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Author SHA1 Message Date
3dd6cfcdcb linter fixes
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2026-02-18 08:29:27 +01:00
24 changed files with 219 additions and 447 deletions

View File

@@ -30,8 +30,6 @@ globals = {
"exit", "exit",
"trace", "trace",
"index_menu", "index_menu",
"MapManager",
"map",
} }

View File

@@ -82,20 +82,17 @@ endef
lint: lint:
@echo "==> Merging..." @echo "==> Merging..."
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP) @rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
@touch $(LINT_TMP_LUA)
@line=1; \ @line=1; \
while IFS= read -r f || [ -n "$$f" ]; do \ while IFS= read -r f || [ -n "$$f" ]; do \
[ -z "$$f" ] && continue; \ [ -z "$$f" ] && continue; \
before=$$(wc -l < $(LINT_TMP_LUA)); \ linecount=$$(awk 'END{print NR}' "$(SRC_DIR)/$$f"); \
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
printf '\n' >> $(LINT_TMP_LUA); \
after=$$(wc -l < $(LINT_TMP_LUA)); \
linecount=$$((after - before)); \
echo "$$line $$linecount $(SRC_DIR)/$$f" >> $(LINT_TMP_MAP); \ echo "$$line $$linecount $(SRC_DIR)/$$f" >> $(LINT_TMP_MAP); \
line=$$((line + linecount)); \ cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
echo "" >> $(LINT_TMP_LUA); \
line=$$((line + linecount + 1)); \
done < $(ORDER) done < $(ORDER)
@echo "==> luacheck..." @echo "==> luacheck..."
@LINT_OUTPUT=$$(luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \ @luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
BEGIN { \ BEGIN { \
NR_map = 0; \ NR_map = 0; \
while ((getline line < map) > 0) { \ while ((getline line < map) > 0) { \
@@ -117,7 +114,7 @@ lint:
rest = substr(rest2, colon3); \ rest = substr(rest2, colon3); \
found = 0; \ found = 0; \
for (i = 0; i < NR_map; i++) { \ for (i = 0; i < NR_map; i++) { \
end_line = start[i] + count[i] -1; \ end_line = start[i] + count[i]; \
if (absline >= start[i] && absline <= end_line) { \ if (absline >= start[i] && absline <= end_line) { \
relline = absline - start[i] + 1; \ relline = absline - start[i] + 1; \
print fname[i] ":" relline ":" col ":" rest; \ print fname[i] ":" relline ":" col ":" rest; \
@@ -129,16 +126,7 @@ lint:
next; \ next; \
} \ } \
{ print } \ { print } \
'); \ '; true
echo "$$LINT_OUTPUT"; \
NUM_ISSUES=$$(echo "$$LINT_OUTPUT" | grep -cE "^[^:]+:[0-9]+:[0-9]+:"); \
if [ "$$NUM_ISSUES" -gt 0 ]; then \
echo "Total: $$NUM_ISSUES issue(s) found, commit aborted."; \
exit 1; \
else \
echo "Checking /tmp/_lint_combined.lua OK"; \
echo "Total: 0 warnings / 0 errors in 1 file"; \
fi
@rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP) @rm -f $(LINT_TMP_LUA) $(LINT_TMP_MAP)
export_assets: export_assets:
@@ -160,7 +148,7 @@ clean:
# CI/CD Targets # CI/CD Targets
ci-version: ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \ @VERSION=$$(sed -n "s/^-- version: //p" inc-meta-meta.header.lua | head -n 1 | tr -d "[:space:]"); \
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \ BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \ BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \ if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
@@ -190,20 +178,7 @@ ci-update:
echo "==> Triggering update for version $$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=$$VERSION"
install_precommit_hook: .PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update
@echo "Installing Git pre-commit hook (lint check)..."
@mkdir -p .git/hooks
@printf '#!/bin/bash\n' > .git/hooks/pre-commit
@printf 'echo "Running lint before commit..."\n' >> .git/hooks/pre-commit
@printf 'make lint\n' >> .git/hooks/pre-commit
@printf 'if [ $$? -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."
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook
#-- <WAVES> #-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100 #-- 000:224578acdeeeeddcba95434567653100

View File

@@ -12,8 +12,6 @@ desition/desition.go_to_walking_to_home.lua
desition/desition.play_button_mash.lua desition/desition.play_button_mash.lua
desition/desition.play_rhythm.lua desition/desition.play_rhythm.lua
desition/desition.play_ddr.lua desition/desition.play_ddr.lua
map/map.manager.lua
map/map.bedroom.lua
screen/screen.manager.lua screen/screen.manager.lua
screen/screen.home.lua screen/screen.home.lua
screen/screen.toilet.lua screen/screen.toilet.lua
@@ -26,6 +24,7 @@ system/system.print.lua
system/system.input.lua system/system.input.lua
system/system.audio.lua system/system.audio.lua
system/system.ui.lua system/system.ui.lua
map/map.bedroom.lua
window/window.splash.lua window/window.splash.lua
window/window.intro.lua window/window.intro.lua
window/window.menu.lua window/window.menu.lua

View File

@@ -1,6 +1,6 @@
DesitionManager.register({ DesitionManager.register({
id = "go_to_walking_to_home", id = "go_to_walking_to_home",
label = "Walking to home", label = "Go to Walking to home",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_home") Util.go_to_screen_by_id("walking_to_home")
end, end,

View File

@@ -1,6 +1,6 @@
DesitionManager.register({ DesitionManager.register({
id = "go_to_walking_to_office", id = "go_to_walking_to_office",
label = "Walking to office", label = "Go to Walking to office",
handle = function() handle = function()
Util.go_to_screen_by_id("walking_to_office") Util.go_to_screen_by_id("walking_to_office")
end, end,

View File

@@ -1,31 +1,41 @@
local _desitions = {} DesitionManager = {}
function DesitionManager.register(desition) local _desitions = {} -- Private table to store all desitions
if not desition or not desition.id then
-- Registers a decision object with the manager
-- desition_object: A table containing id, label, handle(), and condition()
function DesitionManager.register(desition_object)
if not desition_object or not desition_object.id then
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"}) PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
return return
end end
if not desition.label then if not desition_object.label then
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"}) PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
return return
end end
if not desition.condition then -- Ensure handle() and condition() methods exist with defaults if missing
desition.condition = function() return true end if not desition_object.condition then
desition_object.condition = function() return true end
end end
if not desition.handle then if not desition_object.handle then
desition.handle = function() end desition_object.handle = function() end
end end
if _desitions[desition.id] then if _desitions[desition_object.id] then
trace("Warning: Overwriting desition with id: " .. desition.id) -- Optional: warning if overwriting an existing desition
trace("Warning: Overwriting desition with id: " .. desition_object.id)
end end
_desitions[desition.id] = desition _desitions[desition_object.id] = desition_object
end end
-- Retrieves a desition by its id
-- id: unique string identifier of the desition
-- Returns the desition object, or nil if not found
function DesitionManager.get(id) function DesitionManager.get(id)
return _desitions[id] return _desitions[id]
end end
-- Optional: a way to get all registered desitions, if needed (e.g., for debug)
function DesitionManager.get_all() function DesitionManager.get_all()
return _desitions return _desitions
end end

View File

@@ -8,7 +8,7 @@ local DEFAULT_CONFIG = {
light_grey = 13, light_grey = 13,
dark_grey = 14, dark_grey = 14,
green = 6, green = 6,
item = 12 item = 12 -- yellow
}, },
player = { player = {
sprite_id = 1 sprite_id = 1
@@ -19,6 +19,7 @@ local DEFAULT_CONFIG = {
} }
local Config = { local Config = {
-- Copy default values initially
screen = DEFAULT_CONFIG.screen, screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors, colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player, player = DEFAULT_CONFIG.player,
@@ -27,23 +28,28 @@ local Config = {
local CONFIG_SAVE_BANK = 7 local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2 local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3 local CONFIG_SPLASH_DURATION_ADDRESS = 3 -- New address for splash duration
local CONFIG_MAGIC_VALUE = 0xDE local CONFIG_MAGIC_VALUE = 0xDE -- A magic number to check if config is saved
function Config.save() function Config.save()
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
function Config.load() function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
-- Config has been saved, load values
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK) Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
else else
-- No saved config, restore defaults
Config.restore_defaults() Config.restore_defaults()
end end
end end
function Config.restore_defaults() function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
-- Any other configurable items should be reset here
end end
-- Load configuration on startup
Config.load() Config.load()

View File

@@ -4,6 +4,20 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
-- Helper for deep copying tables
-- local function clone_table(t)
-- local copy = {}
-- for k, v in pairs(t) do
-- if type(v) == "table" then
-- copy[k] = clone_table(v)
-- else
-- copy[k] = v
-- end
-- end
-- return copy
-- end
-- This function returns a table containing only the initial *data* for Context
local function get_initial_data() local function get_initial_data()
return { return {
active_window = WINDOW_SPLASH, active_window = WINDOW_SPLASH,
@@ -24,9 +38,9 @@ on than meets the eye.]]
}, },
current_screen = 1, current_screen = 1,
splash_timer = Config.timing.splash_duration, splash_timer = Config.timing.splash_duration,
popup = { popup = { -- New popup table
show = false, show = false,
content = {} content = {} -- Array of strings
}, },
player = { player = {
sprite_id = Config.player.sprite_id sprite_id = Config.player.sprite_id
@@ -39,9 +53,9 @@ on than meets the eye.]]
}, },
menu_items = {}, menu_items = {},
selected_menu_item = 1, selected_menu_item = 1,
selected_desition_index = 1, selected_desition_index = 1, -- New desition index
game_in_progress = false, game_in_progress = false, -- New flag
screens = {} screens = {} -- Initialize as empty, populated on reset
} }
end end
@@ -50,30 +64,39 @@ Context = {}
local function reset_context_to_initial_state() local function reset_context_to_initial_state()
local initial_data = get_initial_data() local initial_data = get_initial_data()
-- Clear existing data properties from Context (but not methods)
for k in pairs(Context) do for k in pairs(Context) do
if type(Context[k]) ~= "function" then Context[k] = nil if type(Context[k]) ~= "function" then -- Only clear data, leave functions
Context[k] = nil
end end
end end
-- Copy all initial data properties into Context
for k, v in pairs(initial_data) do for k, v in pairs(initial_data) do
Context[k] = v Context[k] = v
end end
-- Populate Context.screens from ScreenManager, ensuring indexed array
Context.screens = {} Context.screens = {}
Context.screen_indices_by_id = {} Context.screen_indices_by_id = {} -- Renamed for clarity, stores index
-- The screen order needs to be explicit to ensure consistent numerical indices
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"} local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id) local screen_data = ScreenManager.get_by_id(screen_id)
if screen_data then if screen_data then
table.insert(Context.screens, screen_data) table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i else Context.screen_indices_by_id[screen_id] = i -- Store index
else
-- Handle error if a screen is not registered
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end end
end end
end end
-- Initially populate Context with data
reset_context_to_initial_state() reset_context_to_initial_state()
-- Now define the methods for Context
function Context.new_game() function Context.new_game()
reset_context_to_initial_state() reset_context_to_initial_state()
Context.game_in_progress = true Context.game_in_progress = true
@@ -89,11 +112,13 @@ end
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
reset_context_to_initial_state() reset_context_to_initial_state() -- Reset data, preserve methods
Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK) Context.current_screen = mget(SAVE_GAME_CURRENT_SCREEN_ADDRESS, SAVE_GAME_BANK)
Context.game_in_progress = true Context.game_in_progress = true

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@@ -8,10 +8,10 @@ local AudioTestWindow = {}
local MinigameButtonMashWindow = {} local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {} local MinigameRhythmWindow = {}
local MinigameDDRWindow = {} local MinigameDDRWindow = {}
Util = {} Util = {}
DesitionManager = {} DesitionManager = {}
ScreenManager = {} ScreenManager = {} -- New declaration
MapManager = {}
UI = {} UI = {}
Print = {} Print = {}
Input = {} Input = {}

View File

@@ -7,4 +7,4 @@ local WINDOW_CONFIGURATION = 7
local WINDOW_MINIGAME_BUTTON_MASH = 8 local WINDOW_MINIGAME_BUTTON_MASH = 8
local WINDOW_MINIGAME_RHYTHM = 9 local WINDOW_MINIGAME_RHYTHM = 9
local WINDOW_MINIGAME_DDR = 10 local WINDOW_MINIGAME_DDR = 10
local WINDOW_AUDIOTEST = 9001 local WINDOW_AUDIOTEST = 9001 -- because it's a debug screen lol

View File

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

View File

@@ -1,35 +0,0 @@
local _maps = {}
function MapManager.get_maps_array()
local maps_array = {}
for _, map_data in pairs(_maps) do
table.insert(maps_array, map_data)
end
return maps_array
end
function MapManager.register(map_data)
if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id)
end
_maps[map_data.id] = map_data
end
function MapManager.get_by_id(map_id)
return _maps[map_id]
end
function MapManager.draw(map_id)
local map_data = MapManager.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

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@@ -1,6 +1,6 @@
--luacheck: ignore max_line_length --luacheck: ignore max_line_length
-- <PALETTE> -- <PALETTE>
-- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- </PALETTE> -- </PALETTE>
-- <SFX> -- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900 -- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
@@ -34,280 +34,3 @@
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f -- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff -- 009:fff000fff000fff000fff000fff000ff
-- </WAVES> -- </WAVES>
-- <TILES>
-- 000:2222222223333332233232322353533223323232232353322333333222222222
-- 001:2222222223333333232322322333333323222322233333332355355522222222
-- 002:2222222233333333223222233333333332232223333333333555535522222222
-- 003:2222222223333333232322322333333323222322233333332355355522222222
-- 004:2222222233333333223222233333333332232223333333333555535522222222
-- 005:2222222223333333232322322333333323222322233333332355355522222222
-- 006:2222222233333333223222233333333332232223333333333555535522222222
-- 007:2222222223333333232322322333333323222322233333332355355522222222
-- 008:2222222233333333223222233333333332232223333333333555535522222222
-- 009:2222222223333333232322322333333323222322233333332355355522222222
-- 010:2222222233333333223222233333333332232223333333333555535522222222
-- 011:2222222223333333232322322333333323222322233333332355355522222222
-- 012:2222222233333333223222233333333332232223333333333555535522222222
-- 013:2222222223333333232322322333333323222322233333332355355522222222
-- 014:2222222233333333223222233333333332232223333333333555535522222222
-- 015:2222222223333333232322322333333323222322233333332355355522222222
-- 016:2222222223333332233232322353533223323232232353322333333222222222
-- 017:1111111111111111111111111111111111111111111111111111111111111111
-- 018:1111111111111111111111111111111111111111111111111111111122222222
-- 019:1111111111111111111111111111111111111111111111111111111122222222
-- 020:1111111111111111111111111111111111111111111111111111111111111111
-- 021:1111111111111111111111111111111111111111111111111111111111111111
-- 022:1111111111111111111111111111111111111111111111111111111111111111
-- 023:1111111111111111111111111111111111111111111111111111111111111111
-- 024:1111111111111111111111111111111111111111111111111111111111111111
-- 025:1111111111111111111111111111111111111111111111111111111111111111
-- 026:1111111111111111111111111111111111111111111111111111111111111111
-- 027:1111111111111111111111111111111111111111111111111111111111111111
-- 028:1111111111111111111111111111111111111111111111111111111111111111
-- 029:1111111111111111111111111111111111111111111111111111111111111111
-- 030:1111111111111111111111111111111111111111111111111111111111111111
-- 031:1111111111111111111111111111111111111111111111111111111111111111
-- 032:2222222223333332233232322353533223323232232353322333333222222222
-- 033:1111111111111111111111111111111111111111111111111111111111111111
-- 034:2444444422212212255200212152102325520021215210232552002122222222
-- 035:4444444221244442321244423221244232421242324421223244421222222222
-- 036:1111111111111111111111111111111111111111111111111111111111111111
-- 037:2222222225552555255525552555222225552111255521112555211125552111
-- 038:2222222255555555555555552222222211122111111221111112211111122111
-- 039:2222222255525552555255522222555211125552111255521112555211125552
-- 040:1111111111111111111111111111111111111111111111111111111111111111
-- 041:1111111111111111111111221111128011112801111210801121010111222222
-- 042:1111111111111111211111111211111108211111108211110101211122222111
-- 043:1222222226666666266666662666666626666666266666662666666626666666
-- 044:2222222166666462666646426666646266664642666664626666464266666462
-- 045:2222222226466666246666662646622224666666264646462464646422222222
-- 046:2222222266666642666664622226664266666462464646426464646222222222
-- 047:2222222226466666246666662646622224666666264646462464646422222222
-- 048:2222222223333332233232322353533223323232232353322333333222222222
-- 049:1111111111111111111111111111111111111111111111111111111111111111
-- 050:2444444422212214200213242102332420021324210233242002132422222222
-- 051:4444444244441222444425524444215244442552444421524444255222222222
-- 052:1111111111111111111111111111111111111111111111111111111111111111
-- 053:2555211125552111255521112555211125552111255522222555211125552111
-- 054:1112211111122111111221111112211111122111222222221112211111122111
-- 055:1112555211125552111255521112555211125552222255521112555211125552
-- 056:1111111111111111111111111111111111111111111111111111111111111111
-- 057:1111111211111112111111121111111211111112111111121111111211111112
-- 058:1111111111111111111111111111111111111111111111111111111111111111
-- 059:2666666626666666266666662666666626666666266266662662666626626666
-- 060:6666464266666462666646426666646266664642666664626666464266666462
-- 061:5555111155551111555511115555111111115555111155551111555511115555
-- 062:5555111155551111555511115555111111115555111155551111555511115555
-- 063:5555111155551111555511115555111111115555111155551111555511115555
-- 064:2222222223333332253232322532333223323232253332322532333225323232
-- 065:1111111111111111111111111111111111111111111111111111111111111111
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-- 120:2222222211111112222222223311133300000001000000010000000133333111
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-- 122:0000000000000000000000003311133300000001000000010000000133333111
-- 123:0000000000000000000000001111333300000000000000000000000011333111
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-- 168:4444444244444442444444422222222222222222000021200000212033332221
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-- 170:2444444424444444244444442444444424444444244444442444444424444444
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-- 255:1222222125555552255555522555555225555552255555522555555212222221
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-- <MAP>
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-- </MAP>

View File

@@ -4,6 +4,5 @@ ScreenManager.register({
decisions = { decisions = {
"go_to_toilet", "go_to_toilet",
"go_to_walking_to_office", "go_to_walking_to_office",
}, }
background = "bedroom",
}) })

View File

@@ -1,5 +1,8 @@
local _screens = {} ScreenManager = {}
local _screens = {} -- Internal list to hold screen data
-- Public property to access the registered screens as an indexed array
function ScreenManager.get_screens_array() function ScreenManager.get_screens_array()
local screens_array = {} local screens_array = {}
for _, screen_data in pairs(_screens) do for _, screen_data in pairs(_screens) do
@@ -8,13 +11,17 @@ function ScreenManager.get_screens_array()
return screens_array return screens_array
end end
-- Registers a screen with the manager
-- screen_data: A table containing id, name, and decisions for the screen
function ScreenManager.register(screen_data) function ScreenManager.register(screen_data)
if _screens[screen_data.id] then if _screens[screen_data.id] then
-- Optional: warning if overwriting an existing screen
trace("Warning: Overwriting screen with id: " .. screen_data.id) trace("Warning: Overwriting screen with id: " .. screen_data.id)
end end
_screens[screen_data.id] = screen_data _screens[screen_data.id] = screen_data
end end
-- Retrieves a screen by its id (if needed directly)
function ScreenManager.get_by_id(screen_id) function ScreenManager.get_by_id(screen_id)
return _screens[screen_id] return _screens[screen_id]
end end

View File

@@ -1,3 +1,5 @@
-- Audio subsystem
function Audio.music_stop() music() end function Audio.music_stop() music() end
function Audio.music_play_mainmenu() end function Audio.music_play_mainmenu() end
function Audio.music_play_wakingup() end function Audio.music_play_wakingup() end

View File

@@ -1,8 +1,14 @@
-- Gamepad buttons
local INPUT_KEY_UP = 0 local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1 local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2 local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3 local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7 local INPUT_KEY_A = 4 -- Z key
local INPUT_KEY_B = 5 -- X key
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
@@ -13,5 +19,6 @@ function Input.left() return btnp(INPUT_KEY_LEFT) end
function Input.right() return btnp(INPUT_KEY_RIGHT) end function Input.right() return btnp(INPUT_KEY_RIGHT) end
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end function Input.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 function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end -- B button
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -88,13 +88,23 @@ function UI.draw_desition_selector(desitions, selected_desition_index)
local bar_height = 16 local bar_height = 16
local bar_y = Config.screen.height - bar_height local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey) rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #desitions > 0 then if #desitions > 0 then
local selected_desition = desitions[selected_desition_index] local selected_desition = desitions[selected_desition_index]
local desition_label = selected_desition.label local desition_label = selected_desition.label
local text_width = #desition_label * 4 local text_y = bar_y + 4 local text_width = #desition_label * 4 -- Assuming 4 pixels per char
local text_y = bar_y + 4
-- Center the decision label
local text_x = (Config.screen.width - text_width) / 2 local text_x = (Config.screen.width - text_width) / 2
-- Draw left arrow at the far left
Print.text("<", 2, text_y, Config.colors.green) Print.text("<", 2, text_y, Config.colors.green)
Print.text(desition_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end -- Draw selected desition label
Print.text(desition_label, text_x, text_y, Config.colors.item) -- Highlight color
-- Draw right arrow at the far right
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) -- 6 = 2 (right margin) + 4 (char width)
end
end end
function UI.update_desition_selector(desitions, selected_desition_index) function UI.update_desition_selector(desitions, selected_desition_index)

View File

@@ -8,7 +8,8 @@ function Util.go_to_screen_by_id(screen_id)
local screen_index = Context.screen_indices_by_id[screen_id] local screen_index = Context.screen_indices_by_id[screen_id]
if screen_index then if screen_index then
Context.current_screen = screen_index Context.current_screen = screen_index
Context.selected_desition_index = 1 else Context.selected_desition_index = 1 -- Reset selected decision on new screen
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
end end
end end

View File

@@ -19,9 +19,11 @@ end
function ConfigurationWindow.draw() function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration") UI.draw_top_bar("Configuration")
local x_start = 10 local y_start = 40 local x_start = 10 -- Left margin for labels
local x_value_right_align = Config.screen.width - 10 local y_start = 40
local char_width = 4 local x_value_right_align = Config.screen.width - 10 -- Right margin for values
local char_width = 4 -- Approximate character width for default font
for i, control in ipairs(ConfigurationWindow.controls) do for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12 local current_y = y_start + (i - 1) * 12
local color = Config.colors.green local color = Config.colors.green
@@ -30,13 +32,16 @@ function ConfigurationWindow.draw()
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) Print.text(value_text, value_x, current_y, color) Print.text(label_text, x_start, current_y, color) -- Shift label due to '<'
Print.text(">", x_value_right_align + 4, current_y, color) else Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) -- Print '>' after value
else
Print.text(label_text, x_start, current_y, color) Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color) Print.text(value_text, value_x, current_y, color)
end end
@@ -77,9 +82,11 @@ 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 local new_value = math.max(control.min, current_value - control.step) if btnp(2) then -- Left
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value) control.set(new_value)
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step) elseif btnp(3) then -- Right
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value) control.set(new_value)
end end
elseif control.type == "desition_item" then elseif control.type == "desition_item" then

View File

@@ -1,15 +1,15 @@
function GameWindow.draw() function GameWindow.draw()
local screen = Context.screens[Context.current_screen] local currentScreenData = Context.screens[Context.current_screen]
MapManager.draw(screen.background) UI.draw_top_bar(currentScreenData.name)
UI.draw_top_bar(screen.name) if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
if screen and screen.decisions and #screen.decisions > 0 then
local available_desitions = {} local available_desitions = {}
for _, desition_id in ipairs(screen.decisions) do for _, desition_id in ipairs(currentScreenData.decisions) do
local desition = DesitionManager.get(desition_id) local desition_obj = DesitionManager.get(desition_id)
if desition and desition.condition() then if desition_obj and desition_obj.condition() then -- Check condition directly
table.insert(available_desitions, desition) table.insert(available_desitions, desition_obj)
end end
end end
-- If no available desitions, display nothing or a message
if #available_desitions > 0 then if #available_desitions > 0 then
UI.draw_desition_selector(available_desitions, Context.selected_desition_index) UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
end end
@@ -23,41 +23,51 @@ function GameWindow.update()
return return
end end
-- Handle screen changing using up/down
if Input.up() then if Input.up() then
Context.current_screen = Context.current_screen - 1 Context.current_screen = Context.current_screen - 1
if Context.current_screen < 1 then if Context.current_screen < 1 then
Context.current_screen = #Context.screens Context.current_screen = #Context.screens
end end
Context.selected_desition_index = 1 elseif Input.down() then Context.selected_desition_index = 1 -- Reset selected decision on screen change
elseif Input.down() then
Context.current_screen = Context.current_screen + 1 Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then if Context.current_screen > #Context.screens then
Context.current_screen = 1 Context.current_screen = 1
end end
Context.selected_desition_index = 1 end Context.selected_desition_index = 1 -- Reset selected decision on screen change
end
local screen = Context.screens[Context.current_screen] local currentScreenData = Context.screens[Context.current_screen]
if screen and screen.decisions and #screen.decisions > 0 then if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
local available_desitions = {} local available_desitions = {}
for _, desition_id in ipairs(screen.decisions) do for _, desition_id in ipairs(currentScreenData.decisions) do
local desition = DesitionManager.get(desition_id) local desition_obj = DesitionManager.get(desition_id)
if desition and desition.condition() then table.insert(available_desitions, desition) if desition_obj and desition_obj.condition() then -- Check condition directly
table.insert(available_desitions, desition_obj)
end end
end end
-- If no available desitions, we can't update or execute
if #available_desitions == 0 then return end if #available_desitions == 0 then return end
-- Update selected decision using left/right inputs
local new_selected_desition_index = UI.update_desition_selector( local new_selected_desition_index = UI.update_desition_selector(
available_desitions, available_desitions,
Context.selected_desition_index Context.selected_desition_index
) )
-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
if new_selected_desition_index ~= Context.selected_desition_index then if new_selected_desition_index ~= Context.selected_desition_index then
Context.selected_desition_index = new_selected_desition_index Context.selected_desition_index = new_selected_desition_index
end end
-- Execute selected decision on Input.select()
if Input.select() then if Input.select() then
local selected_desition = available_desitions[Context.selected_desition_index] local selected_desition = available_desitions[Context.selected_desition_index]
if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle() if selected_desition and selected_desition.handle then -- Call handle directly
Audio.sfx_select() -- Play sound for selection
selected_desition.handle()
end end
end end
end end
@@ -65,4 +75,5 @@ end
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Context.active_window = new_state Context.active_window = new_state
-- Add any state-specific initialization/cleanup here later if needed
end end

View File

@@ -1,21 +1,25 @@
function IntroWindow.draw() function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2 local x = (Config.screen.width - 132) / 2 -- Centered text
Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green) Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
end end
function IntroWindow.update() function IntroWindow.update()
Context.intro.y = Context.intro.y - Context.intro.speed Context.intro.y = Context.intro.y - Context.intro.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(Context.intro.text, "\n") do
lines = lines + 1 lines = lines + 1
end end
-- When text is off-screen, go to menu
if Context.intro.y < -lines * 8 then if Context.intro.y < -lines * 8 then
GameWindow.set_state(WINDOW_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) GameWindow.set_state(WINDOW_MENU)
end end
end end

View File

@@ -16,15 +16,18 @@ function MenuWindow.update()
end end
function MenuWindow.new_game() function MenuWindow.new_game()
Context.new_game() GameWindow.set_state(WINDOW_GAME) Context.new_game() -- This function will be created in Context
GameWindow.set_state(WINDOW_GAME)
end end
function MenuWindow.load_game() function MenuWindow.load_game()
Context.load_game() GameWindow.set_state(WINDOW_GAME) Context.load_game() -- This function will be created in Context
GameWindow.set_state(WINDOW_GAME)
end end
function MenuWindow.save_game() function MenuWindow.save_game()
Context.save_game() end Context.save_game() -- This function will be created in Context
end
function MenuWindow.resume_game() function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME) GameWindow.set_state(WINDOW_GAME)
@@ -45,7 +48,8 @@ function MenuWindow.audio_test()
end end
function MenuWindow.refresh_menu_items() function MenuWindow.refresh_menu_items()
Context.menu_items = {} Context.menu_items = {} -- Start with an empty table
if Context.game_in_progress then if Context.game_in_progress then
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game}) table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game}) table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
@@ -57,4 +61,5 @@ function MenuWindow.refresh_menu_items()
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test}) table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit}) table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
Context.selected_menu_item = 1 end Context.selected_menu_item = 1 -- Reset selection after refreshing
end

View File

@@ -1,21 +1,28 @@
-- Simplified PopupWindow module
local POPUP_X = 40 local POPUP_X = 40
local POPUP_Y = 40 local POPUP_Y = 40
local POPUP_WIDTH = 160 local POPUP_WIDTH = 160
local POPUP_HEIGHT = 80 local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10 local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10 local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8 local LINE_HEIGHT = 8 -- Assuming 8 pixels per line for default font
function PopupWindow.show(content_strings) function PopupWindow.show(content_strings)
Context.popup.show = true Context.popup.show = true
Context.popup.content = content_strings or {} GameWindow.set_state(WINDOW_POPUP) end Context.popup.content = content_strings or {} -- Ensure it's a table
GameWindow.set_state(WINDOW_POPUP) -- Set active window to popup
end
function PopupWindow.hide() function PopupWindow.hide()
Context.popup.show = false Context.popup.show = false
Context.popup.content = {} GameWindow.set_state(WINDOW_GAME) end Context.popup.content = {} -- Clear content
GameWindow.set_state(WINDOW_GAME) -- Return to game window
end
function PopupWindow.update() function PopupWindow.update()
if Context.popup.show then if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide() if Input.menu_confirm() or Input.menu_back() then -- Allow either A or B to close
PopupWindow.hide()
end end
end end
end end
@@ -31,6 +38,7 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT current_y = current_y + LINE_HEIGHT
end end
-- Instruction to close
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green) Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
end end
end end