = {
|
|
||||||
text = "I know what you're thinking. 'Am I in the right place?'",
|
|
||||||
options = {
|
|
||||||
{label = "Who are you?", next_node = "who_are_you"},
|
|
||||||
{label = "I guess I am.", next_node = "you_are"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
who_are_are = {
|
|
||||||
text = "I'm the Oracle. And you're right on time. Want a cookie?",
|
|
||||||
options = {
|
|
||||||
{label = "Sure.", next_node = "cookie"},
|
|
||||||
{label = "No, thank you.", next_node = "no_cookie"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
you_are = {
|
|
||||||
text = "Of course you are. Sooner or later, everyone comes to see me. Want a cookie?",
|
|
||||||
options = {
|
|
||||||
{label = "Yes, please.", next_node = "cookie"},
|
|
||||||
{label = "I'm good.", next_node = "no_cookie"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
cookie = {
|
|
||||||
text = "Here you go. Now, what's really on your mind?",
|
|
||||||
options = {
|
|
||||||
{label = "Am I The One?", next_node = "the_one"},
|
|
||||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
no_cookie = {
|
|
||||||
text = "Suit yourself. Now, what's troubling you?",
|
|
||||||
options = {
|
|
||||||
{label = "Am I The One?", next_node = "the_one"},
|
|
||||||
{label = "What is the Matrix?", next_node = "the_matrix"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
the_one = {
|
|
||||||
text = "Being The One is just like being in love. No one can tell you you're in love, you just know it. Through and through. Balls to bones.",
|
|
||||||
options = {
|
|
||||||
{label = "So I'm not?", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
the_matrix = {
|
|
||||||
text = "The Matrix is a system, Neo. That system is our enemy. But when you're inside, you look around, what do you see? The very minds of the people we are trying to save.",
|
|
||||||
options = {
|
|
||||||
{label = "I see.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "You have to understand, most of these people are not ready to be unplugged.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
items = {
|
|
||||||
{
|
|
||||||
name = "Key",
|
|
||||||
sprite_id = 4,
|
|
||||||
desc = "A rusty old key. It might open something."
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
-- Screen 2
|
|
||||||
name = "Screen 2",
|
|
||||||
npcs = {
|
|
||||||
{
|
|
||||||
name = "Morpheus",
|
|
||||||
sprite_id = 5,
|
|
||||||
dialog = {
|
|
||||||
start = {
|
|
||||||
text = "At last. Welcome, Neo. As you no doubt have guessed, I am Morpheus.",
|
|
||||||
options = {
|
|
||||||
{label = "It's an honor to meet you.", next_node = "honor"},
|
|
||||||
{label = "You've been looking for me.", next_node = "looking_for_me"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
honor = {
|
|
||||||
text = "No, the honor is mine.",
|
|
||||||
options = {
|
|
||||||
{label = "What is this place?", next_node = "what_is_this_place"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
looking_for_me = {
|
|
||||||
text = "I have. For some time.",
|
|
||||||
options = {
|
|
||||||
{label = "What is this place?", next_node = "what_is_this_place"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
what_is_this_place = {
|
|
||||||
text = "This is the construct. It's our loading program. We can load anything from clothing, to equipment, weapons, training simulations. Anything we need.",
|
|
||||||
options = {
|
|
||||||
{label = "Right.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "I've been waiting for you, Neo. We have much to discuss.",
|
|
||||||
options = {} -- Ends conversation
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
name = "Tank",
|
|
||||||
sprite_id = 6,
|
|
||||||
dialog = {
|
|
||||||
start = {
|
|
||||||
text = "Hey, Neo! Welcome to the construct. I'm Tank.",
|
|
||||||
options = {
|
|
||||||
{label = "Good to meet you.", next_node = "good_to_meet_you"},
|
|
||||||
{label = "This place is incredible.", next_node = "incredible"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
good_to_meet_you = {
|
|
||||||
text = "You too! We've been waiting for you. Need anything? Training? Weapons?",
|
|
||||||
options = {
|
|
||||||
{label = "Training?", next_node = "training"},
|
|
||||||
{label = "I'm good for now.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
incredible = {
|
|
||||||
text = "Isn't it? The boss's design. We can load anything we need. What do you want to learn?",
|
|
||||||
options = {
|
|
||||||
{label = "Show me.", next_node = "training"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
training = {
|
|
||||||
text = "Jujitsu? Kung Fu? How about... all of them?",
|
|
||||||
options = {
|
|
||||||
{label = "All of them.", next_node = "all_of_them"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
all_of_them = {
|
|
||||||
text = "Operator, load the combat training program.",
|
|
||||||
options = {
|
|
||||||
{label = "...", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "Just holler if you need anything. Anything at all.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
items = {
|
|
||||||
{
|
|
||||||
name = "Potion",
|
|
||||||
sprite_id = 7,
|
|
||||||
desc = "A glowing red potion. It looks potent."
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
-- Screen 3
|
|
||||||
name = "Screen 3",
|
|
||||||
npcs = {
|
|
||||||
{
|
|
||||||
name = "Agent Smith",
|
|
||||||
sprite_id = 8,
|
|
||||||
dialog = {
|
|
||||||
start = {
|
|
||||||
text = "Mr. Anderson. We've been expecting you.",
|
|
||||||
options = {
|
|
||||||
{label = "My name is Neo.", next_node = "name_is_neo"},
|
|
||||||
{label = "...", next_node = "silent"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
name_is_neo = {
|
|
||||||
text = "Whatever you say. You're here for a reason.",
|
|
||||||
options = {
|
|
||||||
{label = "What reason?", next_node = "what_reason"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
silent = {
|
|
||||||
text = "The silent type. It doesn't matter. You are an anomaly.",
|
|
||||||
options = {
|
|
||||||
{label = "What do you want?", next_node = "what_reason"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
what_reason = {
|
|
||||||
text = "To be deleted. The system has no place for your kind.",
|
|
||||||
options = {
|
|
||||||
{label = "I won't let you.", next_node = "wont_let_you"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
wont_let_you = {
|
|
||||||
text = "You hear that, Mr. Anderson? That is the sound of inevitability.",
|
|
||||||
options = {
|
|
||||||
{label = "...", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "It is purpose that created us. Purpose that connects us. Purpose that pulls us. That guides us. That drives us. It is purpose that defines. Purpose that binds us.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
name = "Cypher",
|
|
||||||
sprite_id = 9,
|
|
||||||
dialog = {
|
|
||||||
start = {
|
|
||||||
text = "Well, well. The new messiah. Welcome to the real world.",
|
|
||||||
options = {
|
|
||||||
{label = "You don't seem happy.", next_node = "not_happy"},
|
|
||||||
{label = "...", next_node = "silent"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
not_happy = {
|
|
||||||
text = "Happy? Ignorance is bliss, Neo. We've been fighting this war for years. For what?",
|
|
||||||
options = {
|
|
||||||
{label = "For freedom.", next_node = "freedom"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
silent = {
|
|
||||||
text = "Not a talker, huh? Smart. Less to regret later. Want a drink?",
|
|
||||||
options = {
|
|
||||||
{label = "Sure.", next_node = "drink"},
|
|
||||||
{label = "No thanks.", next_node = "no_drink"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
drink = {
|
|
||||||
text = "Good stuff. The little things you miss, you know? Like a good steak.",
|
|
||||||
options = {
|
|
||||||
{label = "I guess.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
no_drink = {
|
|
||||||
text = "Your loss. More for me.",
|
|
||||||
options = {
|
|
||||||
{label = "...", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
freedom = {
|
|
||||||
text = "Freedom... right. If Morpheus told you you could fly, would you believe him?",
|
|
||||||
options = {
|
|
||||||
{label = "He's our leader.", next_node = "dialog_end"}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
dialog_end = {
|
|
||||||
text = "Just be careful who you trust.",
|
|
||||||
options = {}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
items = {}
|
|
||||||
}
|
|
||||||
})
|
|
||||||
}
|
|
||||||
end
|
|
||||||
|
|
||||||
Context = {}
|
Context = {}
|
||||||
|
|
||||||
local function reset_context_to_initial_state()
|
--- Gets initial data for Context.
|
||||||
local initial_data = get_initial_data()
|
--- @within 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/>
|
||||||
|
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<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,
|
||||||
|
splash_timer = Config.timing.splash_duration,
|
||||||
|
popup = {
|
||||||
|
show = false,
|
||||||
|
content = {}
|
||||||
|
},
|
||||||
|
game_in_progress = false,
|
||||||
|
stat_screen_active = false,
|
||||||
|
minigame_ddr = Minigame.get_default_ddr(),
|
||||||
|
minigame_button_mash = Minigame.get_default_button_mash(),
|
||||||
|
minigame_rhythm = Minigame.get_default_rhythm(),
|
||||||
|
meters = Meter.get_initial(),
|
||||||
|
game = {
|
||||||
|
current_screen = "home",
|
||||||
|
current_situation = nil,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
-- Clear existing data properties from Context (but not methods)
|
--- Resets game context to initial state.
|
||||||
|
--- @within Context
|
||||||
|
function Context.reset()
|
||||||
|
local initial_data = Context.initial_data()
|
||||||
for k in pairs(Context) do
|
for k in pairs(Context) do
|
||||||
if type(Context[k]) ~= "function" then -- Only clear data, leave functions
|
if type(Context[k]) ~= "function" then
|
||||||
Context[k] = nil
|
Context[k] = nil
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Copy all initial data properties into Context
|
|
||||||
for k, v in pairs(initial_data) do
|
for k, v in pairs(initial_data) do
|
||||||
Context[k] = v
|
Context[k] = v
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Initially populate Context with data
|
--- Starts a new game.
|
||||||
reset_context_to_initial_state()
|
--- @within Context
|
||||||
|
|
||||||
-- Now define the methods for Context
|
|
||||||
function Context.new_game()
|
function Context.new_game()
|
||||||
reset_context_to_initial_state()
|
Context.reset()
|
||||||
Context.game_in_progress = true
|
Context.game_in_progress = true
|
||||||
MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
|
||||||
|
Screen.get_by_id(Context.game.current_screen).init()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Saves the current game state.
|
||||||
|
--- @within Context
|
||||||
function Context.save_game()
|
function Context.save_game()
|
||||||
if not Context.game_in_progress then return end
|
if not Context.game_in_progress then return end
|
||||||
|
|
||||||
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
|
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
|
||||||
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Loads a saved game state.
|
||||||
|
--- @within Context
|
||||||
function Context.load_game()
|
function Context.load_game()
|
||||||
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
|
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
|
||||||
-- No saved game found, start a new one
|
|
||||||
Context.new_game()
|
Context.new_game()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
Context.reset()
|
||||||
reset_context_to_initial_state() -- Reset data, preserve methods
|
|
||||||
|
|
||||||
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
|
|
||||||
|
|
||||||
Context.game_in_progress = true
|
Context.game_in_progress = true
|
||||||
MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
|
||||||
|
Screen.get_by_id(Context.game.current_screen).init()
|
||||||
end
|
end
|
||||||
138
inc/init/init.meter.lua
Normal file
138
inc/init/init.meter.lua
Normal file
@@ -0,0 +1,138 @@
|
|||||||
|
--- @section Meter
|
||||||
|
local METER_MAX = 1000
|
||||||
|
local METER_DEFAULT = 500
|
||||||
|
local METER_GAIN_PER_CHORE = 100
|
||||||
|
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>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * ism (number) Initial ISM meter value.<br/>
|
||||||
|
--- * wpm (number) Initial WPM meter value.<br/>
|
||||||
|
--- * 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.<br/>
|
||||||
|
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
|
||||||
|
function Meter.get_initial()
|
||||||
|
return {
|
||||||
|
ism = METER_DEFAULT,
|
||||||
|
wpm = METER_DEFAULT,
|
||||||
|
bm = METER_DEFAULT,
|
||||||
|
combo = 0,
|
||||||
|
combo_timer = 0,
|
||||||
|
hidden = false,
|
||||||
|
timer_progress = 0,
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Hides meters.
|
||||||
|
--- @within Meter
|
||||||
|
function Meter.hide()
|
||||||
|
if Context and Context.meters then Context.meters.hidden = true end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Shows meters.
|
||||||
|
--- @within Meter
|
||||||
|
function Meter.show()
|
||||||
|
if Context and Context.meters then Context.meters.hidden = false end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets max meter value.
|
||||||
|
--- @within Meter
|
||||||
|
--- @return number The maximum meter value.
|
||||||
|
function Meter.get_max()
|
||||||
|
return METER_MAX
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets combo multiplier.
|
||||||
|
--- @within Meter
|
||||||
|
--- @return number The current combo multiplier.
|
||||||
|
function Meter.get_combo_multiplier()
|
||||||
|
if not Context or not Context.meters then return 1 end
|
||||||
|
local combo = Context.meters.combo
|
||||||
|
if combo == 0 then return 1 end
|
||||||
|
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Updates all meters.
|
||||||
|
--- @within Meter
|
||||||
|
function Meter.update()
|
||||||
|
if not Context or not Context.game_in_progress or not Context.meters then return end
|
||||||
|
local m = Context.meters
|
||||||
|
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
|
||||||
|
if not in_minigame then
|
||||||
|
if m.combo > 0 then
|
||||||
|
m.combo_timer = m.combo_timer + 1
|
||||||
|
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
|
||||||
|
m.combo = 0
|
||||||
|
m.combo_timer = 0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
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
|
||||||
|
|
||||||
|
--- Adds amount to a meter.
|
||||||
|
--- @within Meter
|
||||||
|
--- @param key string The meter key (e.g., "wpm", "ism", "bm").
|
||||||
|
--- @param amount number The amount to add.
|
||||||
|
function Meter.add(key, amount)
|
||||||
|
if not Context or not Context.meters then return end
|
||||||
|
local m = Context.meters
|
||||||
|
if m[key] ~= nil then
|
||||||
|
m[key] = math.min(METER_MAX, m[key] + amount)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- 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()
|
||||||
|
local m = Context.meters
|
||||||
|
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
|
||||||
|
Meter.add("wpm", gain)
|
||||||
|
Meter.add("ism", gain)
|
||||||
|
Meter.add("bm", gain)
|
||||||
|
m.combo = m.combo + 1
|
||||||
|
m.combo_timer = 0
|
||||||
|
end
|
||||||
267
inc/init/init.minigame.lua
Normal file
267
inc/init/init.minigame.lua
Normal 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
|
||||||
14
inc/init/init.module.lua
Normal file
14
inc/init/init.module.lua
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
Window = {}
|
||||||
|
Util = {}
|
||||||
|
Meter = {}
|
||||||
|
Minigame = {}
|
||||||
|
Decision = {}
|
||||||
|
Situation = {}
|
||||||
|
Screen = {}
|
||||||
|
Map = {}
|
||||||
|
UI = {}
|
||||||
|
Print = {}
|
||||||
|
Input = {}
|
||||||
|
Sprite = {}
|
||||||
|
Audio = {}
|
||||||
|
Focus = {}
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
local SplashWindow = {}
|
|
||||||
local IntroWindow = {}
|
|
||||||
local MenuWindow = {}
|
|
||||||
local GameWindow = {}
|
|
||||||
local PopupWindow = {}
|
|
||||||
local ConfigurationWindow = {}
|
|
||||||
|
|
||||||
local UI = {}
|
|
||||||
local Print = {}
|
|
||||||
local Input = {}
|
|
||||||
local NPC = {}
|
|
||||||
local Item = {}
|
|
||||||
local Player = {}
|
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
local WINDOW_SPLASH = 0
|
|
||||||
local WINDOW_INTRO = 1
|
|
||||||
local WINDOW_MENU = 2
|
|
||||||
local WINDOW_GAME = 3
|
|
||||||
local WINDOW_POPUP = 4
|
|
||||||
local WINDOW_CONFIGURATION = 7
|
|
||||||
@@ -1,19 +1,9 @@
|
|||||||
MapBedroom = {
|
Map.register({
|
||||||
"10101010101010101010101010101010",
|
id = "bedroom",
|
||||||
"10141410101010101010101010101010",
|
from_x = 0,
|
||||||
"10141410101010101010101010101010",
|
from_y = 0,
|
||||||
"10101010101010101010101010101010",
|
width = 30,
|
||||||
"10101010101010101010101010101010",
|
height = 17,
|
||||||
"10101010101010101010101010101010",
|
to_x = 0,
|
||||||
"10101010101010101010101010101010",
|
to_y = 0,
|
||||||
"10101010101010101010101010101010",
|
})
|
||||||
"10101010101010101010101010101010",
|
|
||||||
"11111111111111111111111111111111",
|
|
||||||
"11111111111111111111111111111111",
|
|
||||||
"11111111111111111111111111111111",
|
|
||||||
"11111516111213111111111111111111",
|
|
||||||
"11111111111111111111111111111111",
|
|
||||||
"11111111111111111111111111111111",
|
|
||||||
"11111111111111111111111111111111",
|
|
||||||
"11111111111111111111111111111111"
|
|
||||||
}
|
|
||||||
75
inc/map/map.manager.lua
Normal file
75
inc/map/map.manager.lua
Normal file
@@ -0,0 +1,75 @@
|
|||||||
|
-- Manages game maps.
|
||||||
|
--- @section Map
|
||||||
|
|
||||||
|
|
||||||
|
local _maps = {}
|
||||||
|
|
||||||
|
--- Gets all registered maps as an array.
|
||||||
|
--- @within Map
|
||||||
|
--- @return result table An array of registered map data. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique map identifier.<br/>
|
||||||
|
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
|
||||||
|
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
|
||||||
|
--- * width (number) Width in tiles.<br/>
|
||||||
|
--- * height (number) Height in tiles.<br/>
|
||||||
|
--- * to_x (number) Destination X coordinate on screen.<br/>
|
||||||
|
--- * to_y (number) Destination Y coordinate on screen.<br/>
|
||||||
|
function Map.get_maps_array()
|
||||||
|
local maps_array = {}
|
||||||
|
for _, map_data in pairs(_maps) do
|
||||||
|
table.insert(maps_array, map_data)
|
||||||
|
end
|
||||||
|
return maps_array
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Registers a map definition.
|
||||||
|
--- @within Map
|
||||||
|
--- @param map_data table The map data table.
|
||||||
|
--- @param map_data.id string Unique map identifier.<br/>
|
||||||
|
--- @param map_data.from_x number Source tile X coordinate in the map sheet.<br/>
|
||||||
|
--- @param map_data.from_y number Source tile Y coordinate in the map sheet.<br/>
|
||||||
|
--- @param map_data.width number Width in tiles.<br/>
|
||||||
|
--- @param map_data.height number Height in tiles.<br/>
|
||||||
|
--- @param map_data.to_x number Destination X coordinate on screen.<br/>
|
||||||
|
--- @param map_data.to_y number Destination Y coordinate on screen.<br/>
|
||||||
|
function Map.register(map_data)
|
||||||
|
if _maps[map_data.id] then
|
||||||
|
trace("Warning: Overwriting map with id: " .. map_data.id)
|
||||||
|
end
|
||||||
|
_maps[map_data.id] = map_data
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets a map by ID.
|
||||||
|
--- @within Map
|
||||||
|
--- @param map_id string The ID of the map.
|
||||||
|
--- @return result table The map data table or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique map identifier.<br/>
|
||||||
|
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
|
||||||
|
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
|
||||||
|
--- * width (number) Width in tiles.<br/>
|
||||||
|
--- * height (number) Height in tiles.<br/>
|
||||||
|
--- * to_x (number) Destination X coordinate on screen.<br/>
|
||||||
|
--- * to_y (number) Destination Y coordinate on screen.<br/>
|
||||||
|
function Map.get_by_id(map_id)
|
||||||
|
return _maps[map_id]
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Draws a map.
|
||||||
|
--- @within Map
|
||||||
|
--- @param map_id string The ID of the map to draw.
|
||||||
|
function Map.draw(map_id)
|
||||||
|
local map_data = Map.get_by_id(map_id)
|
||||||
|
if not map_data then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
map(
|
||||||
|
map_data.from_x,
|
||||||
|
map_data.from_y,
|
||||||
|
map_data.width,
|
||||||
|
map_data.height,
|
||||||
|
map_data.to_x,
|
||||||
|
map_data.to_y
|
||||||
|
)
|
||||||
|
end
|
||||||
@@ -1,6 +1,39 @@
|
|||||||
|
--luacheck: ignore max_line_length
|
||||||
-- <PALETTE>
|
-- <PALETTE>
|
||||||
-- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
-- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
|
||||||
-- </PALETTE>
|
-- </PALETTE>
|
||||||
|
-- <SFX>
|
||||||
|
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
|
||||||
|
-- 016:05000500050005400540054005700570057005400540054005700570057005c005c005c005c005c005c005c005c005c005c005c005c005c005c005c0470000000000
|
||||||
|
-- 017:040004000400040004000400046004600460046004600460146024c034c054c064c084c0a4c0b4c0c4c0c4c0d4c0d4c0e4c0f4c0f4c0f4c0f4c0f4c0400000000000
|
||||||
|
-- 018:04c004c004c004c004c004c0046004600460046004600460240034005400640084009400a400b400c400d400d400e400e400e400f400f400f400f400300000000000
|
||||||
|
-- 019:0400040004000400040004d014d014d024d034d054d074d094d0b4d0c4d0e4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0f4d0400000000000
|
||||||
|
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
|
||||||
|
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130380000000000
|
||||||
|
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100301000000800
|
||||||
|
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||||
|
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
|
||||||
|
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
|
||||||
|
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||||
|
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100100000080800
|
||||||
|
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000400000000000
|
||||||
|
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
|
||||||
|
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
|
||||||
|
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
|
||||||
|
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000405000000000
|
||||||
|
-- </SFX>
|
||||||
|
-- <WAVES>
|
||||||
|
-- 000:bcceefceedddddc84333121268abaa99
|
||||||
|
-- 001:6789bdd96adc83248dd6334adda7578b
|
||||||
|
-- 002:0123456789abcdef0123456789abcdef
|
||||||
|
-- 003:224578acdeeeeddcba95434567653100
|
||||||
|
-- 004:00000000ffffffff00000000ffffffff
|
||||||
|
-- 005:0123456789abcdeffedcba9876543210
|
||||||
|
-- 006:0123456789abcdef0123456789abcdef
|
||||||
|
-- 007:76543210123456789abcdefedcba9878
|
||||||
|
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
|
||||||
|
-- 009:fff000fff000fff000fff000fff000ff
|
||||||
|
-- </WAVES>
|
||||||
-- <TILES>
|
-- <TILES>
|
||||||
-- 000:2222222223333332233232322353533223323232232353322333333222222222
|
-- 000:2222222223333332233232322353533223323232232353322333333222222222
|
||||||
-- 001:2222222223333333232322322333333323222322233333332355355522222222
|
-- 001:2222222223333333232322322333333323222322233333332355355522222222
|
||||||
|
|||||||
9
inc/screen/screen.home.lua
Normal file
9
inc/screen/screen.home.lua
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
Screen.register({
|
||||||
|
id = "home",
|
||||||
|
name = "Home",
|
||||||
|
decisions = {
|
||||||
|
"go_to_toilet",
|
||||||
|
"go_to_walking_to_office",
|
||||||
|
},
|
||||||
|
background = "bedroom",
|
||||||
|
})
|
||||||
63
inc/screen/screen.manager.lua
Normal file
63
inc/screen/screen.manager.lua
Normal file
@@ -0,0 +1,63 @@
|
|||||||
|
--- @section Screen
|
||||||
|
local _screens = {}
|
||||||
|
|
||||||
|
--- Registers a screen definition.
|
||||||
|
--- @within Screen
|
||||||
|
--- @param screen_data table The screen data table.
|
||||||
|
--- @param screen_data.id string Unique screen identifier.
|
||||||
|
--- @param screen_data.name string Display name of the screen.
|
||||||
|
--- @param screen_data.decisions table Array of decision ID strings available on this screen.
|
||||||
|
--- @param screen_data.background string Map ID used as background.
|
||||||
|
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
|
||||||
|
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
|
||||||
|
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
|
||||||
|
--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
|
||||||
|
function Screen.register(screen_data)
|
||||||
|
if _screens[screen_data.id] then
|
||||||
|
trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
||||||
|
end
|
||||||
|
if not screen_data.situations then
|
||||||
|
screen_data.situations = {}
|
||||||
|
end
|
||||||
|
if not screen_data.init then
|
||||||
|
screen_data.init = function() end
|
||||||
|
end
|
||||||
|
if not screen_data.update then
|
||||||
|
screen_data.update = function() end
|
||||||
|
end
|
||||||
|
if not screen_data.draw then
|
||||||
|
screen_data.draw = function() end
|
||||||
|
end
|
||||||
|
_screens[screen_data.id] = screen_data
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets a screen by ID.
|
||||||
|
--- @within Screen
|
||||||
|
--- @param screen_id string The ID of the screen.
|
||||||
|
--- @return table|nil screen The screen table or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique screen identifier.<br/>
|
||||||
|
--- * name (string) Display name.<br/>
|
||||||
|
--- * decisions (table) Array of decision ID strings.<br/>
|
||||||
|
--- * background (string) Map ID used as background.<br/>
|
||||||
|
--- * situations (table) Array of situation ID strings.<br/>
|
||||||
|
--- * init (function) Called when the screen is entered.<br/>
|
||||||
|
--- * update (function) Called each frame while screen is active.
|
||||||
|
function Screen.get_by_id(screen_id)
|
||||||
|
return _screens[screen_id]
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets all registered screens.
|
||||||
|
--- @within Screen
|
||||||
|
--- @return result table A table containing all registered screen data, indexed by their IDs or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique screen identifier.<br/>
|
||||||
|
--- * name (string) Display name of the screen.<br/>
|
||||||
|
--- * decisions (table) Array of decision ID strings available on this screen.<br/>
|
||||||
|
--- * background (string) Map ID used as background.<br/>
|
||||||
|
--- * situations (table) Array of situation ID strings.<br/>
|
||||||
|
--- * init (function) Called when the screen is entered.<br/>
|
||||||
|
--- * update (function) Called each frame while screen is active.<br/>
|
||||||
|
function Screen.get_all()
|
||||||
|
return _screens
|
||||||
|
end
|
||||||
15
inc/screen/screen.office.lua
Normal file
15
inc/screen/screen.office.lua
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
Screen.register({
|
||||||
|
id = "office",
|
||||||
|
name = "Office",
|
||||||
|
background_color = Config.colors.dark_grey,
|
||||||
|
decisions = {
|
||||||
|
"play_button_mash",
|
||||||
|
"play_rhythm",
|
||||||
|
"play_ddr",
|
||||||
|
"go_to_walking_to_home",
|
||||||
|
"have_a_coffee",
|
||||||
|
},
|
||||||
|
situations = {
|
||||||
|
"drink_coffee",
|
||||||
|
},
|
||||||
|
})
|
||||||
76
inc/screen/screen.toilet.lua
Normal file
76
inc/screen/screen.toilet.lua
Normal file
@@ -0,0 +1,76 @@
|
|||||||
|
Screen.register({
|
||||||
|
id = "toilet",
|
||||||
|
name = "Toilet",
|
||||||
|
decisions = {
|
||||||
|
"go_to_home",
|
||||||
|
},
|
||||||
|
background = "bedroom",
|
||||||
|
init = function()
|
||||||
|
Context.stat_screen_active = true
|
||||||
|
Meter.hide()
|
||||||
|
local cx = Config.screen.width * 0.75
|
||||||
|
local cy = Config.screen.height * 0.75
|
||||||
|
Focus.start_driven(cx, cy)
|
||||||
|
Focus.set_percentage(0.15)
|
||||||
|
end,
|
||||||
|
update = function()
|
||||||
|
if not Context.stat_screen_active then return end
|
||||||
|
if Input.select() or Input.player_interact() then
|
||||||
|
Focus.stop()
|
||||||
|
Context.stat_screen_active = false
|
||||||
|
Meter.show()
|
||||||
|
end
|
||||||
|
end,
|
||||||
|
draw = function()
|
||||||
|
if not Context.stat_screen_active then return end
|
||||||
|
|
||||||
|
local sw = Config.screen.width
|
||||||
|
local cx = sw / 2
|
||||||
|
local bar_w = math.floor(sw * 0.75)
|
||||||
|
local bar_x = math.floor((sw - bar_w) / 2)
|
||||||
|
local bar_h = 4
|
||||||
|
|
||||||
|
-- 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)
|
||||||
|
local text_y = 24
|
||||||
|
for _, line in ipairs(wrapped) do
|
||||||
|
Print.text_center(line, cx, text_y, Config.colors.light_grey)
|
||||||
|
text_y = text_y + 8
|
||||||
|
end
|
||||||
|
|
||||||
|
local m = Context.meters
|
||||||
|
local max_val = Meter.get_max()
|
||||||
|
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)
|
||||||
|
local mult_text = string.format("+%d%%", combo_pct)
|
||||||
|
local meter_start_y = text_y + 10
|
||||||
|
|
||||||
|
local meter_list = {
|
||||||
|
{ key = "wpm", label = "Work Productivity Meter" },
|
||||||
|
{ key = "ism", label = "Impostor Syndrome Meter" },
|
||||||
|
{ key = "bm", label = "Burnout Meter" },
|
||||||
|
}
|
||||||
|
|
||||||
|
for i, meter in ipairs(meter_list) do
|
||||||
|
local y = meter_start_y + (i - 1) * 20
|
||||||
|
|
||||||
|
Print.text_center(meter.label, cx, y, Config.colors.white)
|
||||||
|
|
||||||
|
local bar_y = y + 8
|
||||||
|
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * 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, Config.colors.blue)
|
||||||
|
end
|
||||||
|
|
||||||
|
local decay_w = print(decay_text, 0, -6, 0, false, 1)
|
||||||
|
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
|
||||||
|
end,
|
||||||
|
})
|
||||||
9
inc/screen/screen.walking_to_home.lua
Normal file
9
inc/screen/screen.walking_to_home.lua
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
Screen.register({
|
||||||
|
id = "walking_to_home",
|
||||||
|
name = "Walking to home",
|
||||||
|
background_color = Config.colors.dark_grey,
|
||||||
|
decisions = {
|
||||||
|
"go_to_home",
|
||||||
|
"go_to_office",
|
||||||
|
}
|
||||||
|
})
|
||||||
9
inc/screen/screen.walking_to_office.lua
Normal file
9
inc/screen/screen.walking_to_office.lua
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
Screen.register({
|
||||||
|
id = "walking_to_office",
|
||||||
|
name = "Walking to office",
|
||||||
|
background_color = Config.colors.dark_grey,
|
||||||
|
decisions = {
|
||||||
|
"go_to_home",
|
||||||
|
"go_to_office",
|
||||||
|
}
|
||||||
|
})
|
||||||
7
inc/situation/situation.drink_coffee.lua
Normal file
7
inc/situation/situation.drink_coffee.lua
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
Situation.register({
|
||||||
|
id = "drink_coffee",
|
||||||
|
handle = function()
|
||||||
|
Audio.sfx_select()
|
||||||
|
Sprite.show("norman", 100, 100)
|
||||||
|
end,
|
||||||
|
})
|
||||||
84
inc/situation/situation.manager.lua
Normal file
84
inc/situation/situation.manager.lua
Normal file
@@ -0,0 +1,84 @@
|
|||||||
|
--- @section Situation
|
||||||
|
local _situations = {}
|
||||||
|
|
||||||
|
--- Registers a situation definition.
|
||||||
|
--- @within Situation
|
||||||
|
--- @param situation table The situation data table.
|
||||||
|
--- @param situation.id string Unique situation identifier.<br/>
|
||||||
|
--- @param[opt] situation.screen_id string ID of the screen this situation belongs to.<br/>
|
||||||
|
--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.<br/>
|
||||||
|
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.<br/>
|
||||||
|
function Situation.register(situation)
|
||||||
|
if not situation or not situation.id then
|
||||||
|
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if not situation.handle then
|
||||||
|
situation.handle = function() end
|
||||||
|
end
|
||||||
|
if not situation.update then
|
||||||
|
situation.update = function() end
|
||||||
|
end
|
||||||
|
if _situations[situation.id] then
|
||||||
|
trace("Warning: Overwriting situation with id: " .. situation.id)
|
||||||
|
end
|
||||||
|
_situations[situation.id] = situation
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets a situation by ID.
|
||||||
|
--- @within Situation
|
||||||
|
--- @param id string The situation ID.
|
||||||
|
--- @return result table The situation table or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique situation identifier.<br/>
|
||||||
|
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
|
||||||
|
--- * handle (function) Called when the situation is applied.<br/>
|
||||||
|
--- * update (function) Called each frame while situation is active.<br/>
|
||||||
|
function Situation.get_by_id(id)
|
||||||
|
return _situations[id]
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets all registered situations, optionally filtered by screen ID.
|
||||||
|
--- @within Situation
|
||||||
|
--- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
|
||||||
|
--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * id (string) Unique situation identifier.<br/>
|
||||||
|
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
|
||||||
|
--- * handle (function) Called when the situation is applied.<br/>
|
||||||
|
--- * update (function) Called each frame while situation is active.<br/>
|
||||||
|
function Situation.get_all(screen_id)
|
||||||
|
if screen_id then
|
||||||
|
local filtered_situations = {}
|
||||||
|
for _, situation in pairs(_situations) do
|
||||||
|
if situation.screen_id == screen_id then
|
||||||
|
table.insert(filtered_situations, situation)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return filtered_situations
|
||||||
|
end
|
||||||
|
return _situations
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
|
||||||
|
--- @within Situation
|
||||||
|
--- @param id string The situation ID to apply.
|
||||||
|
--- @param current_screen_id string The ID of the currently active screen.
|
||||||
|
--- @return string|nil The ID of the applied situation if successful, otherwise nil.
|
||||||
|
function Situation.apply(id, current_screen_id)
|
||||||
|
local situation = Situation.get_by_id(id)
|
||||||
|
local screen = Screen.get_by_id(current_screen_id)
|
||||||
|
|
||||||
|
if not situation then
|
||||||
|
trace("Error: No situation found with id: " .. id)
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
if Util.contains(screen.situations, id) then
|
||||||
|
situation.handle()
|
||||||
|
return id
|
||||||
|
else
|
||||||
|
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. current_screen_id .. ").")
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
end
|
||||||
96
inc/sprite/sprite.manager.lua
Normal file
96
inc/sprite/sprite.manager.lua
Normal file
@@ -0,0 +1,96 @@
|
|||||||
|
--- @section Sprite
|
||||||
|
local _sprites = {}
|
||||||
|
local _active_sprites = {}
|
||||||
|
|
||||||
|
--- Registers a sprite definition.
|
||||||
|
--- @within Sprite
|
||||||
|
--- @param sprite_data table A table containing the sprite definition.
|
||||||
|
--- @param sprite_data.id string Unique sprite identifier.<br/>
|
||||||
|
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode.<br/>
|
||||||
|
--- @param[opt] sprite_data.colorkey number Default color index for transparency.<br/>
|
||||||
|
--- @param[opt] sprite_data.scale number Default scaling factor.<br/>
|
||||||
|
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.<br/>
|
||||||
|
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.<br/>
|
||||||
|
--- @param[opt] sprite_data.rot number Default rotation in degrees.<br/>
|
||||||
|
--- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides.<br/>
|
||||||
|
function Sprite.register(sprite_data)
|
||||||
|
if not sprite_data or not sprite_data.id then
|
||||||
|
trace("Error: Invalid sprite object registered (missing id)!")
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if _sprites[sprite_data.id] then
|
||||||
|
trace("Warning: Overwriting sprite with id: " .. sprite_data.id)
|
||||||
|
end
|
||||||
|
_sprites[sprite_data.id] = sprite_data
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Schedules a sprite for drawing.
|
||||||
|
--- @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.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
||||||
|
if not _sprites[id] then
|
||||||
|
trace("Error: Attempted to show non-registered sprite with id: " .. id)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
_active_sprites[id] = {
|
||||||
|
id = id,
|
||||||
|
x = x,
|
||||||
|
y = y,
|
||||||
|
colorkey = colorkey,
|
||||||
|
scale = scale,
|
||||||
|
flip_x = flip_x,
|
||||||
|
flip_y = flip_y,
|
||||||
|
rot = rot,
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Hides a displayed sprite.
|
||||||
|
--- @within Sprite
|
||||||
|
--- @param id string The unique identifier of the sprite.<br/>
|
||||||
|
function Sprite.hide(id)
|
||||||
|
_active_sprites[id] = nil
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Draws all scheduled sprites.
|
||||||
|
--- @within Sprite
|
||||||
|
function Sprite.draw()
|
||||||
|
for id, params in pairs(_active_sprites) do
|
||||||
|
local sprite_data = _sprites[id]
|
||||||
|
if not sprite_data then
|
||||||
|
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
|
||||||
|
_active_sprites[id] = nil
|
||||||
|
end
|
||||||
|
|
||||||
|
local colorkey = params.colorkey or sprite_data.colorkey or 0
|
||||||
|
local scale = params.scale or sprite_data.scale or 1
|
||||||
|
local flip_x = params.flip_x or sprite_data.flip_x or 0
|
||||||
|
local flip_y = params.flip_y or sprite_data.flip_y or 0
|
||||||
|
local rot = params.rot or sprite_data.rot or 0
|
||||||
|
|
||||||
|
if sprite_data.sprites then
|
||||||
|
for i = 1, #sprite_data.sprites do
|
||||||
|
local sub_sprite = sprite_data.sprites[i]
|
||||||
|
spr(
|
||||||
|
sub_sprite.s,
|
||||||
|
params.x + (sub_sprite.x_offset or 0),
|
||||||
|
params.y + (sub_sprite.y_offset or 0),
|
||||||
|
sub_sprite.colorkey or colorkey,
|
||||||
|
sub_sprite.scale or scale,
|
||||||
|
sub_sprite.flip_x or flip_x,
|
||||||
|
sub_sprite.flip_y or flip_y,
|
||||||
|
sub_sprite.rot or rot
|
||||||
|
)
|
||||||
|
end
|
||||||
|
else
|
||||||
|
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
17
inc/sprite/sprite.norman.lua
Normal file
17
inc/sprite/sprite.norman.lua
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
Sprite.register({
|
||||||
|
id = "norman",
|
||||||
|
sprites = {
|
||||||
|
-- Body (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
|
||||||
|
}
|
||||||
|
})
|
||||||
166
inc/system/system.focus.lua
Normal file
166
inc/system/system.focus.lua
Normal file
@@ -0,0 +1,166 @@
|
|||||||
|
--- @section Focus
|
||||||
|
|
||||||
|
local FOCUS_DEFAULT_SPEED = 5
|
||||||
|
|
||||||
|
local active = false
|
||||||
|
local closing = false
|
||||||
|
local driven = false
|
||||||
|
local center_x = 0
|
||||||
|
local center_y = 0
|
||||||
|
local radius = 0
|
||||||
|
local speed = FOCUS_DEFAULT_SPEED
|
||||||
|
local on_complete = nil
|
||||||
|
local driven_initial_r = 0
|
||||||
|
local driven_max_r = 0
|
||||||
|
|
||||||
|
local function max_radius(cx, cy)
|
||||||
|
local dx = math.max(cx, Config.screen.width - cx)
|
||||||
|
local dy = math.max(cy, Config.screen.height - cy)
|
||||||
|
return math.sqrt(dx * dx + dy * dy)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Starts a focus overlay that reveals content through an expanding circle.
|
||||||
|
--- @within Focus
|
||||||
|
--- @param cx number The x-coordinate of the circle center.
|
||||||
|
--- @param cy number The y-coordinate of the circle center.
|
||||||
|
--- @param[opt] params table Optional parameters: `speed` (number) expansion rate in pixels/frame, `initial_radius` (number) starting radius in pixels (default 0), `on_complete` (function) callback when overlay disperses.
|
||||||
|
function Focus.start(cx, cy, params)
|
||||||
|
params = params or {}
|
||||||
|
active = true
|
||||||
|
closing = false
|
||||||
|
driven = false
|
||||||
|
center_x = cx
|
||||||
|
center_y = cy
|
||||||
|
radius = params.initial_radius or 0
|
||||||
|
speed = params.speed or FOCUS_DEFAULT_SPEED
|
||||||
|
on_complete = params.on_complete
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Starts a closing focus overlay that hides content by shrinking the visible circle.
|
||||||
|
--- @within Focus
|
||||||
|
--- @param cx number The x-coordinate of the circle center.
|
||||||
|
--- @param cy number The y-coordinate of the circle center.
|
||||||
|
--- @param[opt] params table Optional parameters: `speed` (number) shrink rate in pixels/frame, `on_complete` (function) callback when screen is fully covered.
|
||||||
|
function Focus.close(cx, cy, params)
|
||||||
|
params = params or {}
|
||||||
|
active = true
|
||||||
|
closing = true
|
||||||
|
driven = false
|
||||||
|
center_x = cx
|
||||||
|
center_y = cy
|
||||||
|
radius = max_radius(cx, cy)
|
||||||
|
speed = params.speed or FOCUS_DEFAULT_SPEED
|
||||||
|
on_complete = params.on_complete
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Starts a driven focus overlay whose radius is controlled externally via Focus.set_percentage().
|
||||||
|
--- The radius maps linearly from initial_radius (at 0%) to the screen corner distance (at 100%).
|
||||||
|
--- @within Focus
|
||||||
|
--- @param cx number The x-coordinate of the circle center.
|
||||||
|
--- @param cy number The y-coordinate of the circle center.
|
||||||
|
--- @param[opt] params table Optional parameters: `initial_radius` (number) radius at 0% (default 0).
|
||||||
|
function Focus.start_driven(cx, cy, params)
|
||||||
|
params = params or {}
|
||||||
|
active = true
|
||||||
|
closing = false
|
||||||
|
driven = true
|
||||||
|
center_x = cx
|
||||||
|
center_y = cy
|
||||||
|
driven_initial_r = params.initial_radius or 0
|
||||||
|
driven_max_r = max_radius(cx, cy)
|
||||||
|
radius = driven_initial_r
|
||||||
|
on_complete = nil
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Sets the visible radius as a percentage of the full screen extent.
|
||||||
|
--- Only has effect when the overlay is in driven mode (started via Focus.start_driven).
|
||||||
|
--- @within Focus
|
||||||
|
--- @param pct number A value from 0 to 1 (0 = initial_radius, 1 = full screen).
|
||||||
|
function Focus.set_percentage(pct)
|
||||||
|
if not driven then return end
|
||||||
|
radius = driven_initial_r + pct * (driven_max_r - driven_initial_r)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Checks whether the focus overlay is currently active.
|
||||||
|
--- @within Focus
|
||||||
|
--- @return boolean Whether the focus overlay is active.
|
||||||
|
function Focus.is_active()
|
||||||
|
return active
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Stops the focus overlay immediately.
|
||||||
|
--- @within Focus
|
||||||
|
function Focus.stop()
|
||||||
|
active = false
|
||||||
|
closing = false
|
||||||
|
driven = false
|
||||||
|
radius = 0
|
||||||
|
on_complete = nil
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Updates the focus overlay animation. No-op in driven mode.
|
||||||
|
--- @within Focus
|
||||||
|
function Focus.update()
|
||||||
|
if not active then return end
|
||||||
|
if driven then return end
|
||||||
|
|
||||||
|
if closing then
|
||||||
|
radius = radius - speed
|
||||||
|
if radius <= 0 then
|
||||||
|
local cb = on_complete
|
||||||
|
Focus.stop()
|
||||||
|
if cb then cb() end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
radius = radius + speed
|
||||||
|
if radius >= max_radius(center_x, center_y) then
|
||||||
|
local cb = on_complete
|
||||||
|
Focus.stop()
|
||||||
|
if cb then cb() end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Draws the focus overlay (black screen with circular cutout).
|
||||||
|
--- Must be called after all other drawing to appear on top of every visual layer.
|
||||||
|
--- @within Focus
|
||||||
|
function Focus.draw()
|
||||||
|
if not active then return end
|
||||||
|
|
||||||
|
local cx = center_x
|
||||||
|
local cy = center_y
|
||||||
|
local r = radius
|
||||||
|
local w = Config.screen.width
|
||||||
|
local h = Config.screen.height
|
||||||
|
local color = Config.colors.black
|
||||||
|
|
||||||
|
if closing and r <= 0 then
|
||||||
|
rect(0, 0, w, h, color)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
local top = math.max(0, math.floor(cy - r))
|
||||||
|
local bottom = math.min(h - 1, math.ceil(cy + r))
|
||||||
|
|
||||||
|
if top > 0 then
|
||||||
|
rect(0, 0, w, top, color)
|
||||||
|
end
|
||||||
|
|
||||||
|
if bottom < h - 1 then
|
||||||
|
rect(0, bottom + 1, w, h - bottom - 1, color)
|
||||||
|
end
|
||||||
|
|
||||||
|
for y = top, bottom do
|
||||||
|
local dy = y - cy
|
||||||
|
local half_w = math.sqrt(math.max(0, r * r - dy * dy))
|
||||||
|
local left = math.floor(cx - half_w)
|
||||||
|
local right = math.ceil(cx + half_w)
|
||||||
|
|
||||||
|
if left > 0 then
|
||||||
|
rect(0, y, left, 1, color)
|
||||||
|
end
|
||||||
|
if right < w then
|
||||||
|
rect(right, y, w - right, 1, color)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -1,25 +1,39 @@
|
|||||||
-- Gamepad buttons
|
--- @section Input
|
||||||
local INPUT_KEY_UP = 0
|
local INPUT_KEY_UP = 0
|
||||||
local INPUT_KEY_DOWN = 1
|
local INPUT_KEY_DOWN = 1
|
||||||
local INPUT_KEY_LEFT = 2
|
local INPUT_KEY_LEFT = 2
|
||||||
local INPUT_KEY_RIGHT = 3
|
local INPUT_KEY_RIGHT = 3
|
||||||
local INPUT_KEY_A = 4 -- Z key
|
local INPUT_KEY_A = 4
|
||||||
local INPUT_KEY_B = 5 -- X key
|
local INPUT_KEY_B = 5
|
||||||
local INPUT_KEY_X = 6 -- A key
|
local INPUT_KEY_Y = 7
|
||||||
local INPUT_KEY_Y = 7 -- S key
|
|
||||||
|
|
||||||
-- Keyboard keys
|
|
||||||
-- TODO: Find correct key codes for SPACE and LCTRL
|
|
||||||
local INPUT_KEY_SPACE = 48
|
local INPUT_KEY_SPACE = 48
|
||||||
local INPUT_KEY_BACKSPACE = 51
|
local INPUT_KEY_BACKSPACE = 51
|
||||||
local INPUT_KEY_ENTER = 50
|
local INPUT_KEY_ENTER = 50
|
||||||
|
|
||||||
|
--- Checks if Up is pressed.
|
||||||
|
--- @within Input
|
||||||
function Input.up() return btnp(INPUT_KEY_UP) end
|
function Input.up() return btnp(INPUT_KEY_UP) end
|
||||||
|
--- Checks if Down is pressed.
|
||||||
|
--- @within Input
|
||||||
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
||||||
function Input.left() return btn(INPUT_KEY_LEFT) end
|
--- Checks if Left is pressed.
|
||||||
function Input.right() return btn(INPUT_KEY_RIGHT) end
|
--- @within Input
|
||||||
|
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 Select is pressed.
|
||||||
|
--- @within Input
|
||||||
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
|
||||||
|
--- Checks if Menu Confirm is pressed.
|
||||||
|
--- @within Input
|
||||||
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
|
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
|
||||||
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
|
--- Checks if Player Interact is pressed.
|
||||||
|
--- @within Input
|
||||||
|
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
|
||||||
|
--- Checks if Menu Back is pressed.
|
||||||
|
--- @within Input
|
||||||
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||||
|
--- Checks if Toggle Popup is pressed.
|
||||||
|
--- @within Input
|
||||||
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
|
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
|
||||||
|
|||||||
@@ -1,46 +1,29 @@
|
|||||||
local STATE_HANDLERS = {
|
--- @section Main
|
||||||
[WINDOW_SPLASH] = function()
|
|
||||||
SplashWindow.update()
|
|
||||||
SplashWindow.draw()
|
|
||||||
end,
|
|
||||||
[WINDOW_INTRO] = function()
|
|
||||||
IntroWindow.update()
|
|
||||||
IntroWindow.draw()
|
|
||||||
end,
|
|
||||||
[WINDOW_MENU] = function()
|
|
||||||
MenuWindow.update()
|
|
||||||
MenuWindow.draw()
|
|
||||||
end,
|
|
||||||
[WINDOW_GAME] = function()
|
|
||||||
GameWindow.update()
|
|
||||||
GameWindow.draw()
|
|
||||||
end,
|
|
||||||
[WINDOW_POPUP] = function()
|
|
||||||
GameWindow.draw()
|
|
||||||
PopupWindow.update()
|
|
||||||
PopupWindow.draw()
|
|
||||||
end,
|
|
||||||
[WINDOW_CONFIGURATION] = function()
|
|
||||||
ConfigurationWindow.update()
|
|
||||||
ConfigurationWindow.draw()
|
|
||||||
end,
|
|
||||||
}
|
|
||||||
|
|
||||||
local initialized_game = false
|
local initialized_game = false
|
||||||
|
|
||||||
|
--- Initializes game state.
|
||||||
|
--- @within Main
|
||||||
|
--- @return boolean initialized_game True if game has been initialized, false otherwise.
|
||||||
local function init_game()
|
local function init_game()
|
||||||
if initialized_game then return end
|
if initialized_game then return end
|
||||||
|
Context.reset()
|
||||||
|
Window.set_current("splash") -- Set initial window using new manager
|
||||||
MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
|
||||||
initialized_game = true
|
initialized_game = true
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Main game loop (TIC-80 callback).
|
||||||
|
--- @within Main
|
||||||
function TIC()
|
function TIC()
|
||||||
init_game()
|
init_game()
|
||||||
|
|
||||||
cls(Config.colors.black)
|
cls(Config.colors.black)
|
||||||
local handler = STATE_HANDLERS[Context.active_window]
|
local handler = Window.get_current_handler() -- Get handler from Window manager
|
||||||
if handler then
|
if handler then
|
||||||
handler()
|
handler()
|
||||||
end
|
end
|
||||||
|
Meter.update()
|
||||||
|
if Context.game_in_progress then
|
||||||
|
UI.draw_meters()
|
||||||
|
UI.draw_timer()
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,4 +1,11 @@
|
|||||||
|
--- Prints text with shadow.
|
||||||
|
--- @within Print
|
||||||
|
--- @param text string The text to print.<br/>
|
||||||
|
--- @param x number The x-coordinate.<br/>
|
||||||
|
--- @param y number The y-coordinate.<br/>
|
||||||
|
--- @param color number The color of the text.<br/>
|
||||||
|
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
|
||||||
|
--- @param[opt] scale number The scaling factor.<br/>
|
||||||
function Print.text(text, x, y, color, fixed, scale)
|
function Print.text(text, x, y, color, fixed, scale)
|
||||||
local shadow_color = Config.colors.black
|
local shadow_color = Config.colors.black
|
||||||
if color == shadow_color then shadow_color = Config.colors.light_grey end
|
if color == shadow_color then shadow_color = Config.colors.light_grey end
|
||||||
@@ -6,3 +13,18 @@ function Print.text(text, x, y, color, fixed, scale)
|
|||||||
print(text, x + 1, y + 1, shadow_color, fixed, scale)
|
print(text, x + 1, y + 1, shadow_color, fixed, scale)
|
||||||
print(text, x, y, color, fixed, scale)
|
print(text, x, y, color, fixed, scale)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Prints centered text with shadow.
|
||||||
|
--- @within Print
|
||||||
|
--- @param text string The text to print.<br/>
|
||||||
|
--- @param x number The x-coordinate for centering.<br/>
|
||||||
|
--- @param y number The y-coordinate.<br/>
|
||||||
|
--- @param color number The color of the text.<br/>
|
||||||
|
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
|
||||||
|
--- @param[opt] scale number The scaling factor.<br/>
|
||||||
|
function Print.text_center(text, x, y, color, fixed, scale)
|
||||||
|
scale = scale or 1
|
||||||
|
local text_width = print(text, 0, -6, 0, fixed, scale)
|
||||||
|
local centered_x = x - (text_width / 2)
|
||||||
|
Print.text(text, centered_x, y, color, fixed, scale)
|
||||||
|
end
|
||||||
|
|||||||
@@ -1,29 +1,49 @@
|
|||||||
|
--- @section UI
|
||||||
|
|
||||||
|
--- Draws the top bar.
|
||||||
|
--- @within UI
|
||||||
|
--- @param title string The title text to display.<br/>
|
||||||
function UI.draw_top_bar(title)
|
function UI.draw_top_bar(title)
|
||||||
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
||||||
Print.text(title, 3, 2, Config.colors.green)
|
Print.text(title, 3, 2, Config.colors.light_blue)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws dialog window.
|
||||||
|
--- @within UI
|
||||||
function UI.draw_dialog()
|
function UI.draw_dialog()
|
||||||
PopupWindow.draw()
|
PopupWindow.draw()
|
||||||
end
|
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.<br/>
|
||||||
|
--- @param y number The y-coordinate for the menu.<br/>
|
||||||
function UI.draw_menu(items, selected_item, x, y)
|
function UI.draw_menu(items, selected_item, x, y)
|
||||||
for i, item in ipairs(items) do
|
for i, item in ipairs(items) do
|
||||||
local current_y = y + (i-1)*10
|
local current_y = y + (i-1)*10
|
||||||
if i == selected_item then
|
if i == selected_item then
|
||||||
Print.text(">", x - 8, current_y, Config.colors.green)
|
Print.text(">", x - 8, current_y, Config.colors.light_blue)
|
||||||
end
|
end
|
||||||
Print.text(item.label, x, current_y, Config.colors.green)
|
Print.text(item.label, x, current_y, Config.colors.light_blue)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates menu selection.
|
||||||
|
--- @within UI
|
||||||
|
--- @param items table A table of menu items.<br/>
|
||||||
|
--- @param selected_item number The current index of the selected item.<br/>
|
||||||
|
--- @return number selected_item The updated index of the selected item.
|
||||||
function UI.update_menu(items, selected_item)
|
function UI.update_menu(items, selected_item)
|
||||||
if Input.up() then
|
if Input.up() then
|
||||||
|
Audio.sfx_beep()
|
||||||
selected_item = selected_item - 1
|
selected_item = selected_item - 1
|
||||||
if selected_item < 1 then
|
if selected_item < 1 then
|
||||||
selected_item = #items
|
selected_item = #items
|
||||||
end
|
end
|
||||||
elseif Input.down() then
|
elseif Input.down() then
|
||||||
|
Audio.sfx_beep()
|
||||||
selected_item = selected_item + 1
|
selected_item = selected_item + 1
|
||||||
if selected_item > #items then
|
if selected_item > #items then
|
||||||
selected_item = 1
|
selected_item = 1
|
||||||
@@ -32,10 +52,14 @@ function UI.update_menu(items, selected_item)
|
|||||||
return selected_item
|
return selected_item
|
||||||
end
|
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)
|
function UI.word_wrap(text, max_chars_per_line)
|
||||||
if text == nil then return {""} end
|
if text == nil then return {""} end
|
||||||
local lines = {}
|
local lines = {}
|
||||||
|
|
||||||
for input_line in (text .. "\n"):gmatch("(.-)\n") do
|
for input_line in (text .. "\n"):gmatch("(.-)\n") do
|
||||||
local current_line = ""
|
local current_line = ""
|
||||||
local words_in_line = 0
|
local words_in_line = 0
|
||||||
@@ -50,21 +74,37 @@ function UI.word_wrap(text, max_chars_per_line)
|
|||||||
current_line = word
|
current_line = word
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if words_in_line > 0 then
|
if words_in_line > 0 then
|
||||||
table.insert(lines, current_line)
|
table.insert(lines, current_line)
|
||||||
else
|
else
|
||||||
table.insert(lines, "")
|
table.insert(lines, "")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if #lines == 0 then
|
if #lines == 0 then
|
||||||
return {""}
|
return {""}
|
||||||
end
|
end
|
||||||
|
|
||||||
return lines
|
return lines
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- 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)
|
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
|
||||||
return {
|
return {
|
||||||
label = label,
|
label = label,
|
||||||
@@ -78,6 +118,15 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
|
|||||||
}
|
}
|
||||||
end
|
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)
|
function UI.create_action_item(label, action)
|
||||||
return {
|
return {
|
||||||
label = label,
|
label = label,
|
||||||
@@ -85,3 +134,127 @@ function UI.create_action_item(label, action)
|
|||||||
type = "action_item"
|
type = "action_item"
|
||||||
}
|
}
|
||||||
end
|
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
|
||||||
|
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
|
||||||
|
|
||||||
|
--- 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
|
||||||
38
inc/system/system.util.lua
Normal file
38
inc/system/system.util.lua
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
|
||||||
|
--- @section Util
|
||||||
|
|
||||||
|
--- Safely wraps an index for an array.
|
||||||
|
--- @within Util
|
||||||
|
--- @param array table The array to index.
|
||||||
|
--- @param index number The desired index (can be out of bounds).
|
||||||
|
--- @return number index The wrapped index within the array's bounds.
|
||||||
|
function Util.safeindex(array, index)
|
||||||
|
return ((index - 1 + #array) % #array) + 1
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Navigates to a screen by its ID.
|
||||||
|
--- @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 screen = Screen.get_by_id(screen_id)
|
||||||
|
if screen then
|
||||||
|
Context.game.current_screen = screen_id
|
||||||
|
screen.init()
|
||||||
|
else
|
||||||
|
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Checks if a table contains a specific value.
|
||||||
|
--- @within Util
|
||||||
|
--- @param t table The table to check.
|
||||||
|
--- @param value any The value to look for.<br/>
|
||||||
|
--- @return boolean true if the value is found, false otherwise.
|
||||||
|
function Util.contains(t, value)
|
||||||
|
for i = 1, #t do
|
||||||
|
if t[i] == value then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
117
inc/window/window.audiotest.lua
Normal file
117
inc/window/window.audiotest.lua
Normal file
@@ -0,0 +1,117 @@
|
|||||||
|
--- @section AudioTestWindow
|
||||||
|
AudioTestWindow = {
|
||||||
|
index_menu = 1,
|
||||||
|
index_func = 1,
|
||||||
|
list_func = {},
|
||||||
|
menuitems = {},
|
||||||
|
last_pressed = false
|
||||||
|
}
|
||||||
|
|
||||||
|
--- Generates menu items for audio test.
|
||||||
|
--- @within AudioTestWindow
|
||||||
|
--- @param list_func table List of audio functions.<br/>
|
||||||
|
--- @param index_func number Current index of selected function.<br/>
|
||||||
|
--- @return result table Generated menu items, an array of menu item tables or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * label (string) Display text for the menu item.<br/>
|
||||||
|
--- * decision (function) Called when the menu item is selected.<br/>
|
||||||
|
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||||
|
return {
|
||||||
|
{
|
||||||
|
label = "Play music/sound: " .. (list_func[index_func] or "?"),
|
||||||
|
decision = function()
|
||||||
|
local current_func = Audio[list_func[index_func]]
|
||||||
|
if current_func then
|
||||||
|
current_func()
|
||||||
|
else
|
||||||
|
trace("Invalid Audio function: " .. list_func[index_func])
|
||||||
|
end
|
||||||
|
end
|
||||||
|
},
|
||||||
|
{
|
||||||
|
label = "Stop playing music",
|
||||||
|
decision = function()
|
||||||
|
Audio.music_stop()
|
||||||
|
end
|
||||||
|
},
|
||||||
|
{
|
||||||
|
label = "Back",
|
||||||
|
decision = function()
|
||||||
|
AudioTestWindow.back()
|
||||||
|
end
|
||||||
|
},
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Generates list of audio functions.
|
||||||
|
--- @within AudioTestWindow
|
||||||
|
--- @return result table A sorted list of audio function names.
|
||||||
|
function AudioTestWindow.generate_listfunc()
|
||||||
|
local result = {}
|
||||||
|
|
||||||
|
for k, v in pairs(Audio) do
|
||||||
|
if type(v) == "function" then
|
||||||
|
result[#result + 1] = k
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
table.sort(result)
|
||||||
|
|
||||||
|
return result
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Navigates back from audio test window.
|
||||||
|
--- @within AudioTestWindow
|
||||||
|
function AudioTestWindow.back()
|
||||||
|
Audio.sfx_deselect()
|
||||||
|
GameWindow.set_state("menu")
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Initializes audio test window.
|
||||||
|
--- @within AudioTestWindow
|
||||||
|
function AudioTestWindow.init()
|
||||||
|
AudioTestWindow.last_pressed = false
|
||||||
|
AudioTestWindow.index_menu = 1
|
||||||
|
AudioTestWindow.index_func = 1
|
||||||
|
AudioTestWindow.list_func = AudioTestWindow.generate_listfunc()
|
||||||
|
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
|
||||||
|
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||||
|
)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Draws audio test window.
|
||||||
|
--- @within AudioTestWindow
|
||||||
|
function AudioTestWindow.draw()
|
||||||
|
UI.draw_top_bar("Audio test")
|
||||||
|
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Updates audio test window logic.
|
||||||
|
--- @within AudioTestWindow
|
||||||
|
function AudioTestWindow.update()
|
||||||
|
if Input.up() then
|
||||||
|
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
|
||||||
|
elseif Input.down() then
|
||||||
|
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1)
|
||||||
|
elseif Input.left() then
|
||||||
|
AudioTestWindow.index_func = Util.safeindex(
|
||||||
|
AudioTestWindow.list_func,
|
||||||
|
AudioTestWindow.index_func - 1
|
||||||
|
)
|
||||||
|
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
|
||||||
|
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||||
|
)
|
||||||
|
elseif Input.right() then
|
||||||
|
AudioTestWindow.index_func = Util.safeindex(
|
||||||
|
AudioTestWindow.list_func,
|
||||||
|
AudioTestWindow.index_func + 1
|
||||||
|
)
|
||||||
|
AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
|
||||||
|
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||||
|
)
|
||||||
|
elseif Input.menu_confirm() then
|
||||||
|
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
|
||||||
|
elseif Input.menu_back() then
|
||||||
|
AudioTestWindow.back()
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -1,8 +1,11 @@
|
|||||||
|
--- @section ConfigurationWindow
|
||||||
ConfigurationWindow = {
|
ConfigurationWindow = {
|
||||||
controls = {},
|
controls = {},
|
||||||
selected_control = 1,
|
selected_control = 1,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
--- Initializes configuration window.
|
||||||
|
--- @within ConfigurationWindow
|
||||||
function ConfigurationWindow.init()
|
function ConfigurationWindow.init()
|
||||||
ConfigurationWindow.controls = {
|
ConfigurationWindow.controls = {
|
||||||
UI.create_action_item(
|
UI.create_action_item(
|
||||||
@@ -11,37 +14,35 @@ function ConfigurationWindow.init()
|
|||||||
),
|
),
|
||||||
UI.create_action_item(
|
UI.create_action_item(
|
||||||
"Restore Defaults",
|
"Restore Defaults",
|
||||||
function() Config.restore_defaults() end
|
function() Config.reset() end
|
||||||
),
|
),
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws configuration window.
|
||||||
|
--- @within ConfigurationWindow
|
||||||
function ConfigurationWindow.draw()
|
function ConfigurationWindow.draw()
|
||||||
UI.draw_top_bar("Configuration")
|
UI.draw_top_bar("Configuration")
|
||||||
|
|
||||||
local x_start = 10 -- Left margin for labels
|
local x_start = 10
|
||||||
local y_start = 40
|
local y_start = 40
|
||||||
local x_value_right_align = Config.screen.width - 10 -- Right margin for values
|
local x_value_right_align = Config.screen.width - 10
|
||||||
local char_width = 4 -- Approximate character width for default font
|
local char_width = 4
|
||||||
|
|
||||||
for i, control in ipairs(ConfigurationWindow.controls) do
|
for i, control in ipairs(ConfigurationWindow.controls) do
|
||||||
local current_y = y_start + (i - 1) * 12
|
local current_y = y_start + (i - 1) * 12
|
||||||
local color = Config.colors.green
|
local color = Config.colors.light_blue
|
||||||
|
|
||||||
if control.type == "numeric_stepper" then
|
if control.type == "numeric_stepper" then
|
||||||
local value = control.get()
|
local value = control.get()
|
||||||
local label_text = control.label
|
local label_text = control.label
|
||||||
local value_text = string.format(control.format, value)
|
local value_text = string.format(control.format, value)
|
||||||
|
|
||||||
-- Calculate x position for right-aligned value
|
|
||||||
local value_x = x_value_right_align - (#value_text * char_width)
|
local value_x = x_value_right_align - (#value_text * char_width)
|
||||||
|
|
||||||
if i == ConfigurationWindow.selected_control then
|
if i == ConfigurationWindow.selected_control then
|
||||||
color = Config.colors.item
|
color = Config.colors.item
|
||||||
Print.text("<", x_start -8, current_y, color)
|
Print.text("<", x_start - 8, current_y, color)
|
||||||
Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
|
Print.text(label_text, x_start, current_y, color)
|
||||||
Print.text(value_text, value_x, current_y, color)
|
Print.text(value_text, value_x, current_y, color)
|
||||||
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
|
Print.text(">", x_value_right_align + 4, current_y, color)
|
||||||
else
|
else
|
||||||
Print.text(label_text, x_start, current_y, color)
|
Print.text(label_text, x_start, current_y, color)
|
||||||
Print.text(value_text, value_x, current_y, color)
|
Print.text(value_text, value_x, current_y, color)
|
||||||
@@ -50,7 +51,7 @@ function ConfigurationWindow.draw()
|
|||||||
local label_text = control.label
|
local label_text = control.label
|
||||||
if i == ConfigurationWindow.selected_control then
|
if i == ConfigurationWindow.selected_control then
|
||||||
color = Config.colors.item
|
color = Config.colors.item
|
||||||
Print.text("<", x_start -8, current_y, color)
|
Print.text("<", x_start - 8, current_y, color)
|
||||||
Print.text(label_text, x_start, current_y, color)
|
Print.text(label_text, x_start, current_y, color)
|
||||||
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
|
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
|
||||||
else
|
else
|
||||||
@@ -58,13 +59,14 @@ function ConfigurationWindow.draw()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates configuration window logic.
|
||||||
|
--- @within ConfigurationWindow
|
||||||
function ConfigurationWindow.update()
|
function ConfigurationWindow.update()
|
||||||
if Input.menu_back() then
|
if Input.menu_back() then
|
||||||
GameWindow.set_state(WINDOW_MENU)
|
GameWindow.set_state("menu")
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
@@ -84,10 +86,10 @@ function ConfigurationWindow.update()
|
|||||||
if control then
|
if control then
|
||||||
if control.type == "numeric_stepper" then
|
if control.type == "numeric_stepper" then
|
||||||
local current_value = control.get()
|
local current_value = control.get()
|
||||||
if btnp(2) then -- Left
|
if Input.left() then
|
||||||
local new_value = math.max(control.min, current_value - control.step)
|
local new_value = math.max(control.min, current_value - control.step)
|
||||||
control.set(new_value)
|
control.set(new_value)
|
||||||
elseif btnp(3) then -- Right
|
elseif Input.right() then
|
||||||
local new_value = math.min(control.max, current_value + control.step)
|
local new_value = math.min(control.max, current_value + control.step)
|
||||||
control.set(new_value)
|
control.set(new_value)
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,42 +1,81 @@
|
|||||||
|
--- @section GameWindow
|
||||||
|
local _available_decisions = {}
|
||||||
|
local _selected_decision_index = 1
|
||||||
|
|
||||||
|
--- Draws the game window.
|
||||||
|
--- @within GameWindow
|
||||||
function GameWindow.draw()
|
function GameWindow.draw()
|
||||||
local currentScreenData = Context.screens[Context.current_screen]
|
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||||
|
if screen.background then
|
||||||
UI.draw_top_bar(currentScreenData.name)
|
Map.draw(screen.background)
|
||||||
|
elseif screen.background_color then
|
||||||
-- Draw Norman's bedroom
|
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
|
||||||
local from_x = 0 -- top-left coordinate of the large MAP (screen 1)
|
end
|
||||||
local from_y = 0 -- top-left coordinate of the large MAP (screen 1)
|
UI.draw_top_bar(screen.name)
|
||||||
local width = 30 -- width of the standard screen (number of tiles)
|
if not Context.stat_screen_active and #_available_decisions > 0 then
|
||||||
local height = 17 -- height of the standard screen (number of tiles)
|
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
|
||||||
local to_x = 0 -- target x (of the displayed screen)([0-29])
|
end
|
||||||
local to_y = 0 -- target y (of the displayed screen)([0-16])
|
Sprite.draw()
|
||||||
map(from_x, from_y, width, height, to_x, to_y)
|
Focus.draw()
|
||||||
|
screen.draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates the game window logic.
|
||||||
|
--- @within GameWindow
|
||||||
function GameWindow.update()
|
function GameWindow.update()
|
||||||
|
Focus.update()
|
||||||
if Input.menu_back() then
|
if Input.menu_back() then
|
||||||
Context.active_window = WINDOW_MENU
|
Window.set_current("menu")
|
||||||
MenuWindow.refresh_menu_items()
|
MenuWindow.refresh_menu_items()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||||
|
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 current_situation_obj.update then
|
||||||
|
current_situation_obj.update()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if Context.stat_screen_active then return end
|
||||||
|
|
||||||
|
-- Fetch and filter decisions locally
|
||||||
|
local all_decisions_for_screen = Decision.get_for_screen(screen)
|
||||||
|
_available_decisions = Decision.filter_available(all_decisions_for_screen)
|
||||||
|
|
||||||
|
if #_available_decisions == 0 then return end
|
||||||
|
|
||||||
|
if _selected_decision_index > #_available_decisions then
|
||||||
|
_selected_decision_index = 1
|
||||||
|
end
|
||||||
|
|
||||||
|
local new_selected_decision_index = UI.update_decision_selector(
|
||||||
|
_available_decisions,
|
||||||
|
_selected_decision_index
|
||||||
|
)
|
||||||
|
|
||||||
|
if new_selected_decision_index ~= _selected_decision_index then
|
||||||
|
_selected_decision_index = new_selected_decision_index
|
||||||
|
end
|
||||||
|
|
||||||
if Input.select() then
|
if Input.select() then
|
||||||
if Context.current_screen == #Context.screens then
|
local selected_decision = _available_decisions[_selected_decision_index]
|
||||||
Context.current_screen = 1
|
if selected_decision and selected_decision.handle then
|
||||||
else
|
Audio.sfx_select()
|
||||||
Context.current_screen = Context.current_screen + 1
|
selected_decision.handle()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if Input.player_interact() then
|
|
||||||
PopupWindow.show_menu_dialog(npc, {
|
|
||||||
{label = "Talk to", action = NPC.talk_to},
|
|
||||||
{label = "Fight", action = NPC.fight},
|
|
||||||
{label = "Go back", action = NPC.go_back}
|
|
||||||
}, WINDOW_POPUP)
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Sets the active window.
|
||||||
|
--- @within GameWindow
|
||||||
|
--- @param new_state string The ID of the new active window.</br>
|
||||||
function GameWindow.set_state(new_state)
|
function GameWindow.set_state(new_state)
|
||||||
Context.active_window = new_state
|
Window.set_current(new_state)
|
||||||
-- Add any state-specific initialization/cleanup here later if needed
|
|
||||||
end
|
end
|
||||||
@@ -1,25 +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()
|
function IntroWindow.draw()
|
||||||
local x = (Config.screen.width - 132) / 2 -- Centered text
|
local x = (Config.screen.width - 132) / 2
|
||||||
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
|
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.light_blue)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates the intro window logic.
|
||||||
|
--- @within IntroWindow
|
||||||
function IntroWindow.update()
|
function IntroWindow.update()
|
||||||
Context.intro.y = Context.intro.y - Context.intro.speed
|
IntroWindow.y = IntroWindow.y - IntroWindow.speed
|
||||||
|
|
||||||
-- Count lines in intro text to determine when scrolling is done
|
|
||||||
local lines = 1
|
local lines = 1
|
||||||
for _ in string.gmatch(Context.intro.text, "\n") do
|
for _ in string.gmatch(IntroWindow.text, "\n") do
|
||||||
lines = lines + 1
|
lines = lines + 1
|
||||||
end
|
end
|
||||||
|
|
||||||
-- When text is off-screen, go to menu
|
if IntroWindow.y < -lines * 8 then
|
||||||
if Context.intro.y < -lines * 8 then
|
Window.set_current("menu")
|
||||||
GameWindow.set_state(WINDOW_MENU)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Skip intro by pressing A
|
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
GameWindow.set_state(WINDOW_MENU)
|
Window.set_current("menu")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
53
inc/window/window.manager.lua
Normal file
53
inc/window/window.manager.lua
Normal file
@@ -0,0 +1,53 @@
|
|||||||
|
--- @section Window
|
||||||
|
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., SplashWindow).</br>
|
||||||
|
function Window.register(id, window_table)
|
||||||
|
_windows[id] = window_table
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Retrieves a registered window table by its ID.
|
||||||
|
--- @within Window
|
||||||
|
--- @param id string The ID of the window.
|
||||||
|
--- @return result table The window module table or nil. </br>
|
||||||
|
--- Fields: </br>
|
||||||
|
--- * update (function) Called each frame to update window logic.<br/>
|
||||||
|
--- * draw (function) Called each frame to draw the window.<br/>
|
||||||
|
function Window.get(id)
|
||||||
|
return _windows[id]
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Sets the currently active window.
|
||||||
|
--- @within Window
|
||||||
|
--- @param id string The ID of the window to activate.</br>
|
||||||
|
function Window.set_current(id)
|
||||||
|
Context.current_window = id
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets the ID of the currently active window.
|
||||||
|
--- This function is used by the main game loop to update and draw the active window.
|
||||||
|
--- @within Window
|
||||||
|
--- @return string The ID of the active window.
|
||||||
|
function Window.get_current_id()
|
||||||
|
return Context.current_window
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets the handler function for the currently active window.
|
||||||
|
-- This function is used by the main game loop to update and draw the active window.
|
||||||
|
--- @within Window
|
||||||
|
--- @return function A function that updates and draws the current window.
|
||||||
|
function Window.get_current_handler()
|
||||||
|
local window_table = Window.get(Context.current_window)
|
||||||
|
if window_table and window_table.update and window_table.draw then
|
||||||
|
return function()
|
||||||
|
window_table.update()
|
||||||
|
window_table.draw()
|
||||||
|
end
|
||||||
|
else
|
||||||
|
-- Fallback handler for unregistered or incomplete windows
|
||||||
|
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -1,60 +1,87 @@
|
|||||||
|
--- @section MenuWindow
|
||||||
|
local _menu_items = {}
|
||||||
|
|
||||||
|
--- Draws the menu window.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.draw()
|
function MenuWindow.draw()
|
||||||
UI.draw_top_bar("Main Menu")
|
UI.draw_top_bar("Main Menu")
|
||||||
UI.draw_menu(Context.menu_items, Context.selected_menu_item, 108, 70)
|
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates the menu window logic.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.update()
|
function MenuWindow.update()
|
||||||
Context.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_menu_item)
|
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
|
||||||
|
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
local selected_item = Context.menu_items[Context.selected_menu_item]
|
local selected_item = _menu_items[Context.current_menu_item]
|
||||||
if selected_item and selected_item.action then
|
if selected_item and selected_item.decision then
|
||||||
selected_item.action()
|
Audio.sfx_select()
|
||||||
|
selected_item.decision()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Starts a new game from the menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.new_game()
|
function MenuWindow.new_game()
|
||||||
Context.new_game() -- This function will be created in Context
|
Context.new_game()
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
GameWindow.set_state("game")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Loads a game from the menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.load_game()
|
function MenuWindow.load_game()
|
||||||
Context.load_game() -- This function will be created in Context
|
Context.load_game()
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
GameWindow.set_state("game")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Saves the current game from the menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.save_game()
|
function MenuWindow.save_game()
|
||||||
Context.save_game() -- This function will be created in Context
|
Context.save_game()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Resumes the game from the menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.resume_game()
|
function MenuWindow.resume_game()
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
GameWindow.set_state("game")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Exits the game.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.exit()
|
function MenuWindow.exit()
|
||||||
exit()
|
exit()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Opens the configuration menu.
|
||||||
|
--- @within MenuWindow
|
||||||
function MenuWindow.configuration()
|
function MenuWindow.configuration()
|
||||||
ConfigurationWindow.init()
|
ConfigurationWindow.init()
|
||||||
GameWindow.set_state(WINDOW_CONFIGURATION)
|
GameWindow.set_state("configuration")
|
||||||
end
|
end
|
||||||
|
|
||||||
function MenuWindow.refresh_menu_items()
|
--- Opens the audio test menu.
|
||||||
Context.menu_items = {} -- Start with an empty table
|
--- @within MenuWindow
|
||||||
|
function MenuWindow.audio_test()
|
||||||
|
AudioTestWindow.init()
|
||||||
|
GameWindow.set_state("audiotest")
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Refreshes menu items.
|
||||||
|
--- @within MenuWindow
|
||||||
|
function MenuWindow.refresh_menu_items()
|
||||||
|
_menu_items = {}
|
||||||
if Context.game_in_progress then
|
if Context.game_in_progress then
|
||||||
table.insert(Context.menu_items, {label = "Resume Game", action = MenuWindow.resume_game})
|
table.insert(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
|
||||||
table.insert(Context.menu_items, {label = "Save Game", action = MenuWindow.save_game})
|
table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game})
|
||||||
end
|
end
|
||||||
|
|
||||||
table.insert(Context.menu_items, {label = "New Game", action = MenuWindow.new_game})
|
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
|
||||||
table.insert(Context.menu_items, {label = "Load Game", action = MenuWindow.load_game})
|
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
|
||||||
table.insert(Context.menu_items, {label = "Configuration", action = MenuWindow.configuration})
|
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
|
||||||
table.insert(Context.menu_items, {label = "Exit", action = MenuWindow.exit})
|
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
|
||||||
|
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
|
||||||
|
|
||||||
Context.selected_menu_item = 1 -- Reset selection after refreshing
|
Context.current_menu_item = 1
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
268
inc/window/window.minigame.ddr.lua
Normal file
268
inc/window/window.minigame.ddr.lua
Normal file
@@ -0,0 +1,268 @@
|
|||||||
|
--- @section MinigameDDRWindow
|
||||||
|
|
||||||
|
--- Initializes DDR minigame state.
|
||||||
|
--- @within MinigameDDRWindow
|
||||||
|
--- @param params table Optional parameters for configuration.<br/>
|
||||||
|
function MinigameDDRWindow.init(params)
|
||||||
|
Context.minigame_ddr = Minigame.configure_ddr(params)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Starts the DDR minigame.
|
||||||
|
--- @within MinigameDDRWindow
|
||||||
|
--- @param return_window string The window ID to return to after the minigame.</br>
|
||||||
|
--- @param[opt] song_key string The key of the song to play.</br>
|
||||||
|
--- @param[opt] params table Optional parameters for minigame configuration.</br>
|
||||||
|
function MinigameDDRWindow.start(return_window, song_key, params)
|
||||||
|
MinigameDDRWindow.init(params)
|
||||||
|
Context.minigame_ddr.return_window = return_window or "game"
|
||||||
|
Context.minigame_ddr.debug_song_key = song_key
|
||||||
|
if song_key and Songs and Songs[song_key] then
|
||||||
|
Context.minigame_ddr.current_song = Songs[song_key]
|
||||||
|
Context.minigame_ddr.use_pattern = true
|
||||||
|
Context.minigame_ddr.pattern_index = 1
|
||||||
|
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
|
||||||
|
else
|
||||||
|
Context.minigame_ddr.use_pattern = false
|
||||||
|
if song_key then
|
||||||
|
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
|
||||||
|
else
|
||||||
|
Context.minigame_ddr.debug_status = "Random mode"
|
||||||
|
end
|
||||||
|
end
|
||||||
|
Window.set_current("minigame_ddr")
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Spawns a random arrow.
|
||||||
|
--- @within MinigameDDRWindow
|
||||||
|
local function spawn_arrow()
|
||||||
|
local mg = Context.minigame_ddr
|
||||||
|
local target = mg.target_arrows[math.random(1, 4)]
|
||||||
|
table.insert(mg.arrows, {
|
||||||
|
dir = target.dir,
|
||||||
|
x = target.x,
|
||||||
|
y = mg.bar_y + mg.bar_height + 10
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Spawns an arrow in a specific direction.
|
||||||
|
--- @within MinigameDDRWindow
|
||||||
|
--- @param direction string The direction of the arrow ("left", "down", "up", "right").
|
||||||
|
local function spawn_arrow_dir(direction)
|
||||||
|
local mg = Context.minigame_ddr
|
||||||
|
for _, target in ipairs(mg.target_arrows) do
|
||||||
|
if target.dir == direction then
|
||||||
|
table.insert(mg.arrows, {
|
||||||
|
dir = direction,
|
||||||
|
x = target.x,
|
||||||
|
y = mg.bar_y + mg.bar_height + 10
|
||||||
|
})
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Checks if an arrow is hit.
|
||||||
|
--- @within MinigameDDRWindow
|
||||||
|
--- @param arrow table The arrow data.
|
||||||
|
--- @return boolean True if the arrow is hit, false otherwise.
|
||||||
|
local function check_hit(arrow)
|
||||||
|
local mg = Context.minigame_ddr
|
||||||
|
local distance = math.abs(arrow.y - mg.target_y)
|
||||||
|
return distance <= mg.hit_threshold
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Checks if an arrow is missed.
|
||||||
|
--- @within MinigameDDRWindow
|
||||||
|
--- @param arrow table The arrow data.
|
||||||
|
--- @return boolean True if the arrow is missed, false otherwise.
|
||||||
|
local function check_miss(arrow)
|
||||||
|
local mg = Context.minigame_ddr
|
||||||
|
return arrow.y > mg.target_y + mg.hit_threshold
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Draws an arrow.
|
||||||
|
--- @within MinigameDDRWindow
|
||||||
|
--- @param x number The x-coordinate.
|
||||||
|
--- @param y number The y-coordinate.
|
||||||
|
--- @param direction string The direction of the arrow.
|
||||||
|
--- @param color number The color of the arrow.
|
||||||
|
local function draw_arrow(x, y, direction, color)
|
||||||
|
local size = 12
|
||||||
|
local half = size / 2
|
||||||
|
if direction == "left" then
|
||||||
|
tri(x + half, y, x, y + half, x + half, y + size, color)
|
||||||
|
rect(x + half, y + half - 2, half, 4, color)
|
||||||
|
elseif direction == "right" then
|
||||||
|
tri(x + half, y, x + size, y + half, x + half, y + size, color)
|
||||||
|
rect(x, y + half - 2, half, 4, color)
|
||||||
|
elseif direction == "up" then
|
||||||
|
tri(x, y + half, x + half, y, x + size, y + half, color)
|
||||||
|
rect(x + half - 2, y + half, 4, half, color)
|
||||||
|
elseif direction == "down" then
|
||||||
|
tri(x, y + half, x + half, y + size, x + size, y + half, color)
|
||||||
|
rect(x + half - 2, y, 4, half, color)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Updates DDR minigame logic.
|
||||||
|
--- @within MinigameDDRWindow
|
||||||
|
function MinigameDDRWindow.update()
|
||||||
|
local mg = Context.minigame_ddr
|
||||||
|
if mg.bar_fill >= mg.max_fill then
|
||||||
|
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
|
||||||
|
Meter.on_minigame_complete()
|
||||||
|
Meter.show()
|
||||||
|
Window.set_current(mg.return_window)
|
||||||
|
return
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
|
||||||
|
local pattern = mg.current_song.pattern
|
||||||
|
while mg.pattern_index <= #pattern do
|
||||||
|
local spawn_entry = pattern[mg.pattern_index]
|
||||||
|
if mg.frame_counter >= spawn_entry.frame then
|
||||||
|
spawn_arrow_dir(spawn_entry.dir)
|
||||||
|
mg.pattern_index = mg.pattern_index + 1
|
||||||
|
else
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
|
||||||
|
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
|
||||||
|
spawn_arrow()
|
||||||
|
mg.arrow_spawn_timer = 0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
local arrows_to_remove = {}
|
||||||
|
for i, arrow in ipairs(mg.arrows) do
|
||||||
|
arrow.y = arrow.y + mg.arrow_fall_speed
|
||||||
|
if check_miss(arrow) then
|
||||||
|
table.insert(arrows_to_remove, i)
|
||||||
|
mg.bar_fill = mg.bar_fill - mg.miss_penalty
|
||||||
|
if mg.bar_fill < 0 then
|
||||||
|
mg.bar_fill = 0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
-- iterate backwards to avoid index shift issues
|
||||||
|
for i = #arrows_to_remove, 1, -1 do
|
||||||
|
table.remove(mg.arrows, arrows_to_remove[i])
|
||||||
|
end
|
||||||
|
for dir, _ in pairs(mg.input_cooldowns) do
|
||||||
|
if mg.input_cooldowns[dir] > 0 then
|
||||||
|
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
|
||||||
|
end
|
||||||
|
end
|
||||||
|
for dir, _ in pairs(mg.button_pressed_timers) do
|
||||||
|
if mg.button_pressed_timers[dir] > 0 then
|
||||||
|
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
|
||||||
|
end
|
||||||
|
end
|
||||||
|
local input_map = {
|
||||||
|
left = Input.left(),
|
||||||
|
down = Input.down(),
|
||||||
|
up = Input.up(),
|
||||||
|
right = Input.right()
|
||||||
|
}
|
||||||
|
for dir, pressed in pairs(input_map) do
|
||||||
|
if pressed and mg.input_cooldowns[dir] == 0 then
|
||||||
|
mg.input_cooldowns[dir] = mg.input_cooldown_duration
|
||||||
|
mg.button_pressed_timers[dir] = mg.button_press_duration
|
||||||
|
local hit = false
|
||||||
|
for i, arrow in ipairs(mg.arrows) do
|
||||||
|
if arrow.dir == dir and check_hit(arrow) then
|
||||||
|
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
|
||||||
|
if mg.bar_fill > mg.max_fill then
|
||||||
|
mg.bar_fill = mg.max_fill
|
||||||
|
end
|
||||||
|
table.remove(mg.arrows, i)
|
||||||
|
hit = true
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if not hit then
|
||||||
|
mg.bar_fill = mg.bar_fill - 2
|
||||||
|
if mg.bar_fill < 0 then
|
||||||
|
mg.bar_fill = 0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Draws DDR minigame.
|
||||||
|
--- @within MinigameDDRWindow
|
||||||
|
function MinigameDDRWindow.draw()
|
||||||
|
local mg = Context.minigame_ddr
|
||||||
|
if not mg then
|
||||||
|
cls(0)
|
||||||
|
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||||
|
print("Press Z to return", 10, 20, 12)
|
||||||
|
if Input.select() then
|
||||||
|
Window.set_current("game")
|
||||||
|
end
|
||||||
|
return
|
||||||
|
end
|
||||||
|
if mg.return_window == "game" then
|
||||||
|
GameWindow.draw()
|
||||||
|
end
|
||||||
|
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||||
|
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.max_fill) * mg.bar_width
|
||||||
|
if fill_width > 0 then
|
||||||
|
local bar_color = Config.colors.light_blue
|
||||||
|
if mg.bar_fill > 66 then
|
||||||
|
bar_color = Config.colors.item
|
||||||
|
elseif mg.bar_fill > 33 then
|
||||||
|
bar_color = Config.colors.blue
|
||||||
|
end
|
||||||
|
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||||
|
end
|
||||||
|
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)
|
||||||
|
if mg.target_arrows then
|
||||||
|
for _, target in ipairs(mg.target_arrows) do
|
||||||
|
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
|
||||||
|
local color = is_pressed and Config.colors.light_blue or Config.colors.light_grey
|
||||||
|
draw_arrow(target.x, mg.target_y, target.dir, color)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if mg.arrows then
|
||||||
|
for _, arrow in ipairs(mg.arrows) do
|
||||||
|
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||||
|
local debug_y = 60
|
||||||
|
if mg.debug_status then
|
||||||
|
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||||
|
debug_y = debug_y + 10
|
||||||
|
end
|
||||||
|
if mg.use_pattern then
|
||||||
|
Print.text_center(
|
||||||
|
"PATTERN MODE - Frame:" .. mg.frame_counter,
|
||||||
|
Config.screen.width / 2,
|
||||||
|
debug_y,
|
||||||
|
Config.colors.light_blue
|
||||||
|
)
|
||||||
|
if mg.current_song and mg.current_song.pattern then
|
||||||
|
Print.text_center(
|
||||||
|
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
|
||||||
|
Config.screen.width / 2,
|
||||||
|
debug_y + 10,
|
||||||
|
Config.colors.light_blue
|
||||||
|
)
|
||||||
|
end
|
||||||
|
else
|
||||||
|
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
|
||||||
|
end
|
||||||
|
end
|
||||||
89
inc/window/window.minigame.mash.lua
Normal file
89
inc/window/window.minigame.mash.lua
Normal file
@@ -0,0 +1,89 @@
|
|||||||
|
--- Initializes button mash minigame state.
|
||||||
|
--- @within MinigameButtonMashWindow
|
||||||
|
--- @param params table Optional parameters for configuration.<br/>
|
||||||
|
function MinigameButtonMashWindow.init(params)
|
||||||
|
Context.minigame_button_mash = Minigame.configure_button_mash(params)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Starts the button mash minigame.
|
||||||
|
--- @within MinigameButtonMashWindow
|
||||||
|
--- @param return_window string The window ID to return to after the minigame.<br/>
|
||||||
|
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
|
||||||
|
function MinigameButtonMashWindow.start(return_window, params)
|
||||||
|
MinigameButtonMashWindow.init(params)
|
||||||
|
local mg = Context.minigame_button_mash
|
||||||
|
mg.return_window = return_window or "game"
|
||||||
|
if mg.focus_center_x then
|
||||||
|
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
|
||||||
|
initial_radius = mg.focus_initial_radius
|
||||||
|
})
|
||||||
|
end
|
||||||
|
Window.set_current("minigame_button_mash")
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Updates button mash minigame logic.
|
||||||
|
--- @within MinigameButtonMashWindow
|
||||||
|
function MinigameButtonMashWindow.update()
|
||||||
|
local mg = Context.minigame_button_mash
|
||||||
|
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.max_fill then
|
||||||
|
mg.bar_fill = mg.max_fill
|
||||||
|
end
|
||||||
|
end
|
||||||
|
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)
|
||||||
|
mg.bar_fill = mg.bar_fill - degradation
|
||||||
|
if mg.bar_fill < 0 then
|
||||||
|
mg.bar_fill = 0
|
||||||
|
end
|
||||||
|
if mg.button_pressed_timer > 0 then
|
||||||
|
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||||
|
end
|
||||||
|
if mg.focus_center_x then
|
||||||
|
Focus.set_percentage(mg.bar_fill / mg.max_fill)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Draws button mash minigame.
|
||||||
|
--- @within MinigameButtonMashWindow
|
||||||
|
function MinigameButtonMashWindow.draw()
|
||||||
|
local mg = Context.minigame_button_mash
|
||||||
|
if mg.return_window == "game" then
|
||||||
|
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.max_fill) * mg.bar_width
|
||||||
|
if fill_width > 0 then
|
||||||
|
local bar_color = Config.colors.light_blue
|
||||||
|
if mg.bar_fill > 66 then
|
||||||
|
bar_color = Config.colors.item
|
||||||
|
elseif mg.bar_fill > 33 then
|
||||||
|
bar_color = Config.colors.blue
|
||||||
|
end
|
||||||
|
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||||
|
end
|
||||||
|
local button_color = Config.colors.light_grey
|
||||||
|
if mg.button_pressed_timer > 0 then
|
||||||
|
button_color = Config.colors.light_blue
|
||||||
|
end
|
||||||
|
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||||
|
if mg.button_pressed_timer > 0 then
|
||||||
|
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||||
|
end
|
||||||
|
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
|
||||||
110
inc/window/window.minigame.rhythm.lua
Normal file
110
inc/window/window.minigame.rhythm.lua
Normal file
@@ -0,0 +1,110 @@
|
|||||||
|
--- @section MinigameRhythmWindow
|
||||||
|
|
||||||
|
--- Initializes rhythm minigame state.
|
||||||
|
--- @within MinigameRhythmWindow
|
||||||
|
--- @param params table Optional parameters for configuration.<br/>
|
||||||
|
function MinigameRhythmWindow.init(params)
|
||||||
|
Context.minigame_rhythm = Minigame.configure_rhythm(params)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Starts the rhythm minigame.
|
||||||
|
--- @within MinigameRhythmWindow
|
||||||
|
--- @param return_window string The window ID to return to after the minigame.<br/>
|
||||||
|
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
|
||||||
|
function MinigameRhythmWindow.start(return_window, params)
|
||||||
|
MinigameRhythmWindow.init(params)
|
||||||
|
local mg = Context.minigame_rhythm
|
||||||
|
mg.return_window = return_window or "game"
|
||||||
|
if mg.focus_center_x then
|
||||||
|
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
|
||||||
|
initial_radius = mg.focus_initial_radius
|
||||||
|
})
|
||||||
|
end
|
||||||
|
Window.set_current("minigame_rhythm")
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Updates rhythm minigame logic.
|
||||||
|
--- @within MinigameRhythmWindow
|
||||||
|
function MinigameRhythmWindow.update()
|
||||||
|
local mg = Context.minigame_rhythm
|
||||||
|
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||||
|
if mg.line_position > 1 then
|
||||||
|
mg.line_position = 1
|
||||||
|
mg.line_direction = -1
|
||||||
|
elseif mg.line_position < 0 then
|
||||||
|
mg.line_position = 0
|
||||||
|
mg.line_direction = 1
|
||||||
|
end
|
||||||
|
if mg.press_cooldown > 0 then
|
||||||
|
mg.press_cooldown = mg.press_cooldown - 1
|
||||||
|
end
|
||||||
|
if Input.select() and mg.press_cooldown == 0 then
|
||||||
|
mg.button_pressed_timer = mg.button_press_duration
|
||||||
|
mg.press_cooldown = mg.press_cooldown_duration
|
||||||
|
local target_left = mg.target_center - (mg.target_width / 2)
|
||||||
|
local target_right = mg.target_center + (mg.target_width / 2)
|
||||||
|
if mg.line_position >= target_left and mg.line_position <= target_right then
|
||||||
|
mg.score = mg.score + 1
|
||||||
|
else
|
||||||
|
mg.score = mg.score - 1
|
||||||
|
if mg.score < 0 then
|
||||||
|
mg.score = 0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
|
||||||
|
if mg.target_width < mg.min_target_width then
|
||||||
|
mg.target_width = mg.min_target_width
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if mg.score >= mg.max_score then
|
||||||
|
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
|
||||||
|
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||||
|
end
|
||||||
|
if mg.focus_center_x then
|
||||||
|
Focus.set_percentage(1 - mg.score / mg.max_score)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Draws rhythm minigame.
|
||||||
|
--- @within MinigameRhythmWindow
|
||||||
|
function MinigameRhythmWindow.draw()
|
||||||
|
local mg = Context.minigame_rhythm
|
||||||
|
if mg.return_window == "game" then
|
||||||
|
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)
|
||||||
|
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
|
||||||
|
local target_left = mg.target_center - (mg.target_width / 2)
|
||||||
|
local target_x = mg.bar_x + (target_left * mg.bar_width)
|
||||||
|
local target_width_pixels = mg.target_width * mg.bar_width
|
||||||
|
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.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(
|
||||||
|
"Press Z when line is in green!",
|
||||||
|
Config.screen.width / 2,
|
||||||
|
mg.bar_y + mg.bar_height + 20,
|
||||||
|
Config.colors.light_grey
|
||||||
|
)
|
||||||
|
local button_color = Config.colors.light_grey
|
||||||
|
if mg.button_pressed_timer > 0 then
|
||||||
|
button_color = Config.colors.light_blue
|
||||||
|
end
|
||||||
|
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||||
|
if mg.button_pressed_timer > 0 then
|
||||||
|
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||||
|
end
|
||||||
|
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
||||||
|
end
|
||||||
@@ -1,102 +1,52 @@
|
|||||||
function PopupWindow.set_dialog_node(node_key)
|
--- @section PopupWindow
|
||||||
local npc = Context.dialog.active_entity
|
local POPUP_X = 40
|
||||||
local node = npc.dialog[node_key]
|
local POPUP_Y = 40
|
||||||
|
local POPUP_WIDTH = 160
|
||||||
|
local POPUP_HEIGHT = 80
|
||||||
|
local TEXT_MARGIN_X = POPUP_X + 10
|
||||||
|
local TEXT_MARGIN_Y = POPUP_Y + 10
|
||||||
|
local LINE_HEIGHT = 8
|
||||||
|
|
||||||
if not node then
|
--- Displays a popup window.
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
--- @within PopupWindow
|
||||||
return
|
--- @param content_strings table A table of strings to display in the popup.</br>
|
||||||
end
|
function PopupWindow.show(content_strings)
|
||||||
|
Context.popup.show = true
|
||||||
Context.dialog.current_node_key = node_key
|
Context.popup.content = content_strings or {}
|
||||||
Context.dialog.text = node.text
|
GameWindow.set_state("popup")
|
||||||
|
|
||||||
local menu_items = {}
|
|
||||||
if node.options then
|
|
||||||
for _, option in ipairs(node.options) do
|
|
||||||
table.insert(menu_items, {
|
|
||||||
label = option.label,
|
|
||||||
action = function()
|
|
||||||
PopupWindow.set_dialog_node(option.next_node)
|
|
||||||
end
|
|
||||||
})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- if no options, it's the end of this branch.
|
|
||||||
if #menu_items == 0 then
|
|
||||||
table.insert(menu_items, {
|
|
||||||
label = "Go back",
|
|
||||||
action = function() GameWindow.set_state(WINDOW_GAME) end
|
|
||||||
})
|
|
||||||
end
|
|
||||||
|
|
||||||
Context.dialog.menu_items = menu_items
|
|
||||||
Context.dialog.selected_menu_item = 1
|
|
||||||
Context.dialog.showing_description = false
|
|
||||||
GameWindow.set_state(WINDOW_POPUP)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Hides the popup window.
|
||||||
|
--- @within PopupWindow
|
||||||
|
function PopupWindow.hide()
|
||||||
|
Context.popup.show = false
|
||||||
|
Context.popup.content = {}
|
||||||
|
GameWindow.set_state("game")
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Updates popup window logic.
|
||||||
|
--- @within PopupWindow
|
||||||
function PopupWindow.update()
|
function PopupWindow.update()
|
||||||
if Context.dialog.showing_description then
|
if Context.popup.show then
|
||||||
if Input.menu_confirm() or Input.menu_back() then
|
if Input.menu_confirm() or Input.menu_back() then
|
||||||
Context.dialog.showing_description = false
|
PopupWindow.hide()
|
||||||
Context.dialog.text = "" -- Clear the description text
|
|
||||||
-- No need to change active_window, as it remains in WINDOW_POPUP
|
|
||||||
end
|
|
||||||
else
|
|
||||||
Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
|
|
||||||
|
|
||||||
if Input.menu_confirm() then
|
|
||||||
local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
|
|
||||||
if selected_item and selected_item.action then
|
|
||||||
selected_item.action()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
if Input.menu_back() then
|
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
|
--- Draws the popup window.
|
||||||
Context.dialog.active_entity = entity
|
--- @within PopupWindow
|
||||||
Context.dialog.text = "" -- Initial dialog text is empty, name is title
|
|
||||||
GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
|
|
||||||
Context.dialog.showing_description = false
|
|
||||||
Context.dialog.menu_items = menu_items
|
|
||||||
Context.dialog.selected_menu_item = 1
|
|
||||||
end
|
|
||||||
|
|
||||||
function PopupWindow.show_description_dialog(entity, description_text)
|
|
||||||
Context.dialog.active_entity = entity
|
|
||||||
Context.dialog.text = description_text
|
|
||||||
GameWindow.set_state(WINDOW_POPUP)
|
|
||||||
Context.dialog.showing_description = true
|
|
||||||
-- No menu items needed for description dialog
|
|
||||||
end
|
|
||||||
|
|
||||||
function PopupWindow.draw()
|
function PopupWindow.draw()
|
||||||
rect(40, 40, 160, 80, Config.colors.black)
|
if Context.popup.show then
|
||||||
rectb(40, 40, 160, 80, Config.colors.green)
|
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
|
||||||
|
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.light_blue)
|
||||||
|
|
||||||
-- Display the entity's name as the dialog title
|
local current_y = TEXT_MARGIN_Y
|
||||||
if Context.dialog.active_entity and Context.dialog.active_entity.name then
|
for _, line in ipairs(Context.popup.content) do
|
||||||
Print.text(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
|
Print.text(line, TEXT_MARGIN_X, current_y, Config.colors.light_grey)
|
||||||
|
current_y = current_y + LINE_HEIGHT
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Display the dialog content (description for "look at", or initial name/dialog for others)
|
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.light_blue)
|
||||||
local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
|
|
||||||
local current_y = 55 -- Starting Y position for the first line of content
|
|
||||||
for _, line in ipairs(wrapped_lines) do
|
|
||||||
Print.text(line, 50, current_y, Config.colors.light_grey)
|
|
||||||
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Adjust menu position based on the number of wrapped lines
|
|
||||||
if not Context.dialog.showing_description then
|
|
||||||
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
|
|
||||||
else
|
|
||||||
Print.text("[A] Go Back", 50, current_y + 10, Config.colors.green)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
29
inc/window/window.register.lua
Normal file
29
inc/window/window.register.lua
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
SplashWindow = {}
|
||||||
|
Window.register("splash", SplashWindow)
|
||||||
|
|
||||||
|
IntroWindow = {}
|
||||||
|
Window.register("intro", IntroWindow)
|
||||||
|
|
||||||
|
MenuWindow = {}
|
||||||
|
Window.register("menu", MenuWindow)
|
||||||
|
|
||||||
|
GameWindow = {}
|
||||||
|
Window.register("game", GameWindow)
|
||||||
|
|
||||||
|
PopupWindow = {}
|
||||||
|
Window.register("popup", PopupWindow)
|
||||||
|
|
||||||
|
ConfigurationWindow = {}
|
||||||
|
Window.register("configuration", ConfigurationWindow)
|
||||||
|
|
||||||
|
AudioTestWindow = {}
|
||||||
|
Window.register("audiotest", AudioTestWindow)
|
||||||
|
|
||||||
|
MinigameButtonMashWindow = {}
|
||||||
|
Window.register("minigame_button_mash", MinigameButtonMashWindow)
|
||||||
|
|
||||||
|
MinigameRhythmWindow = {}
|
||||||
|
Window.register("minigame_rhythm", MinigameRhythmWindow)
|
||||||
|
|
||||||
|
MinigameDDRWindow = {}
|
||||||
|
Window.register("minigame_ddr", MinigameDDRWindow)
|
||||||
@@ -1,14 +1,16 @@
|
|||||||
|
--- Draws the splash window.
|
||||||
|
--- @within SplashWindow
|
||||||
function SplashWindow.draw()
|
function SplashWindow.draw()
|
||||||
local txt = "Definitely not an Impostor"
|
local txt = "Definitely not an Impostor"
|
||||||
local w = #txt * 6
|
local y = (Config.screen.height - 6) / 2
|
||||||
local x = (240 - w) / 2
|
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
|
||||||
local y = (136 - 6) / 2
|
|
||||||
print(txt, x, y, 12)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates the splash window logic.
|
||||||
|
--- @within SplashWindow
|
||||||
function SplashWindow.update()
|
function SplashWindow.update()
|
||||||
Context.splash_timer = Context.splash_timer - 1
|
Context.splash_timer = Context.splash_timer - 1
|
||||||
if Context.splash_timer <= 0 or Input.menu_confirm() then
|
if Context.splash_timer <= 0 or Input.menu_confirm() then
|
||||||
GameWindow.set_state(WINDOW_INTRO)
|
Window.set_current("intro")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
Reference in New Issue
Block a user