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feature/ba
...
claude-ref
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23
.luacheckrc
23
.luacheckrc
@@ -3,19 +3,36 @@
|
|||||||
|
|
||||||
globals = {
|
globals = {
|
||||||
"Util",
|
"Util",
|
||||||
"DesitionManager",
|
"Decision",
|
||||||
"ScreenManager",
|
"Situation",
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||||||
|
"Screen",
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||||||
|
"Sprite",
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||||||
"UI",
|
"UI",
|
||||||
"Print",
|
"Print",
|
||||||
"Input",
|
"Input",
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||||||
"Audio",
|
"Audio",
|
||||||
|
"Config",
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||||||
"Context",
|
"Context",
|
||||||
|
"Meter",
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||||||
|
"Minigame",
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||||||
|
"Window",
|
||||||
|
"SplashWindow",
|
||||||
|
"IntroWindow",
|
||||||
|
"MenuWindow",
|
||||||
|
"GameWindow",
|
||||||
|
"PopupWindow",
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||||||
|
"ConfigurationWindow",
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||||||
|
"AudioTestWindow",
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||||||
|
"MinigameButtonMashWindow",
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||||||
|
"MinigameRhythmWindow",
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||||||
|
"MinigameDDRWindow",
|
||||||
"mset",
|
"mset",
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||||||
"mget",
|
"mget",
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||||||
"btnp",
|
"btnp",
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||||||
"keyp",
|
"keyp",
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||||||
"music",
|
"music",
|
||||||
"sfx",
|
"sfx",
|
||||||
|
"spr",
|
||||||
"rect",
|
"rect",
|
||||||
"rectb",
|
"rectb",
|
||||||
"circ",
|
"circ",
|
||||||
@@ -30,7 +47,7 @@ globals = {
|
|||||||
"exit",
|
"exit",
|
||||||
"trace",
|
"trace",
|
||||||
"index_menu",
|
"index_menu",
|
||||||
"MapManager",
|
"Map",
|
||||||
"map",
|
"map",
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -55,7 +55,7 @@ Based on the analysis of `impostor.lua`, the following regularities and conventi
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|||||||
|
|
||||||
---
|
---
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||||||
|
|
||||||
# Impostor Minigames Documentation
|
# Impostor Minigame Documentation
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||||||
|
|
||||||
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
|
This document provides comprehensive documentation for all three minigames implemented in the Impostor game: Button Mash, Rhythm, and DDR (Dance Dance Revolution).
|
||||||
|
|
||||||
@@ -74,7 +74,7 @@ This document provides comprehensive documentation for all three minigames imple
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|||||||
|
|
||||||
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:
|
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** - Minigames render over the current game window
|
- **Overlay rendering** - Minigame render over the current game window
|
||||||
- **Progress tracking** - Visual indicators show completion status
|
- **Progress tracking** - Visual indicators show completion status
|
||||||
- **Return mechanism** - Automatic return to the calling window upon completion
|
- **Return mechanism** - Automatic return to the calling window upon completion
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||||||
- **Visual feedback** - Button presses and hits are visually indicated
|
- **Visual feedback** - Button presses and hits are visually indicated
|
||||||
|
|||||||
29
Makefile
29
Makefile
@@ -58,8 +58,8 @@ 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) &"; \
|
||||||
@@ -85,6 +85,7 @@ lint:
|
|||||||
@touch $(LINT_TMP_LUA)
|
@touch $(LINT_TMP_LUA)
|
||||||
@line=1; \
|
@line=1; \
|
||||||
while IFS= read -r f || [ -n "$$f" ]; do \
|
while IFS= read -r f || [ -n "$$f" ]; do \
|
||||||
|
f=$$(printf '%s' "$$f" | tr -d '\r'); \
|
||||||
[ -z "$$f" ] && continue; \
|
[ -z "$$f" ] && continue; \
|
||||||
before=$$(wc -l < $(LINT_TMP_LUA)); \
|
before=$$(wc -l < $(LINT_TMP_LUA)); \
|
||||||
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
|
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
|
||||||
@@ -203,12 +204,20 @@ install_precommit_hook:
|
|||||||
@chmod +x .git/hooks/pre-commit
|
@chmod +x .git/hooks/pre-commit
|
||||||
@echo "Pre-commit hook installed successfully."
|
@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
|
docs: build
|
||||||
|
@echo "==> Checking for ldoc..."
|
||||||
|
@if ! command -v ldoc &> /dev/null; then \
|
||||||
|
echo "ldoc not found, attempting to install with luarocks..."; \
|
||||||
|
if command -v luarocks &> /dev/null; then \
|
||||||
|
luarocks install ldoc; \
|
||||||
|
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 export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
|
||||||
|
|
||||||
#-- <WAVES>
|
|
||||||
#-- 000:224578acdeeeeddcba95434567653100
|
|
||||||
#-- </WAVES>
|
|
||||||
#
|
|
||||||
#-- <SFX>
|
|
||||||
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
|
|
||||||
#-- </SFX>
|
|
||||||
|
|||||||
42
impostor.inc
42
impostor.inc
@@ -1,17 +1,29 @@
|
|||||||
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.minigame.lua
|
||||||
|
init/init.meter.lua
|
||||||
|
init/init.context.lua
|
||||||
system/system.util.lua
|
system/system.util.lua
|
||||||
init/init.windows.lua
|
system/system.print.lua
|
||||||
desition/desition.manager.lua
|
system/system.input.lua
|
||||||
desition/desition.go_to_home.lua
|
system/system.ui.lua
|
||||||
desition/desition.go_to_toilet.lua
|
audio/audio.manager.lua
|
||||||
desition/desition.go_to_walking_to_office.lua
|
audio/audio.songs.lua
|
||||||
desition/desition.go_to_office.lua
|
sprite/sprite.manager.lua
|
||||||
desition/desition.go_to_walking_to_home.lua
|
sprite/sprite.norman.lua
|
||||||
desition/desition.play_button_mash.lua
|
situation/situation.manager.lua
|
||||||
desition/desition.play_rhythm.lua
|
situation/situation.drink_coffee.lua
|
||||||
desition/desition.play_ddr.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.manager.lua
|
||||||
map/map.bedroom.lua
|
map/map.bedroom.lua
|
||||||
screen/screen.manager.lua
|
screen/screen.manager.lua
|
||||||
@@ -20,12 +32,8 @@ screen/screen.toilet.lua
|
|||||||
screen/screen.walking_to_office.lua
|
screen/screen.walking_to_office.lua
|
||||||
screen/screen.office.lua
|
screen/screen.office.lua
|
||||||
screen/screen.walking_to_home.lua
|
screen/screen.walking_to_home.lua
|
||||||
init/init.context.lua
|
window/window.manager.lua
|
||||||
data/data.songs.lua
|
window/window.register.lua
|
||||||
system/system.print.lua
|
|
||||||
system/system.input.lua
|
|
||||||
system/system.audio.lua
|
|
||||||
system/system.ui.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
|
||||||
|
|||||||
@@ -1,14 +1,28 @@
|
|||||||
|
--- Stops current music.
|
||||||
function Audio.music_stop() music() end
|
function Audio.music_stop() music() end
|
||||||
|
--- Plays main menu music.
|
||||||
function Audio.music_play_mainmenu() end
|
function Audio.music_play_mainmenu() end
|
||||||
|
--- Plays waking up music.
|
||||||
function Audio.music_play_wakingup() end
|
function Audio.music_play_wakingup() end
|
||||||
|
--- Plays room morning music.
|
||||||
function Audio.music_play_room_morning() end
|
function Audio.music_play_room_morning() end
|
||||||
|
--- Plays room street 1 music.
|
||||||
function Audio.music_play_room_street_1() end
|
function Audio.music_play_room_street_1() end
|
||||||
|
--- Plays room street 2 music.
|
||||||
function Audio.music_play_room_street_2() end
|
function Audio.music_play_room_street_2() end
|
||||||
|
--- Plays room music.
|
||||||
|
-- TODO: function name is incomplete, determine the correct room identifier
|
||||||
function Audio.music_play_room_() end
|
function Audio.music_play_room_() end
|
||||||
|
--- Plays room work music.
|
||||||
function Audio.music_play_room_work() end
|
function Audio.music_play_room_work() end
|
||||||
|
|
||||||
|
--- Plays select sound effect.
|
||||||
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
function Audio.sfx_select() sfx(17, 'C-7', 30) end
|
||||||
|
--- Plays deselect sound effect.
|
||||||
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
|
||||||
|
--- Plays beep sound effect.
|
||||||
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
|
||||||
|
--- Plays success sound effect.
|
||||||
function Audio.sfx_success() sfx(16, 'C-7', 60) end
|
function Audio.sfx_success() sfx(16, 'C-7', 60) end
|
||||||
|
--- Plays bloop sound effect.
|
||||||
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
|
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
|
||||||
@@ -107,8 +107,11 @@ Songs = {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
-- Helper function to calculate frame from beat
|
--- Converts beats to frames.
|
||||||
-- Usage: frame_from_beat(beat_number, bpm, fps)
|
-- @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)
|
function frame_from_beat(beat, bpm, fps)
|
||||||
fps = fps or 60
|
fps = fps or 60
|
||||||
local seconds_per_beat = 60 / bpm
|
local seconds_per_beat = 60 / bpm
|
||||||
@@ -116,8 +119,11 @@ function frame_from_beat(beat, bpm, fps)
|
|||||||
return math.floor(beat * frames_per_beat)
|
return math.floor(beat * frames_per_beat)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Helper function to convert simple beat notation to frame pattern
|
--- Converts beat notation to frame pattern.
|
||||||
-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
|
-- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
|
||||||
|
-- @param bpm number Beats per minute.
|
||||||
|
-- @param[opt] fps number Frames per second (default: 60).
|
||||||
|
-- @return table The generated pattern.
|
||||||
function beats_to_pattern(beats, bpm, fps)
|
function beats_to_pattern(beats, bpm, fps)
|
||||||
fps = fps or 60
|
fps = fps or 60
|
||||||
local pattern = {}
|
local pattern = {}
|
||||||
@@ -1,8 +1,7 @@
|
|||||||
DesitionManager.register({
|
Decision.register({
|
||||||
id = "go_to_home",
|
id = "go_to_home",
|
||||||
label = "Go to Home",
|
label = "Go to Home",
|
||||||
handle = function()
|
handle = function()
|
||||||
Util.go_to_screen_by_id("home")
|
Util.go_to_screen_by_id("home")
|
||||||
end,
|
end,
|
||||||
condition = function() return true end
|
|
||||||
})
|
})
|
||||||
@@ -1,8 +1,7 @@
|
|||||||
DesitionManager.register({
|
Decision.register({
|
||||||
id = "go_to_office",
|
id = "go_to_office",
|
||||||
label = "Go to Office",
|
label = "Go to Office",
|
||||||
handle = function()
|
handle = function()
|
||||||
Util.go_to_screen_by_id("office")
|
Util.go_to_screen_by_id("office")
|
||||||
end,
|
end,
|
||||||
condition = function() return true end
|
|
||||||
})
|
})
|
||||||
@@ -1,8 +1,7 @@
|
|||||||
DesitionManager.register({
|
Decision.register({
|
||||||
id = "go_to_toilet",
|
id = "go_to_toilet",
|
||||||
label = "Go to Toilet",
|
label = "Go to Toilet",
|
||||||
handle = function()
|
handle = function()
|
||||||
Util.go_to_screen_by_id("toilet")
|
Util.go_to_screen_by_id("toilet")
|
||||||
end,
|
end,
|
||||||
condition = function() return true end
|
|
||||||
})
|
})
|
||||||
@@ -1,8 +1,7 @@
|
|||||||
DesitionManager.register({
|
Decision.register({
|
||||||
id = "go_to_walking_to_home",
|
id = "go_to_walking_to_home",
|
||||||
label = "Walking to home",
|
label = "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,
|
||||||
condition = function() return true end
|
|
||||||
})
|
})
|
||||||
@@ -1,8 +1,7 @@
|
|||||||
DesitionManager.register({
|
Decision.register({
|
||||||
id = "go_to_walking_to_office",
|
id = "go_to_walking_to_office",
|
||||||
label = "Walking to office",
|
label = "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,
|
||||||
condition = function() return true 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,
|
||||||
|
})
|
||||||
69
inc/decision/decision.manager.lua
Normal file
69
inc/decision/decision.manager.lua
Normal file
@@ -0,0 +1,69 @@
|
|||||||
|
local _decisions = {}
|
||||||
|
|
||||||
|
--- Registers a decision definition.
|
||||||
|
-- @param decision table The decision data table.
|
||||||
|
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.
|
||||||
|
-- @param id string The ID of the decision.
|
||||||
|
-- @return table The decision table or nil.
|
||||||
|
function Decision.get_by_id(id)
|
||||||
|
return _decisions[id]
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets all registered decisions.
|
||||||
|
-- @return table A table of all registered decisions.
|
||||||
|
function Decision.get_all()
|
||||||
|
return _decisions
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets decision objects based on a screen's data.
|
||||||
|
-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
|
||||||
|
-- @return table A table containing decision objects relevant to the screen.
|
||||||
|
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.
|
||||||
|
-- @param decisions_list table A table of decision objects.
|
||||||
|
-- @return table A new table containing only the decisions for which condition() is true.
|
||||||
|
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
|
||||||
5
inc/decision/decision.play_button_mash.lua
Normal file
5
inc/decision/decision.play_button_mash.lua
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "play_button_mash",
|
||||||
|
label = "Play Button Mash",
|
||||||
|
handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end,
|
||||||
|
})
|
||||||
5
inc/decision/decision.play_ddr.lua
Normal file
5
inc/decision/decision.play_ddr.lua
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "play_ddr",
|
||||||
|
label = "Play DDR (Random)",
|
||||||
|
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
|
||||||
|
})
|
||||||
5
inc/decision/decision.play_rhythm.lua
Normal file
5
inc/decision/decision.play_rhythm.lua
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
Decision.register({
|
||||||
|
id = "play_rhythm",
|
||||||
|
label = "Play Rhythm Game",
|
||||||
|
handle = function() Meter.hide() MinigameRhythmWindow.start("game") end,
|
||||||
|
})
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
local _desitions = {}
|
|
||||||
|
|
||||||
function DesitionManager.register(desition)
|
|
||||||
if not desition or not desition.id then
|
|
||||||
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if not desition.label then
|
|
||||||
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
if not desition.condition then
|
|
||||||
desition.condition = function() return true end
|
|
||||||
end
|
|
||||||
if not desition.handle then
|
|
||||||
desition.handle = function() end
|
|
||||||
end
|
|
||||||
if _desitions[desition.id] then
|
|
||||||
trace("Warning: Overwriting desition with id: " .. desition.id)
|
|
||||||
end
|
|
||||||
_desitions[desition.id] = desition
|
|
||||||
end
|
|
||||||
|
|
||||||
function DesitionManager.get(id)
|
|
||||||
return _desitions[id]
|
|
||||||
end
|
|
||||||
|
|
||||||
function DesitionManager.get_all()
|
|
||||||
return _desitions
|
|
||||||
end
|
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
DesitionManager.register({
|
|
||||||
id = "play_button_mash",
|
|
||||||
label = "Play Button Mash",
|
|
||||||
handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
|
|
||||||
condition = function() return true end
|
|
||||||
})
|
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
DesitionManager.register({
|
|
||||||
id = "play_ddr",
|
|
||||||
label = "Play DDR (Random)",
|
|
||||||
handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
|
|
||||||
condition = function() return true end
|
|
||||||
})
|
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
DesitionManager.register({
|
|
||||||
id = "play_rhythm",
|
|
||||||
label = "Play Rhythm Game",
|
|
||||||
handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
|
|
||||||
condition = function() return true end
|
|
||||||
})
|
|
||||||
@@ -1,49 +1,54 @@
|
|||||||
local DEFAULT_CONFIG = {
|
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,
|
||||||
item = 12
|
green = 7,
|
||||||
},
|
blue = 9,
|
||||||
player = {
|
white = 12,
|
||||||
sprite_id = 1
|
item = 12,
|
||||||
|
meter_bg = 12
|
||||||
},
|
},
|
||||||
timing = {
|
timing = {
|
||||||
splash_duration = 120
|
splash_duration = 120
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
end
|
||||||
|
|
||||||
local Config = {
|
--- Restores default configuration settings.
|
||||||
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_SPLASH_DURATION_ADDRESS = 3
|
local CONFIG_SPLASH_DURATION_ADDRESS = 3
|
||||||
local CONFIG_MAGIC_VALUE = 0xDE
|
local CONFIG_MAGIC_VALUE = 0xDE
|
||||||
|
|
||||||
|
--- Saves the current configuration.
|
||||||
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)
|
||||||
|
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Loads saved configuration.
|
||||||
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.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
|
||||||
Config.restore_defaults()
|
Config.reset()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function Config.restore_defaults()
|
|
||||||
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
|
|
||||||
end
|
|
||||||
|
|
||||||
Config.load()
|
Config.load()
|
||||||
|
|||||||
@@ -2,100 +2,67 @@ 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_CURRENT_SCREEN_ADDRESS = 6
|
--- Global game context.
|
||||||
|
Context = {}
|
||||||
|
|
||||||
local function get_initial_data()
|
--- Gets initial data for Context.
|
||||||
|
-- @return table Initial context data.
|
||||||
|
function Context.initial_data()
|
||||||
return {
|
return {
|
||||||
active_window = WINDOW_SPLASH,
|
current_menu_item = 1,
|
||||||
intro = {
|
|
||||||
y = Config.screen.height,
|
|
||||||
speed = 0.5,
|
|
||||||
text = [[Norman Reds’ everyday life
|
|
||||||
seems ordinary: work,
|
|
||||||
meetings, coffee, and
|
|
||||||
endless notifications.
|
|
||||||
But beneath the surface
|
|
||||||
— within him, or around
|
|
||||||
him — something is
|
|
||||||
constantly building, and
|
|
||||||
it soon becomes clear
|
|
||||||
that there is more going
|
|
||||||
on than meets the eye.]]
|
|
||||||
},
|
|
||||||
current_screen = 1,
|
|
||||||
splash_timer = Config.timing.splash_duration,
|
splash_timer = Config.timing.splash_duration,
|
||||||
popup = {
|
popup = {
|
||||||
show = false,
|
show = false,
|
||||||
content = {}
|
content = {}
|
||||||
},
|
},
|
||||||
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,
|
|
||||||
selected_desition_index = 1,
|
|
||||||
game_in_progress = false,
|
game_in_progress = false,
|
||||||
screens = {}
|
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
|
end
|
||||||
|
|
||||||
Context = {}
|
--- Resets game context to initial state.
|
||||||
|
function Context.reset()
|
||||||
local function reset_context_to_initial_state()
|
local initial_data = Context.initial_data()
|
||||||
local initial_data = get_initial_data()
|
|
||||||
|
|
||||||
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
|
||||||
|
Context[k] = nil
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
for k, v in pairs(initial_data) do
|
for k, v in pairs(initial_data) do
|
||||||
Context[k] = v
|
Context[k] = v
|
||||||
end
|
end
|
||||||
|
|
||||||
Context.screens = {}
|
|
||||||
Context.screen_indices_by_id = {}
|
|
||||||
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
|
|
||||||
for i, screen_id in ipairs(screen_order) do
|
|
||||||
local screen_data = ScreenManager.get_by_id(screen_id)
|
|
||||||
if screen_data then
|
|
||||||
table.insert(Context.screens, screen_data)
|
|
||||||
Context.screen_indices_by_id[screen_id] = i else
|
|
||||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
reset_context_to_initial_state()
|
--- Starts a new game.
|
||||||
|
|
||||||
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.
|
||||||
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.
|
||||||
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
|
||||||
Context.new_game()
|
Context.new_game()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
Context.reset()
|
||||||
reset_context_to_initial_state()
|
|
||||||
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
|
||||||
|
|||||||
89
inc/init/init.meter.lua
Normal file
89
inc/init/init.meter.lua
Normal file
@@ -0,0 +1,89 @@
|
|||||||
|
local METER_MAX = 1000
|
||||||
|
local METER_DEFAULT = 500
|
||||||
|
local METER_DECAY_PER_FRAME = 0.02
|
||||||
|
local METER_GAIN_PER_CHORE = 100
|
||||||
|
local COMBO_BASE_BONUS = 0.02
|
||||||
|
local COMBO_MAX_BONUS = 0.16
|
||||||
|
local COMBO_TIMEOUT_FRAMES = 600
|
||||||
|
|
||||||
|
-- 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
|
||||||
|
|
||||||
|
--- Gets initial meter values.
|
||||||
|
-- @return table A table of initial meter values.
|
||||||
|
function Meter.get_initial()
|
||||||
|
return {
|
||||||
|
ism = METER_DEFAULT,
|
||||||
|
wpm = METER_DEFAULT,
|
||||||
|
bm = METER_DEFAULT,
|
||||||
|
combo = 0,
|
||||||
|
combo_timer = 0,
|
||||||
|
hidden = false,
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Hides meters.
|
||||||
|
function Meter.hide()
|
||||||
|
if Context and Context.meters then Context.meters.hidden = true end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Shows meters.
|
||||||
|
function Meter.show()
|
||||||
|
if Context and Context.meters then Context.meters.hidden = false end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets max meter value.
|
||||||
|
-- @return number The maximum meter value.
|
||||||
|
function Meter.get_max()
|
||||||
|
return METER_MAX
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets combo multiplier.
|
||||||
|
-- @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.
|
||||||
|
function Meter.update()
|
||||||
|
if not Context or not Context.game_in_progress or not Context.meters then return end
|
||||||
|
local m = Context.meters
|
||||||
|
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
|
||||||
|
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
|
||||||
|
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
|
||||||
|
if m.combo > 0 then
|
||||||
|
m.combo_timer = m.combo_timer + 1
|
||||||
|
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
|
||||||
|
m.combo = 0
|
||||||
|
m.combo_timer = 0
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Adds amount to a 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
|
||||||
|
|
||||||
|
--- Called on minigame completion.
|
||||||
|
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
|
||||||
126
inc/init/init.minigame.lua
Normal file
126
inc/init/init.minigame.lua
Normal file
@@ -0,0 +1,126 @@
|
|||||||
|
-- Manages minigame configurations and initial states.
|
||||||
|
|
||||||
|
--- Applies parameters to defaults.
|
||||||
|
-- @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.
|
||||||
|
-- @return table The default DDR minigame configuration.
|
||||||
|
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.
|
||||||
|
-- @return table The default button mash minigame configuration.
|
||||||
|
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
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets default rhythm minigame configuration.
|
||||||
|
-- @return table The default rhythm minigame configuration.
|
||||||
|
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
|
||||||
|
}
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Configures DDR minigame.
|
||||||
|
-- @param params table Optional parameters to override defaults.
|
||||||
|
-- @return table The configured DDR minigame state.
|
||||||
|
function Minigame.configure_ddr(params)
|
||||||
|
return apply_params(Minigame.get_default_ddr(), params)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Configures button mash minigame.
|
||||||
|
-- @param params table Optional parameters to override defaults.
|
||||||
|
-- @return table The configured button mash minigame state.
|
||||||
|
function Minigame.configure_button_mash(params)
|
||||||
|
return apply_params(Minigame.get_default_button_mash(), params)
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Configures rhythm minigame.
|
||||||
|
-- @param params table Optional parameters to override defaults.
|
||||||
|
-- @return table The configured rhythm minigame state.
|
||||||
|
function Minigame.configure_rhythm(params)
|
||||||
|
return apply_params(Minigame.get_default_rhythm(), params)
|
||||||
|
end
|
||||||
13
inc/init/init.module.lua
Normal file
13
inc/init/init.module.lua
Normal file
@@ -0,0 +1,13 @@
|
|||||||
|
Window = {}
|
||||||
|
Util = {}
|
||||||
|
Meter = {}
|
||||||
|
Minigame = {}
|
||||||
|
Decision = {}
|
||||||
|
Situation = {}
|
||||||
|
Screen = {}
|
||||||
|
Map = {}
|
||||||
|
UI = {}
|
||||||
|
Print = {}
|
||||||
|
Input = {}
|
||||||
|
Sprite = {}
|
||||||
|
Audio = {}
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
local SplashWindow = {}
|
|
||||||
local IntroWindow = {}
|
|
||||||
local MenuWindow = {}
|
|
||||||
local GameWindow = {}
|
|
||||||
local PopupWindow = {}
|
|
||||||
local ConfigurationWindow = {}
|
|
||||||
local AudioTestWindow = {}
|
|
||||||
local MinigameButtonMashWindow = {}
|
|
||||||
local MinigameRhythmWindow = {}
|
|
||||||
local MinigameDDRWindow = {}
|
|
||||||
Util = {}
|
|
||||||
DesitionManager = {}
|
|
||||||
ScreenManager = {}
|
|
||||||
MapManager = {}
|
|
||||||
UI = {}
|
|
||||||
Print = {}
|
|
||||||
Input = {}
|
|
||||||
|
|
||||||
Audio = {}
|
|
||||||
@@ -1,10 +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
|
|
||||||
local WINDOW_MINIGAME_BUTTON_MASH = 8
|
|
||||||
local WINDOW_MINIGAME_RHYTHM = 9
|
|
||||||
local WINDOW_MINIGAME_DDR = 10
|
|
||||||
local WINDOW_AUDIOTEST = 9001
|
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
MapManager.register({
|
Map.register({
|
||||||
id = "bedroom",
|
id = "bedroom",
|
||||||
from_x = 0,
|
from_x = 0,
|
||||||
from_y = 0,
|
from_y = 0,
|
||||||
|
|||||||
@@ -1,6 +1,10 @@
|
|||||||
|
-- Manages game maps.
|
||||||
|
|
||||||
local _maps = {}
|
local _maps = {}
|
||||||
|
|
||||||
function MapManager.get_maps_array()
|
--- Gets all registered maps as an array.
|
||||||
|
-- @return table An array of registered map data.
|
||||||
|
function Map.get_maps_array()
|
||||||
local maps_array = {}
|
local maps_array = {}
|
||||||
for _, map_data in pairs(_maps) do
|
for _, map_data in pairs(_maps) do
|
||||||
table.insert(maps_array, map_data)
|
table.insert(maps_array, map_data)
|
||||||
@@ -8,19 +12,26 @@ function MapManager.get_maps_array()
|
|||||||
return maps_array
|
return maps_array
|
||||||
end
|
end
|
||||||
|
|
||||||
function MapManager.register(map_data)
|
--- Registers a map definition.
|
||||||
|
-- @param map_data table The map data table.
|
||||||
|
function Map.register(map_data)
|
||||||
if _maps[map_data.id] then
|
if _maps[map_data.id] then
|
||||||
trace("Warning: Overwriting map with id: " .. map_data.id)
|
trace("Warning: Overwriting map with id: " .. map_data.id)
|
||||||
end
|
end
|
||||||
_maps[map_data.id] = map_data
|
_maps[map_data.id] = map_data
|
||||||
end
|
end
|
||||||
|
|
||||||
function MapManager.get_by_id(map_id)
|
--- Gets a map by ID.
|
||||||
|
-- @param map_id string The ID of the map.
|
||||||
|
-- @return table The map data table or nil.
|
||||||
|
function Map.get_by_id(map_id)
|
||||||
return _maps[map_id]
|
return _maps[map_id]
|
||||||
end
|
end
|
||||||
|
|
||||||
function MapManager.draw(map_id)
|
--- Draws a map.
|
||||||
local map_data = MapManager.get_by_id(map_id)
|
-- @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
|
if not map_data then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
ScreenManager.register({
|
Screen.register({
|
||||||
id = "home",
|
id = "home",
|
||||||
name = "Home",
|
name = "Home",
|
||||||
decisions = {
|
decisions = {
|
||||||
|
|||||||
@@ -1,20 +1,32 @@
|
|||||||
local _screens = {}
|
local _screens = {}
|
||||||
|
|
||||||
function ScreenManager.get_screens_array()
|
--- Registers a screen definition.
|
||||||
local screens_array = {}
|
-- @param screen_data table The screen data table.
|
||||||
for _, screen_data in pairs(_screens) do
|
function Screen.register(screen_data)
|
||||||
table.insert(screens_array, screen_data)
|
|
||||||
end
|
|
||||||
return screens_array
|
|
||||||
end
|
|
||||||
|
|
||||||
function ScreenManager.register(screen_data)
|
|
||||||
if _screens[screen_data.id] then
|
if _screens[screen_data.id] then
|
||||||
trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
||||||
end
|
end
|
||||||
|
if not screen_data.situations then
|
||||||
|
screen_data.situations = {}
|
||||||
|
end
|
||||||
|
if not screen_data.init then
|
||||||
|
screen_data.init = function() end
|
||||||
|
end
|
||||||
|
if not screen_data.update then
|
||||||
|
screen_data.update = function() end
|
||||||
|
end
|
||||||
_screens[screen_data.id] = screen_data
|
_screens[screen_data.id] = screen_data
|
||||||
end
|
end
|
||||||
|
|
||||||
function ScreenManager.get_by_id(screen_id)
|
--- Gets a screen by ID.
|
||||||
|
-- @param screen_id string The ID of the screen.
|
||||||
|
-- @return table The screen table or nil.
|
||||||
|
function Screen.get_by_id(screen_id)
|
||||||
return _screens[screen_id]
|
return _screens[screen_id]
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Gets all registered screens.
|
||||||
|
-- @return table A table containing all registered screen data, indexed by their IDs.
|
||||||
|
function Screen.get_all()
|
||||||
|
return _screens
|
||||||
|
end
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
ScreenManager.register({
|
Screen.register({
|
||||||
id = "office",
|
id = "office",
|
||||||
name = "Office",
|
name = "Office",
|
||||||
decisions = {
|
decisions = {
|
||||||
@@ -6,5 +6,9 @@ ScreenManager.register({
|
|||||||
"play_rhythm",
|
"play_rhythm",
|
||||||
"play_ddr",
|
"play_ddr",
|
||||||
"go_to_walking_to_home",
|
"go_to_walking_to_home",
|
||||||
}
|
"have_a_coffee",
|
||||||
|
},
|
||||||
|
situations = {
|
||||||
|
"drink_coffee",
|
||||||
|
},
|
||||||
})
|
})
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
ScreenManager.register({
|
Screen.register({
|
||||||
id = "toilet",
|
id = "toilet",
|
||||||
name = "Toilet",
|
name = "Toilet",
|
||||||
decisions = {
|
decisions = {
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
ScreenManager.register({
|
Screen.register({
|
||||||
id = "walking_to_home",
|
id = "walking_to_home",
|
||||||
name = "Walking to home",
|
name = "Walking to home",
|
||||||
decisions = {
|
decisions = {
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
ScreenManager.register({
|
Screen.register({
|
||||||
id = "walking_to_office",
|
id = "walking_to_office",
|
||||||
name = "Walking to office",
|
name = "Walking to office",
|
||||||
decisions = {
|
decisions = {
|
||||||
|
|||||||
7
inc/situation/situation.drink_coffee.lua
Normal file
7
inc/situation/situation.drink_coffee.lua
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
Situation.register({
|
||||||
|
id = "drink_coffee",
|
||||||
|
handle = function()
|
||||||
|
Audio.sfx_select()
|
||||||
|
Sprite.show("norman", 100, 100)
|
||||||
|
end,
|
||||||
|
})
|
||||||
65
inc/situation/situation.manager.lua
Normal file
65
inc/situation/situation.manager.lua
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
local _situations = {}
|
||||||
|
|
||||||
|
--- Registers a situation definition.
|
||||||
|
-- @param situation table The situation data table.
|
||||||
|
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.
|
||||||
|
-- @param id string The situation ID.
|
||||||
|
-- @return table The situation table or nil.
|
||||||
|
function Situation.get_by_id(id)
|
||||||
|
return _situations[id]
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets all registered situations, optionally filtered by screen ID.
|
||||||
|
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
|
||||||
|
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
|
||||||
|
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.
|
||||||
|
-- @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
|
||||||
83
inc/sprite/sprite.manager.lua
Normal file
83
inc/sprite/sprite.manager.lua
Normal file
@@ -0,0 +1,83 @@
|
|||||||
|
local _sprites = {}
|
||||||
|
local _active_sprites = {}
|
||||||
|
|
||||||
|
--- Registers a sprite definition.
|
||||||
|
-- @param sprite_data table A table containing the sprite definition.
|
||||||
|
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.
|
||||||
|
-- @param id string The unique identifier of the sprite.
|
||||||
|
-- @param x number The x-coordinate.
|
||||||
|
-- @param y number The y-coordinate.
|
||||||
|
-- @param[opt] colorkey number The color index for transparency.
|
||||||
|
-- @param[opt] scale number The scaling factor.
|
||||||
|
-- @param[opt] flip_x number Set to 1 to flip horizontally.
|
||||||
|
-- @param[opt] flip_y number Set to 1 to flip vertically.
|
||||||
|
-- @param[opt] rot number The rotation in degrees.
|
||||||
|
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.
|
||||||
|
-- @param id string The unique identifier of the sprite.
|
||||||
|
function Sprite.hide(id)
|
||||||
|
_active_sprites[id] = nil
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Draws all scheduled sprites.
|
||||||
|
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
|
||||||
|
}
|
||||||
|
})
|
||||||
@@ -2,16 +2,28 @@ 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
|
||||||
|
local INPUT_KEY_B = 5
|
||||||
|
local INPUT_KEY_Y = 7
|
||||||
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.
|
||||||
function Input.up() return btnp(INPUT_KEY_UP) end
|
function Input.up() return btnp(INPUT_KEY_UP) end
|
||||||
|
--- Checks if Down is pressed.
|
||||||
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
function Input.down() return btnp(INPUT_KEY_DOWN) end
|
||||||
|
--- Checks if Left is pressed.
|
||||||
function Input.left() return btnp(INPUT_KEY_LEFT) end
|
function Input.left() return btnp(INPUT_KEY_LEFT) end
|
||||||
|
--- Checks if Right is pressed.
|
||||||
function Input.right() return btnp(INPUT_KEY_RIGHT) end
|
function Input.right() return btnp(INPUT_KEY_RIGHT) end
|
||||||
|
--- Checks if Select is pressed.
|
||||||
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.
|
||||||
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
|
--- Checks if Player Interact is pressed.
|
||||||
|
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
|
||||||
|
--- Checks if Menu Back is pressed.
|
||||||
|
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
|
||||||
|
--- Checks if Toggle Popup is pressed.
|
||||||
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
|
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end
|
||||||
|
|||||||
@@ -1,61 +1,24 @@
|
|||||||
local STATE_HANDLERS = {
|
|
||||||
[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,
|
|
||||||
[WINDOW_AUDIOTEST] = function()
|
|
||||||
AudioTestWindow.update()
|
|
||||||
AudioTestWindow.draw()
|
|
||||||
end,
|
|
||||||
[WINDOW_MINIGAME_BUTTON_MASH] = function()
|
|
||||||
MinigameButtonMashWindow.update()
|
|
||||||
MinigameButtonMashWindow.draw()
|
|
||||||
end,
|
|
||||||
[WINDOW_MINIGAME_RHYTHM] = function()
|
|
||||||
MinigameRhythmWindow.update()
|
|
||||||
MinigameRhythmWindow.draw()
|
|
||||||
end,
|
|
||||||
[WINDOW_MINIGAME_DDR] = function()
|
|
||||||
MinigameDDRWindow.update()
|
|
||||||
MinigameDDRWindow.draw()
|
|
||||||
end,
|
|
||||||
}
|
|
||||||
|
|
||||||
local initialized_game = false
|
local initialized_game = false
|
||||||
|
|
||||||
|
--- Initializes game state.
|
||||||
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).
|
||||||
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()
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,4 +1,10 @@
|
|||||||
|
--- Prints text with shadow.
|
||||||
|
-- @param text string The text to print.
|
||||||
|
-- @param x number The x-coordinate.
|
||||||
|
-- @param y number The y-coordinate.
|
||||||
|
-- @param color number The color of the text.
|
||||||
|
-- @param[opt] fixed boolean If true, uses fixed-width font.
|
||||||
|
-- @param[opt] scale number The scaling factor.
|
||||||
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
|
||||||
@@ -7,6 +13,13 @@ function Print.text(text, x, y, color, fixed, scale)
|
|||||||
print(text, x, y, color, fixed, scale)
|
print(text, x, y, color, fixed, scale)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Prints centered text with shadow.
|
||||||
|
-- @param text string The text to print.
|
||||||
|
-- @param x number The x-coordinate for centering.
|
||||||
|
-- @param y number The y-coordinate.
|
||||||
|
-- @param color number The color of the text.
|
||||||
|
-- @param[opt] fixed boolean If true, uses fixed-width font.
|
||||||
|
-- @param[opt] scale number The scaling factor.
|
||||||
function Print.text_center(text, x, y, color, fixed, scale)
|
function Print.text_center(text, x, y, color, fixed, scale)
|
||||||
scale = scale or 1
|
scale = scale or 1
|
||||||
local text_width = print(text, 0, -6, 0, fixed, scale)
|
local text_width = print(text, 0, -6, 0, fixed, scale)
|
||||||
|
|||||||
@@ -1,12 +1,20 @@
|
|||||||
|
--- Draws the top bar.
|
||||||
|
-- @param title string The title text to display.
|
||||||
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.green)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws dialog window.
|
||||||
function UI.draw_dialog()
|
function UI.draw_dialog()
|
||||||
PopupWindow.draw()
|
PopupWindow.draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws a menu.
|
||||||
|
-- @param items table A table of menu items.
|
||||||
|
-- @param selected_item number The index of the currently selected item.
|
||||||
|
-- @param x number The x-coordinate for the menu.
|
||||||
|
-- @param y number The y-coordinate for the menu.
|
||||||
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
|
||||||
@@ -17,6 +25,10 @@ function UI.draw_menu(items, selected_item, x, y)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates menu selection.
|
||||||
|
-- @param items table A table of menu items.
|
||||||
|
-- @param selected_item number The current index of the selected item.
|
||||||
|
-- @return number 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()
|
Audio.sfx_beep()
|
||||||
@@ -34,6 +46,10 @@ function UI.update_menu(items, selected_item)
|
|||||||
return selected_item
|
return selected_item
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Wraps text.
|
||||||
|
-- @param text string The text to wrap.
|
||||||
|
-- @param max_chars_per_line number The maximum characters per line.
|
||||||
|
-- @return 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 = {}
|
||||||
@@ -63,6 +79,15 @@ function UI.word_wrap(text, max_chars_per_line)
|
|||||||
return lines
|
return lines
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Creates a numeric stepper.
|
||||||
|
-- @param label string The label for the stepper.
|
||||||
|
-- @param value_getter function Function to get the current value.
|
||||||
|
-- @param value_setter function Function to set the current value.
|
||||||
|
-- @param min number The minimum value.
|
||||||
|
-- @param max number The maximum value.
|
||||||
|
-- @param step number The step increment.
|
||||||
|
-- @param[opt] format string The format string for displaying the value.
|
||||||
|
-- @return table A numeric stepper control definition.
|
||||||
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,
|
||||||
@@ -76,6 +101,10 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Creates an action item.
|
||||||
|
-- @param label string The label for the action item.
|
||||||
|
-- @param action function The function to execute when the item is selected.
|
||||||
|
-- @return table An action item control definition.
|
||||||
function UI.create_action_item(label, action)
|
function UI.create_action_item(label, action)
|
||||||
return {
|
return {
|
||||||
label = label,
|
label = label,
|
||||||
@@ -84,26 +113,69 @@ function UI.create_action_item(label, action)
|
|||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
function UI.draw_desition_selector(desitions, selected_desition_index)
|
--- Draws decision selector.
|
||||||
|
-- @param decisions table A table of decision items.
|
||||||
|
-- @param selected_decision_index number The index of the selected decision.
|
||||||
|
function UI.draw_decision_selector(decisions, selected_decision_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 #decisions > 0 then
|
||||||
local selected_desition = desitions[selected_desition_index]
|
local selected_decision = decisions[selected_decision_index]
|
||||||
local desition_label = selected_desition.label
|
local decision_label = selected_decision.label
|
||||||
local text_width = #desition_label * 4 local text_y = bar_y + 4
|
local text_width = #decision_label * 4
|
||||||
|
local text_y = bar_y + 4
|
||||||
local text_x = (Config.screen.width - text_width) / 2
|
local text_x = (Config.screen.width - text_width) / 2
|
||||||
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
|
Print.text(decision_label, text_x, text_y, Config.colors.item)
|
||||||
|
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function UI.update_desition_selector(desitions, selected_desition_index)
|
--- Draws meters.
|
||||||
|
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.
|
||||||
|
-- @param decisions table A table of decision items.
|
||||||
|
-- @param selected_decision_index number The current index of the selected decision.
|
||||||
|
-- @return number The updated index of the selected decision.
|
||||||
|
function UI.update_decision_selector(decisions, selected_decision_index)
|
||||||
if Input.left() then
|
if Input.left() then
|
||||||
Audio.sfx_beep()
|
Audio.sfx_beep()
|
||||||
selected_desition_index = Util.safeindex(desitions, selected_desition_index - 1)
|
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
|
||||||
elseif Input.right() then
|
elseif Input.right() then
|
||||||
Audio.sfx_beep()
|
Audio.sfx_beep()
|
||||||
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1)
|
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
|
||||||
end
|
end
|
||||||
return selected_desition_index
|
return selected_decision_index
|
||||||
end
|
end
|
||||||
@@ -1,14 +1,32 @@
|
|||||||
Util = {}
|
|
||||||
|
|
||||||
|
--- Safely wraps an index for an array.
|
||||||
|
-- @param array table The array to index.
|
||||||
|
-- @param index number The desired index (can be out of bounds).
|
||||||
|
-- @return number The wrapped index within the array's bounds.
|
||||||
function Util.safeindex(array, index)
|
function Util.safeindex(array, index)
|
||||||
return ((index - 1 + #array) % #array) + 1
|
return ((index - 1 + #array) % #array) + 1
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Navigates to a screen by its ID.
|
||||||
|
-- @param screen_id string The ID of the screen to go to.
|
||||||
function Util.go_to_screen_by_id(screen_id)
|
function Util.go_to_screen_by_id(screen_id)
|
||||||
local screen_index = Context.screen_indices_by_id[screen_id]
|
local screen = Screen.get_by_id(screen_id)
|
||||||
if screen_index then
|
if screen then
|
||||||
Context.current_screen = screen_index
|
Context.game.current_screen = screen_id
|
||||||
Context.selected_desition_index = 1 else
|
screen.init()
|
||||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
|
else
|
||||||
|
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Checks if a table contains a specific value.
|
||||||
|
-- @param t table The table to check.
|
||||||
|
-- @param value any The value to look for.
|
||||||
|
function Util.contains(t, value)
|
||||||
|
for i = 1, #t do
|
||||||
|
if t[i] == value then
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return false
|
||||||
|
end
|
||||||
@@ -6,34 +6,40 @@ AudioTestWindow = {
|
|||||||
last_pressed = false
|
last_pressed = false
|
||||||
}
|
}
|
||||||
|
|
||||||
|
--- Generates menu items for audio test.
|
||||||
|
-- @param list_func table List of audio functions.
|
||||||
|
-- @param index_func number Current index of selected function.
|
||||||
|
-- @return table Generated menu items.
|
||||||
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||||
return {
|
return {
|
||||||
{
|
{
|
||||||
label = "Play music/sound: " .. (list_func[index_func] or "?"),
|
label = "Play music/sound: " .. (list_func[index_func] or "?"),
|
||||||
desition = function()
|
decision = function()
|
||||||
local current_func = Audio[list_func[index_func]]
|
local current_func = Audio[list_func[index_func]]
|
||||||
if current_func then
|
if current_func then
|
||||||
current_func()
|
current_func()
|
||||||
else
|
else
|
||||||
trace("Invalid Audio function: " .. list_func[index_menu])
|
trace("Invalid Audio function: " .. list_func[index_func])
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
label = "Stop playing music",
|
label = "Stop playing music",
|
||||||
desition = function()
|
decision = function()
|
||||||
Audio.music_stop()
|
Audio.music_stop()
|
||||||
end
|
end
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
label = "Back",
|
label = "Back",
|
||||||
desition = function()
|
decision = function()
|
||||||
AudioTestWindow.back()
|
AudioTestWindow.back()
|
||||||
end
|
end
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Generates list of audio functions.
|
||||||
|
-- @return table A sorted list of audio function names.
|
||||||
function AudioTestWindow.generate_listfunc()
|
function AudioTestWindow.generate_listfunc()
|
||||||
local result = {}
|
local result = {}
|
||||||
|
|
||||||
@@ -48,11 +54,13 @@ function AudioTestWindow.generate_listfunc()
|
|||||||
return result
|
return result
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Navigates back from audio test window.
|
||||||
function AudioTestWindow.back()
|
function AudioTestWindow.back()
|
||||||
Audio.sfx_deselect()
|
Audio.sfx_deselect()
|
||||||
GameWindow.set_state(WINDOW_MENU)
|
GameWindow.set_state("menu")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Initializes audio test window.
|
||||||
function AudioTestWindow.init()
|
function AudioTestWindow.init()
|
||||||
AudioTestWindow.last_pressed = false
|
AudioTestWindow.last_pressed = false
|
||||||
AudioTestWindow.index_menu = 1
|
AudioTestWindow.index_menu = 1
|
||||||
@@ -63,11 +71,13 @@ function AudioTestWindow.init()
|
|||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws audio test window.
|
||||||
function AudioTestWindow.draw()
|
function AudioTestWindow.draw()
|
||||||
UI.draw_top_bar("Audio test")
|
UI.draw_top_bar("Audio test")
|
||||||
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
|
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates audio test window logic.
|
||||||
function AudioTestWindow.update()
|
function AudioTestWindow.update()
|
||||||
if Input.up() then
|
if Input.up() then
|
||||||
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
|
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)
|
||||||
@@ -90,7 +100,7 @@ function AudioTestWindow.update()
|
|||||||
AudioTestWindow.list_func, AudioTestWindow.index_func
|
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||||
)
|
)
|
||||||
elseif Input.menu_confirm() then
|
elseif Input.menu_confirm() then
|
||||||
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
|
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
|
||||||
elseif Input.menu_back() then
|
elseif Input.menu_back() then
|
||||||
AudioTestWindow.back()
|
AudioTestWindow.back()
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -3,23 +3,26 @@ ConfigurationWindow = {
|
|||||||
selected_control = 1,
|
selected_control = 1,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
--- Initializes configuration window.
|
||||||
function ConfigurationWindow.init()
|
function ConfigurationWindow.init()
|
||||||
ConfigurationWindow.controls = {
|
ConfigurationWindow.controls = {
|
||||||
UI.create_desition_item(
|
UI.create_action_item(
|
||||||
"Save",
|
"Save",
|
||||||
function() Config.save() end
|
function() Config.save() end
|
||||||
),
|
),
|
||||||
UI.create_desition_item(
|
UI.create_action_item(
|
||||||
"Restore Defaults",
|
"Restore Defaults",
|
||||||
function() Config.restore_defaults() end
|
function() Config.reset() end
|
||||||
),
|
),
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws configuration window.
|
||||||
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
|
||||||
|
local y_start = 40
|
||||||
local x_value_right_align = Config.screen.width - 10
|
local x_value_right_align = Config.screen.width - 10
|
||||||
local char_width = 4
|
local char_width = 4
|
||||||
for i, control in ipairs(ConfigurationWindow.controls) do
|
for i, control in ipairs(ConfigurationWindow.controls) do
|
||||||
@@ -29,18 +32,19 @@ function ConfigurationWindow.draw()
|
|||||||
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)
|
||||||
|
|
||||||
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)
|
||||||
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)
|
||||||
|
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
|
||||||
elseif control.type == "desition_item" then
|
elseif control.type == "action_item" then
|
||||||
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
|
||||||
@@ -55,9 +59,10 @@ function ConfigurationWindow.draw()
|
|||||||
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.
|
||||||
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
|
||||||
|
|
||||||
@@ -77,14 +82,16 @@ 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 Input.left() then
|
||||||
|
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 Input.right() then
|
||||||
|
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 == "action_item" then
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
control.desition()
|
control.action()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -1,68 +1,66 @@
|
|||||||
|
local _available_decisions = {}
|
||||||
|
local _selected_decision_index = 1
|
||||||
|
|
||||||
|
--- Draws the game window.
|
||||||
function GameWindow.draw()
|
function GameWindow.draw()
|
||||||
local screen = Context.screens[Context.current_screen]
|
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||||
MapManager.draw(screen.background)
|
if screen.background then Map.draw(screen.background) end
|
||||||
UI.draw_top_bar(screen.name)
|
UI.draw_top_bar(screen.name)
|
||||||
if screen and screen.decisions and #screen.decisions > 0 then
|
if #_available_decisions > 0 then
|
||||||
local available_desitions = {}
|
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
|
||||||
for _, desition_id in ipairs(screen.decisions) do
|
|
||||||
local desition = DesitionManager.get(desition_id)
|
|
||||||
if desition and desition.condition() then
|
|
||||||
table.insert(available_desitions, desition)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if #available_desitions > 0 then
|
|
||||||
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
Sprite.draw()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates the game window logic.
|
||||||
function GameWindow.update()
|
function GameWindow.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
|
||||||
|
|
||||||
if Input.up() then
|
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||||
Context.current_screen = Context.current_screen - 1
|
screen.update()
|
||||||
if Context.current_screen < 1 then
|
|
||||||
Context.current_screen = #Context.screens
|
|
||||||
end
|
|
||||||
Context.selected_desition_index = 1 elseif Input.down() then
|
|
||||||
Context.current_screen = Context.current_screen + 1
|
|
||||||
if Context.current_screen > #Context.screens then
|
|
||||||
Context.current_screen = 1
|
|
||||||
end
|
|
||||||
Context.selected_desition_index = 1 end
|
|
||||||
|
|
||||||
local screen = Context.screens[Context.current_screen]
|
-- Handle current situation updates
|
||||||
if screen and screen.decisions and #screen.decisions > 0 then
|
if Context.game.current_situation then
|
||||||
local available_desitions = {}
|
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
|
||||||
for _, desition_id in ipairs(screen.decisions) do
|
if current_situation_obj and current_situation_obj.update then
|
||||||
local desition = DesitionManager.get(desition_id)
|
current_situation_obj.update()
|
||||||
if desition and desition.condition() then table.insert(available_desitions, desition)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if #available_desitions == 0 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)
|
||||||
|
|
||||||
local new_selected_desition_index = UI.update_desition_selector(
|
if #_available_decisions == 0 then return end
|
||||||
available_desitions,
|
|
||||||
Context.selected_desition_index
|
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_desition_index ~= Context.selected_desition_index then
|
if new_selected_decision_index ~= _selected_decision_index then
|
||||||
Context.selected_desition_index = new_selected_desition_index
|
_selected_decision_index = new_selected_decision_index
|
||||||
end
|
end
|
||||||
|
|
||||||
if Input.select() then
|
if Input.select() then
|
||||||
local selected_desition = available_desitions[Context.selected_desition_index]
|
local selected_decision = _available_decisions[_selected_decision_index]
|
||||||
if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle()
|
if selected_decision and selected_decision.handle then
|
||||||
end
|
Audio.sfx_select()
|
||||||
|
selected_decision.handle()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Sets the active window.
|
||||||
|
-- @param new_state string The ID of the new active window.
|
||||||
function GameWindow.set_state(new_state)
|
function GameWindow.set_state(new_state)
|
||||||
Context.active_window = new_state
|
Window.set_current(new_state)
|
||||||
end
|
end
|
||||||
@@ -1,21 +1,38 @@
|
|||||||
|
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.
|
||||||
function IntroWindow.draw()
|
function IntroWindow.draw()
|
||||||
local x = (Config.screen.width - 132) / 2
|
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.green)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates the intro window logic.
|
||||||
function IntroWindow.update()
|
function IntroWindow.update()
|
||||||
Context.intro.y = Context.intro.y - Context.intro.speed
|
IntroWindow.y = IntroWindow.y - IntroWindow.speed
|
||||||
|
|
||||||
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
|
||||||
|
|
||||||
if Context.intro.y < -lines * 8 then
|
if IntroWindow.y < -lines * 8 then
|
||||||
GameWindow.set_state(WINDOW_MENU)
|
Window.set_current("menu")
|
||||||
end
|
end
|
||||||
|
|
||||||
if Input.menu_confirm() then
|
if Input.menu_confirm() then
|
||||||
GameWindow.set_state(WINDOW_MENU)
|
Window.set_current("menu")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
43
inc/window/window.manager.lua
Normal file
43
inc/window/window.manager.lua
Normal file
@@ -0,0 +1,43 @@
|
|||||||
|
local _windows = {}
|
||||||
|
|
||||||
|
--- Registers a window table.
|
||||||
|
-- @param id string The ID of the window (e.g., "splash", "menu").
|
||||||
|
-- @param window_table table The actual window module table (e.g., SplashWindow).
|
||||||
|
function Window.register(id, window_table)
|
||||||
|
_windows[id] = window_table
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Retrieves a registered window table by its ID.
|
||||||
|
-- @param id string The ID of the window.
|
||||||
|
-- @return table The window module table.
|
||||||
|
function Window.get(id)
|
||||||
|
return _windows[id]
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Sets the currently active window.
|
||||||
|
-- @param id string The ID of the window to activate.
|
||||||
|
function Window.set_current(id)
|
||||||
|
Context.current_window = id
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Gets the ID of the currently active 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.
|
||||||
|
-- @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 +1,76 @@
|
|||||||
|
local _menu_items = {}
|
||||||
|
|
||||||
|
--- Draws the menu window.
|
||||||
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.
|
||||||
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.desition then
|
if selected_item and selected_item.decision then
|
||||||
Audio.sfx_select()
|
Audio.sfx_select()
|
||||||
selected_item.desition()
|
selected_item.decision()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Starts a new game from the menu.
|
||||||
function MenuWindow.new_game()
|
function MenuWindow.new_game()
|
||||||
Context.new_game() GameWindow.set_state(WINDOW_GAME)
|
Context.new_game()
|
||||||
|
GameWindow.set_state("game")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Loads a game from the menu.
|
||||||
function MenuWindow.load_game()
|
function MenuWindow.load_game()
|
||||||
Context.load_game() GameWindow.set_state(WINDOW_GAME)
|
Context.load_game()
|
||||||
|
GameWindow.set_state("game")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Saves the current game from the menu.
|
||||||
function MenuWindow.save_game()
|
function MenuWindow.save_game()
|
||||||
Context.save_game() end
|
Context.save_game()
|
||||||
|
|
||||||
function MenuWindow.resume_game()
|
|
||||||
GameWindow.set_state(WINDOW_GAME)
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Resumes the game from the menu.
|
||||||
|
function MenuWindow.resume_game()
|
||||||
|
GameWindow.set_state("game")
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Exits the game.
|
||||||
function MenuWindow.exit()
|
function MenuWindow.exit()
|
||||||
exit()
|
exit()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Opens the configuration menu.
|
||||||
function MenuWindow.configuration()
|
function MenuWindow.configuration()
|
||||||
ConfigurationWindow.init()
|
ConfigurationWindow.init()
|
||||||
GameWindow.set_state(WINDOW_CONFIGURATION)
|
GameWindow.set_state("configuration")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Opens the audio test menu.
|
||||||
function MenuWindow.audio_test()
|
function MenuWindow.audio_test()
|
||||||
AudioTestWindow.init()
|
AudioTestWindow.init()
|
||||||
GameWindow.set_state(WINDOW_AUDIOTEST)
|
GameWindow.set_state("audiotest")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Refreshes menu items.
|
||||||
function MenuWindow.refresh_menu_items()
|
function MenuWindow.refresh_menu_items()
|
||||||
Context.menu_items = {}
|
_menu_items = {}
|
||||||
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(_menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
|
||||||
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
|
table.insert(_menu_items, {label = "Save Game", decision = MenuWindow.save_game})
|
||||||
end
|
end
|
||||||
|
|
||||||
table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game})
|
table.insert(_menu_items, {label = "New Game", decision = MenuWindow.new_game})
|
||||||
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game})
|
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
|
||||||
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration})
|
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
|
||||||
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
|
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
|
||||||
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
|
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
|
||||||
|
|
||||||
Context.selected_menu_item = 1 end
|
Context.current_menu_item = 1
|
||||||
|
end
|
||||||
|
|||||||
@@ -1,67 +1,23 @@
|
|||||||
function MinigameDDRWindow.init()
|
--- Initializes DDR minigame state.
|
||||||
-- Calculate evenly spaced arrow positions
|
-- @param params table Optional parameters for configuration.
|
||||||
local arrow_size = 12
|
function MinigameDDRWindow.init(params)
|
||||||
local arrow_spacing = 30
|
Context.minigame_ddr = Minigame.configure_ddr(params)
|
||||||
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
|
|
||||||
local start_x = (Config.screen.width - total_width) / 2
|
|
||||||
Context.minigame_ddr = {
|
|
||||||
-- Progress bar (matching button mash style)
|
|
||||||
bar_fill = 0, -- 0 to 100
|
|
||||||
max_fill = 100,
|
|
||||||
fill_per_hit = 10, -- Points gained per perfect hit
|
|
||||||
miss_penalty = 5, -- Points lost per miss
|
|
||||||
bar_x = 20,
|
|
||||||
bar_y = 10,
|
|
||||||
bar_width = 200,
|
|
||||||
bar_height = 12,
|
|
||||||
-- Arrow settings
|
|
||||||
arrow_size = arrow_size,
|
|
||||||
arrow_spawn_timer = 0,
|
|
||||||
arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
|
|
||||||
arrow_fall_speed = 1.5, -- Pixels per frame
|
|
||||||
arrows = {}, -- Active falling arrows {dir, x, y}
|
|
||||||
-- Target arrows at bottom (evenly spaced, centered on screen)
|
|
||||||
target_y = 115, -- Y position of target arrows
|
|
||||||
target_arrows = {
|
|
||||||
{dir = "left", x = start_x},
|
|
||||||
{dir = "down", x = start_x + arrow_size + arrow_spacing},
|
|
||||||
{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
|
|
||||||
{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
|
|
||||||
},
|
|
||||||
-- Hit detection
|
|
||||||
hit_threshold = 8, -- Pixels of tolerance for perfect hit
|
|
||||||
button_pressed_timers = {}, -- Visual feedback per arrow
|
|
||||||
button_press_duration = 8,
|
|
||||||
-- Input cooldown per direction
|
|
||||||
input_cooldowns = {
|
|
||||||
left = 0,
|
|
||||||
down = 0,
|
|
||||||
up = 0,
|
|
||||||
right = 0
|
|
||||||
},
|
|
||||||
input_cooldown_duration = 10,
|
|
||||||
-- Song/Pattern system
|
|
||||||
frame_counter = 0, -- Tracks frames since start
|
|
||||||
current_song = nil, -- Current song data
|
|
||||||
pattern_index = 1, -- Current position in pattern
|
|
||||||
use_pattern = false, -- If true, use song pattern; if false, use random spawning
|
|
||||||
return_window = WINDOW_GAME
|
|
||||||
}
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function MinigameDDRWindow.start(return_window, song_key)
|
--- Starts the DDR minigame.
|
||||||
MinigameDDRWindow.init()
|
-- @param return_window string The window ID to return to after the minigame.
|
||||||
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
|
-- @param[opt] song_key string The key of the song to play.
|
||||||
-- Debug: Store song_key for display
|
-- @param[opt] params table Optional parameters for minigame configuration.
|
||||||
|
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
|
Context.minigame_ddr.debug_song_key = song_key
|
||||||
-- Load song pattern if specified
|
|
||||||
if song_key and Songs and Songs[song_key] then
|
if song_key and Songs and Songs[song_key] then
|
||||||
Context.minigame_ddr.current_song = Songs[song_key]
|
Context.minigame_ddr.current_song = Songs[song_key]
|
||||||
Context.minigame_ddr.use_pattern = true
|
Context.minigame_ddr.use_pattern = true
|
||||||
Context.minigame_ddr.pattern_index = 1
|
Context.minigame_ddr.pattern_index = 1
|
||||||
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
|
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
|
||||||
else
|
else
|
||||||
-- Default to random spawning
|
|
||||||
Context.minigame_ddr.use_pattern = false
|
Context.minigame_ddr.use_pattern = false
|
||||||
if song_key then
|
if song_key then
|
||||||
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
|
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
|
||||||
@@ -69,24 +25,24 @@ function MinigameDDRWindow.start(return_window, song_key)
|
|||||||
Context.minigame_ddr.debug_status = "Random mode"
|
Context.minigame_ddr.debug_status = "Random mode"
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
Context.active_window = WINDOW_MINIGAME_DDR
|
Window.set_current("minigame_ddr")
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Spawn a new arrow (random direction)
|
--- Spawns a random arrow.
|
||||||
local function spawn_arrow()
|
local function spawn_arrow()
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
local target = mg.target_arrows[math.random(1, 4)]
|
local target = mg.target_arrows[math.random(1, 4)]
|
||||||
table.insert(mg.arrows, {
|
table.insert(mg.arrows, {
|
||||||
dir = target.dir,
|
dir = target.dir,
|
||||||
x = target.x,
|
x = target.x,
|
||||||
y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar
|
y = mg.bar_y + mg.bar_height + 10
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Spawn an arrow with specific direction
|
--- Spawns an arrow in a specific direction.
|
||||||
|
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
|
||||||
local function spawn_arrow_dir(direction)
|
local function spawn_arrow_dir(direction)
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
-- Find the target arrow for this direction
|
|
||||||
for _, target in ipairs(mg.target_arrows) do
|
for _, target in ipairs(mg.target_arrows) do
|
||||||
if target.dir == direction then
|
if target.dir == direction then
|
||||||
table.insert(mg.arrows, {
|
table.insert(mg.arrows, {
|
||||||
@@ -99,116 +55,107 @@ local function spawn_arrow_dir(direction)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Check if arrow is close enough for a hit
|
--- Checks if an arrow is hit.
|
||||||
|
-- @param arrow table The arrow data.
|
||||||
|
-- @return boolean True if the arrow is hit, false otherwise.
|
||||||
local function check_hit(arrow)
|
local function check_hit(arrow)
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
local distance = math.abs(arrow.y - mg.target_y)
|
local distance = math.abs(arrow.y - mg.target_y)
|
||||||
return distance <= mg.hit_threshold
|
return distance <= mg.hit_threshold
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Check if arrow has passed the target
|
--- Checks if an arrow is missed.
|
||||||
|
-- @param arrow table The arrow data.
|
||||||
|
-- @return boolean True if the arrow is missed, false otherwise.
|
||||||
local function check_miss(arrow)
|
local function check_miss(arrow)
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
return arrow.y > mg.target_y + mg.hit_threshold
|
return arrow.y > mg.target_y + mg.hit_threshold
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Draw a single arrow sprite
|
--- Draws an arrow.
|
||||||
|
-- @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 function draw_arrow(x, y, direction, color)
|
||||||
local size = 12
|
local size = 12
|
||||||
local half = size / 2
|
local half = size / 2
|
||||||
-- Draw arrow shape based on direction
|
|
||||||
if direction == "left" then
|
if direction == "left" then
|
||||||
-- Triangle pointing left
|
|
||||||
tri(x + half, y, x, y + half, x + half, y + size, color)
|
tri(x + half, y, x, y + half, x + half, y + size, color)
|
||||||
rect(x + half, y + half - 2, half, 4, color)
|
rect(x + half, y + half - 2, half, 4, color)
|
||||||
elseif direction == "right" then
|
elseif direction == "right" then
|
||||||
-- Triangle pointing right
|
|
||||||
tri(x + half, y, x + size, y + half, x + half, y + size, color)
|
tri(x + half, y, x + size, y + half, x + half, y + size, color)
|
||||||
rect(x, y + half - 2, half, 4, color)
|
rect(x, y + half - 2, half, 4, color)
|
||||||
elseif direction == "up" then
|
elseif direction == "up" then
|
||||||
-- Triangle pointing up
|
|
||||||
tri(x, y + half, x + half, y, x + size, y + half, color)
|
tri(x, y + half, x + half, y, x + size, y + half, color)
|
||||||
rect(x + half - 2, y + half, 4, half, color)
|
rect(x + half - 2, y + half, 4, half, color)
|
||||||
elseif direction == "down" then
|
elseif direction == "down" then
|
||||||
-- Triangle pointing down
|
|
||||||
tri(x, y + half, x + half, y + size, x + size, y + half, color)
|
tri(x, y + half, x + half, y + size, x + size, y + half, color)
|
||||||
rect(x + half - 2, y, 4, half, color)
|
rect(x + half - 2, y, 4, half, color)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates DDR minigame logic.
|
||||||
function MinigameDDRWindow.update()
|
function MinigameDDRWindow.update()
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
-- Check for completion (bar filled to 100%)
|
|
||||||
if mg.bar_fill >= mg.max_fill then
|
if mg.bar_fill >= mg.max_fill then
|
||||||
Context.active_window = mg.return_window
|
Meter.on_minigame_complete()
|
||||||
|
Meter.show()
|
||||||
|
Window.set_current(mg.return_window)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
-- Increment frame counter
|
|
||||||
mg.frame_counter = mg.frame_counter + 1
|
mg.frame_counter = mg.frame_counter + 1
|
||||||
-- Check if song has ended (pattern mode only)
|
|
||||||
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
|
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
|
||||||
-- Song has ended if we've passed the end frame AND all arrows are cleared
|
|
||||||
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
|
||||||
-- Song complete! Return to previous window
|
Meter.on_minigame_complete()
|
||||||
Context.active_window = mg.return_window
|
Meter.show()
|
||||||
|
Window.set_current(mg.return_window)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Spawn arrows based on mode (pattern or random)
|
|
||||||
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
|
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
|
||||||
-- Pattern-based spawning (synced to song)
|
|
||||||
local pattern = mg.current_song.pattern
|
local pattern = mg.current_song.pattern
|
||||||
-- Check if current frame matches any pattern entry
|
|
||||||
while mg.pattern_index <= #pattern do
|
while mg.pattern_index <= #pattern do
|
||||||
local spawn_entry = pattern[mg.pattern_index]
|
local spawn_entry = pattern[mg.pattern_index]
|
||||||
if mg.frame_counter >= spawn_entry.frame then
|
if mg.frame_counter >= spawn_entry.frame then
|
||||||
-- Time to spawn this arrow!
|
|
||||||
spawn_arrow_dir(spawn_entry.dir)
|
spawn_arrow_dir(spawn_entry.dir)
|
||||||
mg.pattern_index = mg.pattern_index + 1
|
mg.pattern_index = mg.pattern_index + 1
|
||||||
else
|
else
|
||||||
-- Not time yet, break the loop
|
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
-- Random spawning mode (original behavior)
|
|
||||||
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
|
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
|
||||||
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
|
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
|
||||||
spawn_arrow()
|
spawn_arrow()
|
||||||
mg.arrow_spawn_timer = 0
|
mg.arrow_spawn_timer = 0
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Update falling arrows
|
|
||||||
local arrows_to_remove = {}
|
local arrows_to_remove = {}
|
||||||
for i, arrow in ipairs(mg.arrows) do
|
for i, arrow in ipairs(mg.arrows) do
|
||||||
arrow.y = arrow.y + mg.arrow_fall_speed
|
arrow.y = arrow.y + mg.arrow_fall_speed
|
||||||
-- Check if arrow went off-screen (miss)
|
|
||||||
if check_miss(arrow) then
|
if check_miss(arrow) then
|
||||||
table.insert(arrows_to_remove, i)
|
table.insert(arrows_to_remove, i)
|
||||||
-- Penalty for missing
|
|
||||||
mg.bar_fill = mg.bar_fill - mg.miss_penalty
|
mg.bar_fill = mg.bar_fill - mg.miss_penalty
|
||||||
if mg.bar_fill < 0 then
|
if mg.bar_fill < 0 then
|
||||||
mg.bar_fill = 0
|
mg.bar_fill = 0
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Remove off-screen arrows (iterate backwards to avoid index issues)
|
-- iterate backwards to avoid index shift issues
|
||||||
for i = #arrows_to_remove, 1, -1 do
|
for i = #arrows_to_remove, 1, -1 do
|
||||||
table.remove(mg.arrows, arrows_to_remove[i])
|
table.remove(mg.arrows, arrows_to_remove[i])
|
||||||
end
|
end
|
||||||
-- Update input cooldowns
|
|
||||||
for dir, _ in pairs(mg.input_cooldowns) do
|
for dir, _ in pairs(mg.input_cooldowns) do
|
||||||
if mg.input_cooldowns[dir] > 0 then
|
if mg.input_cooldowns[dir] > 0 then
|
||||||
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
|
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Update button press timers
|
|
||||||
for dir, _ in pairs(mg.button_pressed_timers) do
|
for dir, _ in pairs(mg.button_pressed_timers) do
|
||||||
if mg.button_pressed_timers[dir] > 0 then
|
if mg.button_pressed_timers[dir] > 0 then
|
||||||
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
|
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Check for arrow key inputs
|
|
||||||
local input_map = {
|
local input_map = {
|
||||||
left = Input.left(),
|
left = Input.left(),
|
||||||
down = Input.down(),
|
down = Input.down(),
|
||||||
@@ -219,11 +166,9 @@ function MinigameDDRWindow.update()
|
|||||||
if pressed and mg.input_cooldowns[dir] == 0 then
|
if pressed and mg.input_cooldowns[dir] == 0 then
|
||||||
mg.input_cooldowns[dir] = mg.input_cooldown_duration
|
mg.input_cooldowns[dir] = mg.input_cooldown_duration
|
||||||
mg.button_pressed_timers[dir] = mg.button_press_duration
|
mg.button_pressed_timers[dir] = mg.button_press_duration
|
||||||
-- Check if any arrow matches this direction and is in hit range
|
|
||||||
local hit = false
|
local hit = false
|
||||||
for i, arrow in ipairs(mg.arrows) do
|
for i, arrow in ipairs(mg.arrows) do
|
||||||
if arrow.dir == dir and check_hit(arrow) then
|
if arrow.dir == dir and check_hit(arrow) then
|
||||||
-- Perfect hit!
|
|
||||||
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
|
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
|
||||||
if mg.bar_fill > mg.max_fill then
|
if mg.bar_fill > mg.max_fill then
|
||||||
mg.bar_fill = mg.max_fill
|
mg.bar_fill = mg.max_fill
|
||||||
@@ -233,7 +178,6 @@ function MinigameDDRWindow.update()
|
|||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- If pressed but no arrow to hit, apply small penalty
|
|
||||||
if not hit then
|
if not hit then
|
||||||
mg.bar_fill = mg.bar_fill - 2
|
mg.bar_fill = mg.bar_fill - 2
|
||||||
if mg.bar_fill < 0 then
|
if mg.bar_fill < 0 then
|
||||||
@@ -244,43 +188,36 @@ function MinigameDDRWindow.update()
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws DDR minigame.
|
||||||
function MinigameDDRWindow.draw()
|
function MinigameDDRWindow.draw()
|
||||||
local mg = Context.minigame_ddr
|
local mg = Context.minigame_ddr
|
||||||
-- Safety check
|
|
||||||
if not mg then
|
if not mg then
|
||||||
cls(0)
|
cls(0)
|
||||||
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||||
print("Press Z to return", 10, 20, 12)
|
print("Press Z to return", 10, 20, 12)
|
||||||
if Input.select() then
|
if Input.select() then
|
||||||
Context.active_window = WINDOW_GAME
|
Window.set_current("game")
|
||||||
end
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
-- Draw the underlying window first (for overlay effect)
|
if mg.return_window == "game" then
|
||||||
if mg.return_window == WINDOW_GAME then
|
|
||||||
GameWindow.draw()
|
GameWindow.draw()
|
||||||
end
|
end
|
||||||
-- Draw semi-transparent overlay background
|
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||||
-- Draw progress bar background
|
|
||||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
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)
|
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||||
-- Draw progress bar fill
|
|
||||||
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
||||||
if fill_width > 0 then
|
if fill_width > 0 then
|
||||||
-- Color changes as bar fills
|
|
||||||
local bar_color = Config.colors.green
|
local bar_color = Config.colors.green
|
||||||
if mg.bar_fill > 66 then
|
if mg.bar_fill > 66 then
|
||||||
bar_color = Config.colors.item -- yellow
|
bar_color = Config.colors.item
|
||||||
elseif mg.bar_fill > 33 then
|
elseif mg.bar_fill > 33 then
|
||||||
bar_color = Config.colors.bar
|
bar_color = Config.colors.blue
|
||||||
end
|
end
|
||||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||||
end
|
end
|
||||||
-- Draw progress percentage
|
|
||||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
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)
|
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||||
-- Draw target arrows at bottom (light grey when not pressed)
|
|
||||||
if mg.target_arrows then
|
if mg.target_arrows then
|
||||||
for _, target in ipairs(mg.target_arrows) do
|
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 is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
|
||||||
@@ -288,15 +225,12 @@ function MinigameDDRWindow.draw()
|
|||||||
draw_arrow(target.x, mg.target_y, target.dir, color)
|
draw_arrow(target.x, mg.target_y, target.dir, color)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Draw falling arrows (blue)
|
|
||||||
if mg.arrows then
|
if mg.arrows then
|
||||||
for _, arrow in ipairs(mg.arrows) do
|
for _, arrow in ipairs(mg.arrows) do
|
||||||
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.bar) -- blue color
|
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Draw instruction text
|
|
||||||
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||||
-- Debug info (large and visible)
|
|
||||||
local debug_y = 60
|
local debug_y = 60
|
||||||
if mg.debug_status then
|
if mg.debug_status then
|
||||||
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||||
@@ -318,6 +252,6 @@ function MinigameDDRWindow.draw()
|
|||||||
)
|
)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar)
|
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -1,96 +1,73 @@
|
|||||||
function MinigameButtonMashWindow.init()
|
--- Initializes button mash minigame state.
|
||||||
Context.minigame_button_mash = {
|
-- @param params table Optional parameters for configuration.
|
||||||
bar_fill = 0, -- 0 to 100
|
function MinigameButtonMashWindow.init(params)
|
||||||
max_fill = 100,
|
Context.minigame_button_mash = Minigame.configure_button_mash(params)
|
||||||
fill_per_press = 8,
|
|
||||||
base_degradation = 0.15, -- Base degradation per frame
|
|
||||||
degradation_multiplier = 0.006, -- Increases with bar fill
|
|
||||||
button_pressed_timer = 0, -- Visual feedback timer
|
|
||||||
button_press_duration = 8, -- Frames to show button press
|
|
||||||
return_window = WINDOW_GAME, -- Window to return to after completion
|
|
||||||
bar_x = 20,
|
|
||||||
bar_y = 10,
|
|
||||||
bar_width = 200,
|
|
||||||
bar_height = 12,
|
|
||||||
button_x = 20,
|
|
||||||
button_y = 110,
|
|
||||||
button_size = 12
|
|
||||||
}
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function MinigameButtonMashWindow.start(return_window)
|
--- Starts the button mash minigame.
|
||||||
MinigameButtonMashWindow.init()
|
-- @param return_window string The window ID to return to after the minigame.
|
||||||
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
|
-- @param[opt] params table Optional parameters for minigame configuration.
|
||||||
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
|
function MinigameButtonMashWindow.start(return_window, params)
|
||||||
|
MinigameButtonMashWindow.init(params)
|
||||||
|
Context.minigame_button_mash.return_window = return_window or "game"
|
||||||
|
Window.set_current("minigame_button_mash")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates button mash minigame logic.
|
||||||
function MinigameButtonMashWindow.update()
|
function MinigameButtonMashWindow.update()
|
||||||
local mg = Context.minigame_button_mash
|
local mg = Context.minigame_button_mash
|
||||||
-- Check for Z button press
|
|
||||||
if Input.select() then
|
if Input.select() then
|
||||||
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
||||||
mg.button_pressed_timer = mg.button_press_duration
|
mg.button_pressed_timer = mg.button_press_duration
|
||||||
-- Clamp to max
|
|
||||||
if mg.bar_fill > mg.max_fill then
|
if mg.bar_fill > mg.max_fill then
|
||||||
mg.bar_fill = mg.max_fill
|
mg.bar_fill = mg.max_fill
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Check if bar is full (completed)
|
|
||||||
if mg.bar_fill >= mg.max_fill then
|
if mg.bar_fill >= mg.max_fill then
|
||||||
Context.active_window = mg.return_window
|
Meter.on_minigame_complete()
|
||||||
|
Meter.show()
|
||||||
|
Window.set_current(mg.return_window)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
-- Automatic degradation (increases with bar fill level)
|
|
||||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||||
mg.bar_fill = mg.bar_fill - degradation
|
mg.bar_fill = mg.bar_fill - degradation
|
||||||
-- Clamp to minimum
|
|
||||||
if mg.bar_fill < 0 then
|
if mg.bar_fill < 0 then
|
||||||
mg.bar_fill = 0
|
mg.bar_fill = 0
|
||||||
end
|
end
|
||||||
-- Update button press timer
|
|
||||||
if mg.button_pressed_timer > 0 then
|
if mg.button_pressed_timer > 0 then
|
||||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws button mash minigame.
|
||||||
function MinigameButtonMashWindow.draw()
|
function MinigameButtonMashWindow.draw()
|
||||||
local mg = Context.minigame_button_mash
|
local mg = Context.minigame_button_mash
|
||||||
-- Draw the underlying window first (for overlay effect)
|
if mg.return_window == "game" then
|
||||||
if mg.return_window == WINDOW_GAME then
|
|
||||||
GameWindow.draw()
|
GameWindow.draw()
|
||||||
end
|
end
|
||||||
-- Draw semi-transparent overlay background
|
|
||||||
-- Draw darker rectangles to create overlay effect
|
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||||
-- Draw progress bar background
|
|
||||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
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)
|
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||||
-- Draw progress bar fill
|
|
||||||
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
|
||||||
if fill_width > 0 then
|
if fill_width > 0 then
|
||||||
-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
|
|
||||||
local bar_color = Config.colors.green
|
local bar_color = Config.colors.green
|
||||||
if mg.bar_fill > 66 then
|
if mg.bar_fill > 66 then
|
||||||
bar_color = Config.colors.item -- yellow
|
bar_color = Config.colors.item
|
||||||
elseif mg.bar_fill > 33 then
|
elseif mg.bar_fill > 33 then
|
||||||
bar_color = Config.colors.bar -- medium color
|
bar_color = Config.colors.blue
|
||||||
end
|
end
|
||||||
rect(mg.bar_x, mg.bar_y, fill_width, bar_color)
|
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||||
end
|
end
|
||||||
-- Draw button indicator
|
|
||||||
local button_color = Config.colors.light_grey
|
local button_color = Config.colors.light_grey
|
||||||
if mg.button_pressed_timer > 0 then
|
if mg.button_pressed_timer > 0 then
|
||||||
button_color = Config.colors.green -- Highlight when pressed
|
button_color = Config.colors.green
|
||||||
end
|
end
|
||||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||||
if mg.button_pressed_timer > 0 then
|
if mg.button_pressed_timer > 0 then
|
||||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||||
end
|
end
|
||||||
-- Draw Z text in the button
|
|
||||||
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
|
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
|
||||||
-- Draw instruction text
|
|
||||||
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||||
-- Draw progress percentage
|
|
||||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
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)
|
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||||
end
|
end
|
||||||
@@ -1,44 +1,22 @@
|
|||||||
function MinigameRhythmWindow.init()
|
--- Initializes rhythm minigame state.
|
||||||
Context.minigame_rhythm = {
|
-- @param params table Optional parameters for configuration.
|
||||||
line_position = 0, -- Normalized position (0 to 1)
|
function MinigameRhythmWindow.init(params)
|
||||||
line_speed = 0.015, -- Movement speed per frame
|
Context.minigame_rhythm = Minigame.configure_rhythm(params)
|
||||||
line_direction = 1, -- 1 for left-to-right, -1 for right-to-left
|
|
||||||
target_center = 0.5, -- Center of target area (middle of bar)
|
|
||||||
target_width = 0.3, -- Width of target area (normalized)
|
|
||||||
initial_target_width = 0.3,
|
|
||||||
min_target_width = 0.08, -- Minimum width to keep game possible
|
|
||||||
target_shrink_rate = 0.9, -- Multiplier per successful hit (0.9 = 10% shrink)
|
|
||||||
score = 0,
|
|
||||||
max_score = 10,
|
|
||||||
button_pressed_timer = 0,
|
|
||||||
button_press_duration = 10,
|
|
||||||
return_window = WINDOW_GAME,
|
|
||||||
-- Visual layout (match button mash minigame dimensions)
|
|
||||||
bar_x = 20,
|
|
||||||
bar_y = 10,
|
|
||||||
bar_width = 200,
|
|
||||||
bar_height = 12,
|
|
||||||
-- Button indicator
|
|
||||||
button_x = 210,
|
|
||||||
button_y = 110,
|
|
||||||
button_size = 10,
|
|
||||||
-- Cooldown to prevent multiple presses in one frame
|
|
||||||
press_cooldown = 0,
|
|
||||||
press_cooldown_duration = 15
|
|
||||||
}
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function MinigameRhythmWindow.start(return_window)
|
--- Starts the rhythm minigame.
|
||||||
MinigameRhythmWindow.init()
|
-- @param return_window string The window ID to return to after the minigame.
|
||||||
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
|
-- @param[opt] params table Optional parameters for minigame configuration.
|
||||||
Context.active_window = WINDOW_MINIGAME_RHYTHM
|
function MinigameRhythmWindow.start(return_window, params)
|
||||||
|
MinigameRhythmWindow.init(params)
|
||||||
|
Context.minigame_rhythm.return_window = return_window or "game"
|
||||||
|
Window.set_current("minigame_rhythm")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Updates rhythm minigame logic.
|
||||||
function MinigameRhythmWindow.update()
|
function MinigameRhythmWindow.update()
|
||||||
local mg = Context.minigame_rhythm
|
local mg = Context.minigame_rhythm
|
||||||
-- Move the line across the bar (bidirectional)
|
|
||||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||||
-- Reverse direction when reaching either end
|
|
||||||
if mg.line_position > 1 then
|
if mg.line_position > 1 then
|
||||||
mg.line_position = 1
|
mg.line_position = 1
|
||||||
mg.line_direction = -1
|
mg.line_direction = -1
|
||||||
@@ -46,87 +24,69 @@ function MinigameRhythmWindow.update()
|
|||||||
mg.line_position = 0
|
mg.line_position = 0
|
||||||
mg.line_direction = 1
|
mg.line_direction = 1
|
||||||
end
|
end
|
||||||
-- Decrease cooldown timer
|
|
||||||
if mg.press_cooldown > 0 then
|
if mg.press_cooldown > 0 then
|
||||||
mg.press_cooldown = mg.press_cooldown - 1
|
mg.press_cooldown = mg.press_cooldown - 1
|
||||||
end
|
end
|
||||||
-- Check for Z button press (only if cooldown expired)
|
|
||||||
if Input.select() and mg.press_cooldown == 0 then
|
if Input.select() and mg.press_cooldown == 0 then
|
||||||
mg.button_pressed_timer = mg.button_press_duration
|
mg.button_pressed_timer = mg.button_press_duration
|
||||||
mg.press_cooldown = mg.press_cooldown_duration
|
mg.press_cooldown = mg.press_cooldown_duration
|
||||||
-- Calculate if line is within target area
|
|
||||||
local target_left = mg.target_center - (mg.target_width / 2)
|
local target_left = mg.target_center - (mg.target_width / 2)
|
||||||
local target_right = 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
|
if mg.line_position >= target_left and mg.line_position <= target_right then
|
||||||
-- HIT! Award point
|
|
||||||
mg.score = mg.score + 1
|
mg.score = mg.score + 1
|
||||||
else
|
else
|
||||||
-- MISS! Deduct point (but not below 0)
|
|
||||||
mg.score = mg.score - 1
|
mg.score = mg.score - 1
|
||||||
if mg.score < 0 then
|
if mg.score < 0 then
|
||||||
mg.score = 0
|
mg.score = 0
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Calculate target width dynamically based on score
|
|
||||||
-- Each point shrinks by 10%, so reverse the formula
|
|
||||||
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
|
mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
|
||||||
if mg.target_width < mg.min_target_width then
|
if mg.target_width < mg.min_target_width then
|
||||||
mg.target_width = mg.min_target_width
|
mg.target_width = mg.min_target_width
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Check win condition
|
|
||||||
if mg.score >= mg.max_score then
|
if mg.score >= mg.max_score then
|
||||||
Context.active_window = mg.return_window
|
Meter.on_minigame_complete()
|
||||||
|
Meter.show()
|
||||||
|
Window.set_current(mg.return_window)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
-- Update button press timer
|
|
||||||
if mg.button_pressed_timer > 0 then
|
if mg.button_pressed_timer > 0 then
|
||||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws rhythm minigame.
|
||||||
function MinigameRhythmWindow.draw()
|
function MinigameRhythmWindow.draw()
|
||||||
local mg = Context.minigame_rhythm
|
local mg = Context.minigame_rhythm
|
||||||
-- Draw the underlying window first (for overlay effect)
|
if mg.return_window == "game" then
|
||||||
if mg.return_window == WINDOW_GAME then
|
|
||||||
GameWindow.draw()
|
GameWindow.draw()
|
||||||
end
|
end
|
||||||
-- Draw semi-transparent overlay background
|
|
||||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||||
-- Calculate actual pixel positions
|
|
||||||
-- Draw bar container background
|
|
||||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
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)
|
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||||
-- Draw bar background (empty area)
|
|
||||||
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
|
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
|
||||||
-- Draw target area (highlighted section in middle)
|
|
||||||
local target_left = mg.target_center - (mg.target_width / 2)
|
local target_left = mg.target_center - (mg.target_width / 2)
|
||||||
local target_x = mg.bar_x + (target_left * mg.bar_width)
|
local target_x = mg.bar_x + (target_left * mg.bar_width)
|
||||||
local target_width_pixels = mg.target_width * mg.bar_width
|
local target_width_pixels = mg.target_width * mg.bar_width
|
||||||
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
|
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
|
||||||
-- Draw the moving line
|
|
||||||
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
|
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
|
||||||
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line
|
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
|
||||||
-- Draw score text
|
|
||||||
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
|
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(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
|
||||||
-- Draw instruction text
|
|
||||||
Print.text_center(
|
Print.text_center(
|
||||||
"Press Z when line is in green!",
|
"Press Z when line is in green!",
|
||||||
Config.screen.width / 2,
|
Config.screen.width / 2,
|
||||||
mg.bar_y + mg.bar_height + 20,
|
mg.bar_y + mg.bar_height + 20,
|
||||||
Config.colors.light_grey
|
Config.colors.light_grey
|
||||||
)
|
)
|
||||||
-- Draw button indicator in bottom-right corner
|
|
||||||
local button_color = Config.colors.light_grey
|
local button_color = Config.colors.light_grey
|
||||||
if mg.button_pressed_timer > 0 then
|
if mg.button_pressed_timer > 0 then
|
||||||
button_color = Config.colors.green -- Highlight when pressed
|
button_color = Config.colors.green
|
||||||
end
|
end
|
||||||
-- Draw button circle
|
|
||||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||||
if mg.button_pressed_timer > 0 then
|
if mg.button_pressed_timer > 0 then
|
||||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||||
end
|
end
|
||||||
-- Draw Z text in the button
|
|
||||||
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
||||||
end
|
end
|
||||||
@@ -5,21 +5,32 @@ 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
|
||||||
|
|
||||||
|
--- Displays a popup window.
|
||||||
|
-- @param content_strings table A table of strings to display in the popup.
|
||||||
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 {}
|
||||||
|
GameWindow.set_state("popup")
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Hides the popup window.
|
||||||
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 = {}
|
||||||
|
GameWindow.set_state("game")
|
||||||
|
end
|
||||||
|
|
||||||
|
--- Updates popup window logic.
|
||||||
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
|
||||||
|
PopupWindow.hide()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
--- Draws the popup window.
|
||||||
function PopupWindow.draw()
|
function PopupWindow.draw()
|
||||||
if Context.popup.show then
|
if Context.popup.show then
|
||||||
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
|
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
|
||||||
|
|||||||
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 +1,14 @@
|
|||||||
|
--- Draws the splash window.
|
||||||
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.
|
||||||
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