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Author SHA1 Message Date
76964f872d docs
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2026-02-22 00:30:12 +01:00
3b137fd48e docs make target 2026-02-21 23:44:03 +01:00
0b25ecc793 set window objects to global
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2026-02-21 23:18:42 +01:00
f08e4ad1d4 Merge pull request 'sprite handling' (#10) from feature/sprite-handling into master
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Reviewed-on: #10
2026-02-21 22:13:31 +00:00
9ae6c12582 sprite handling
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2026-02-21 23:12:46 +01:00
4e35cd4bd3 Merge pull request 'situation handling' (#9) from feature/situation-handling into master
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Reviewed-on: #9
2026-02-21 21:34:10 +00:00
ed2354b0fa situation handling
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2026-02-21 22:33:24 +01:00
7854dc8a9f situation handling
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2026-02-21 22:33:01 +01:00
3b9b67e2fa Merge pull request 'remove manager postfixes' (#8) from feature-remove-manager-postfixes into master
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Reviewed-on: #8
2026-02-21 20:36:29 +00:00
1a4565428d remove manager postfixes
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2026-02-21 21:35:48 +01:00
f02bb75e4f Merge pull request 'feat/imp-28-context-minigame-meter-table' (#7) from feat/imp-28-context-minigame-meter-table into master
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Reviewed-on: #7
2026-02-18 22:24:11 +00:00
Zoltan Timar
e0c3b446af fix: make lint
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2026-02-18 23:07:22 +01:00
Zoltan Timar
8832b6c833 feat: added meters, changed colors, removed unnecessary comments 2026-02-18 22:58:14 +01:00
Zoltan Timar
9014e36014 feat: moved minigames to their separate context
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2026-02-18 21:43:16 +01:00
Zoltan Timar
7b263bb454 fix: desition -> decision
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2026-02-18 21:42:40 +01:00
0640964ee4 Merge pull request 'feature/background-manager' (#6) from feature/background-manager into master
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Reviewed-on: #6
2026-02-18 18:29:51 +00:00
52 changed files with 892 additions and 373 deletions

View File

@@ -3,19 +3,35 @@
globals = { globals = {
"Util", "Util",
"DesitionManager", "Decision",
"ScreenManager", "Situation",
"Screen",
"Sprite",
"UI", "UI",
"Print", "Print",
"Input", "Input",
"Audio", "Audio",
"Config",
"Context", "Context",
"Meters",
"Minigames",
"SplashWindow",
"IntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
"ConfigurationWindow",
"AudioTestWindow",
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"mset", "mset",
"mget", "mget",
"btnp", "btnp",
"keyp", "keyp",
"music", "music",
"sfx", "sfx",
"spr",
"rect", "rect",
"rectb", "rectb",
"circ", "circ",
@@ -30,7 +46,7 @@ globals = {
"exit", "exit",
"trace", "trace",
"index_menu", "index_menu",
"MapManager", "Map",
"map", "map",
} }

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@@ -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); \
@@ -203,7 +204,22 @@ 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> #-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100 #-- 000:224578acdeeeeddcba95434567653100

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@@ -1,17 +1,24 @@
meta/meta.header.lua meta/meta.header.lua
init/init.modules.lua init/init.modules.lua
init/init.config.lua init/init.config.lua
init/init.minigames.lua
init/init.meters.lua
system/system.util.lua system/system.util.lua
init/init.windows.lua init/init.windows.lua
desition/desition.manager.lua sprite/sprite.manager.lua
desition/desition.go_to_home.lua sprite/sprite.norman.lua
desition/desition.go_to_toilet.lua situation/situation.manager.lua
desition/desition.go_to_walking_to_office.lua situation/situation.drink_coffee.lua
desition/desition.go_to_office.lua decision/decision.manager.lua
desition/desition.go_to_walking_to_home.lua decision/decision.have_a_coffee.lua
desition/desition.play_button_mash.lua decision/decision.go_to_home.lua
desition/desition.play_rhythm.lua decision/decision.go_to_toilet.lua
desition/desition.play_ddr.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

View File

@@ -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 = {}

View File

@@ -1,4 +1,4 @@
DesitionManager.register({ Decision.register({
id = "go_to_home", id = "go_to_home",
label = "Go to Home", label = "Go to Home",
handle = function() handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({ Decision.register({
id = "go_to_office", id = "go_to_office",
label = "Go to Office", label = "Go to Office",
handle = function() handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({ Decision.register({
id = "go_to_toilet", id = "go_to_toilet",
label = "Go to Toilet", label = "Go to Toilet",
handle = function() handle = function()

View File

@@ -1,4 +1,4 @@
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()

View File

@@ -1,4 +1,4 @@
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()

View File

@@ -0,0 +1,8 @@
Decision.register({
id = "have_a_coffee",
label = "Have a Coffee",
handle = function()
Situation.apply("drink_coffee")
end,
condition = function() return true end
})

View File

@@ -0,0 +1,38 @@
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(id)
return _decisions[id]
end
--- Gets all registered decisions.
-- @return table A table of all registered decisions.
function Decision.get_all()
return _decisions
end

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@@ -0,0 +1,6 @@
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -0,0 +1,6 @@
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
condition = function() return true end
})

View File

@@ -0,0 +1,6 @@
Decision.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -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

View File

@@ -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
})

View File

@@ -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
})

View File

@@ -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
})

View File

@@ -7,8 +7,12 @@ local DEFAULT_CONFIG = {
black = 0, black = 0,
light_grey = 13, light_grey = 13,
dark_grey = 14, dark_grey = 14,
red = 2,
green = 6, green = 6,
item = 12 blue = 9,
white = 12,
item = 12,
meter_bg = 12
}, },
player = { player = {
sprite_id = 1 sprite_id = 1
@@ -18,7 +22,8 @@ local DEFAULT_CONFIG = {
} }
} }
local Config = { -- Game configuration settings.
Config = {
screen = DEFAULT_CONFIG.screen, screen = DEFAULT_CONFIG.screen,
colors = DEFAULT_CONFIG.colors, colors = DEFAULT_CONFIG.colors,
player = DEFAULT_CONFIG.player, player = DEFAULT_CONFIG.player,
@@ -30,10 +35,12 @@ 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)
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)
@@ -42,6 +49,7 @@ function Config.load()
end end
end end
--- Restores default configuration settings.
function Config.restore_defaults() function Config.restore_defaults()
Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration Config.timing.splash_duration = DEFAULT_CONFIG.timing.splash_duration
end end

View File

@@ -4,6 +4,8 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
--- Gets initial data for Context.
-- @return table Initial context data.
local function get_initial_data() local function get_initial_data()
return { return {
active_window = WINDOW_SPLASH, active_window = WINDOW_SPLASH,
@@ -39,14 +41,24 @@ on than meets the eye.]]
}, },
menu_items = {}, menu_items = {},
selected_menu_item = 1, selected_menu_item = 1,
selected_desition_index = 1, selected_decision_index = 1,
game_in_progress = false, game_in_progress = false,
screens = {} screens = {},
minigame_ddr = Minigames.get_default_ddr(),
minigame_button_mash = Minigames.get_default_button_mash(),
minigame_rhythm = Minigames.get_default_rhythm(),
meters = Meters.get_initial(),
--- Active sprites.
sprites = {},
--- Current situation ID.
current_situation = nil,
} }
end end
--- Global game context.
Context = {} Context = {}
--- Resets game context to initial state.
local function reset_context_to_initial_state() local function reset_context_to_initial_state()
local initial_data = get_initial_data() local initial_data = get_initial_data()
@@ -63,10 +75,11 @@ local function reset_context_to_initial_state()
Context.screen_indices_by_id = {} Context.screen_indices_by_id = {}
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"} local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id) local screen_data = Screen.get_by_id(screen_id)
if screen_data then if screen_data then
table.insert(Context.screens, screen_data) table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i else Context.screen_indices_by_id[screen_id] = i
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end end
end end
@@ -74,12 +87,15 @@ end
reset_context_to_initial_state() reset_context_to_initial_state()
--- Starts a new game.
function Context.new_game() function Context.new_game()
reset_context_to_initial_state() reset_context_to_initial_state()
Context.game_in_progress = true Context.game_in_progress = true
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
Context.screens[Context.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
@@ -87,6 +103,7 @@ function Context.save_game()
mset(Context.current_screen, SAVE_GAME_CURRENT_SCREEN_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()
@@ -98,4 +115,5 @@ function Context.load_game()
Context.game_in_progress = true Context.game_in_progress = true
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
Context.screens[Context.current_screen].init()
end end

89
inc/init/init.meters.lua Normal file
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@@ -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.
Meters.COLOR_ISM = Config.colors.red
Meters.COLOR_WPM = Config.colors.blue
Meters.COLOR_BM = Config.colors.black
Meters.COLOR_BG = Config.colors.meter_bg
--- Gets initial meter values.
-- @return table A table of initial meter values.
function Meters.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
--- Hides meters.
function Meters.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
--- Shows meters.
function Meters.show()
if Context and Context.meters then Context.meters.hidden = false end
end
--- Gets max meter value.
-- @return number The maximum meter value.
function Meters.get_max()
return METER_MAX
end
--- Gets combo multiplier.
-- @return number The current combo multiplier.
function Meters.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
--- Updates all meters.
function Meters.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
end
--- Adds amount to a meter.
-- @param key string The meter key (e.g., "wpm", "ism", "bm").
-- @param amount number The amount to add.
function Meters.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
if m[key] ~= nil then
m[key] = math.min(METER_MAX, m[key] + amount)
end
end
--- Called on minigame completion.
function Meters.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier())
Meters.add("wpm", gain)
Meters.add("ism", gain)
Meters.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end

127
inc/init/init.minigames.lua Normal file
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@@ -0,0 +1,127 @@
-- Manages minigame configurations and initial states.
Minigames = {}
--- 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 Minigames.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
miss_penalty = 5,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
},
hit_threshold = 8,
button_pressed_timers = {},
button_press_duration = 8,
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
input_cooldown_duration = 10,
frame_counter = 0,
current_song = nil,
pattern_index = 1,
use_pattern = false,
return_window = nil
}
end
--- Gets default button mash minigame configuration.
-- @return table The default button mash minigame configuration.
function Minigames.get_default_button_mash()
return {
bar_fill = 0,
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
}
end
--- Gets default rhythm minigame configuration.
-- @return table The default rhythm minigame configuration.
function Minigames.get_default_rhythm()
return {
line_position = 0,
line_speed = 0.015,
line_direction = 1,
target_center = 0.5,
target_width = 0.3,
initial_target_width = 0.3,
min_target_width = 0.08,
target_shrink_rate = 0.9,
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 210,
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15
}
end
--- Configures DDR minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured DDR minigame state.
function Minigames.configure_ddr(params)
return apply_params(Minigames.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 Minigames.configure_button_mash(params)
return apply_params(Minigames.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 Minigames.configure_rhythm(params)
return apply_params(Minigames.get_default_rhythm(), params)
end

View File

@@ -1,19 +1,22 @@
local SplashWindow = {} SplashWindow = {}
local IntroWindow = {} IntroWindow = {}
local MenuWindow = {} MenuWindow = {}
local GameWindow = {} GameWindow = {}
local PopupWindow = {} PopupWindow = {}
local ConfigurationWindow = {} ConfigurationWindow = {}
local AudioTestWindow = {} AudioTestWindow = {}
local MinigameButtonMashWindow = {} MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {} MinigameRhythmWindow = {}
local MinigameDDRWindow = {} MinigameDDRWindow = {}
Util = {} Util = {}
DesitionManager = {} Meters = {}
ScreenManager = {} Minigames = {}
MapManager = {} Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {} UI = {}
Print = {} Print = {}
Input = {} Input = {}
Sprite = {}
Audio = {} Audio = {}

View File

@@ -1,4 +1,4 @@
MapManager.register({ Map.register({
id = "bedroom", id = "bedroom",
from_x = 0, from_x = 0,
from_y = 0, from_y = 0,

View File

@@ -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

View File

@@ -1,4 +1,4 @@
ScreenManager.register({ Screen.register({
id = "home", id = "home",
name = "Home", name = "Home",
decisions = { decisions = {

View File

@@ -1,20 +1,26 @@
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

View File

@@ -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",
},
}) })

View File

@@ -1,4 +1,4 @@
ScreenManager.register({ Screen.register({
id = "toilet", id = "toilet",
name = "Toilet", name = "Toilet",
decisions = { decisions = {

View File

@@ -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 = {

View File

@@ -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 = {

View File

@@ -0,0 +1,7 @@
Situation.register({
id = "drink_coffee",
handle = function()
Audio.sfx_select()
Sprite.show("norman", 100, 100)
end,
})

View File

@@ -0,0 +1,46 @@
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(id)
return _situations[id]
end
--- Applies a situation.
-- @param id string The situation ID to apply.
function Situation.apply(id)
local situation = Situation.get(id)
if not situation then
trace("Error: No situation found with id: " .. id)
return
end
local current_screen_obj = Screen.get_by_id(Context.current_screen)
if current_screen_obj and not current_screen_obj.situations[id] then
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. Context.current_screen .. ").")
return
end
Context.current_situation = id
situation.handle()
end

View File

@@ -0,0 +1,82 @@
local _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
Context.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)
Context.sprites[id] = nil
end
--- Draws all scheduled sprites.
function Sprite.draw()
for id, params in pairs(Context.sprites) do
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
Context.sprites[id] = nil
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

View 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
}
})

View File

@@ -1,14 +1,27 @@
--- 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.
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

View File

@@ -7,11 +7,21 @@ 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

View File

@@ -44,6 +44,7 @@ local STATE_HANDLERS = {
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
@@ -51,6 +52,7 @@ local function init_game()
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)
@@ -58,4 +60,8 @@ function TIC()
if handler then if handler then
handler() handler()
end end
Meters.update()
if Context.game_in_progress then
UI.draw_meters()
end
end end

View File

@@ -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)

View File

@@ -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 +113,66 @@ 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 = Meters.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meters.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meters.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meters.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meters.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
end
--- 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

View File

@@ -1,14 +1,21 @@
--- Utility functions.
Util = {} 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_index = Context.screen_indices_by_id[screen_id]
if screen_index then if screen_index then
Context.current_screen = screen_index Context.current_screen = screen_index
Context.selected_desition_index = 1 else Context.selected_decision_index = 1 else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"}) PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
end end
end end

View File

@@ -6,11 +6,15 @@ 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()
@@ -21,19 +25,21 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
}, },
{ {
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(WINDOW_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

View File

@@ -3,19 +3,21 @@ 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_decision_item(
"Save", "Save",
function() Config.save() end function() Config.save() end
), ),
UI.create_desition_item( UI.create_decision_item(
"Restore Defaults", "Restore Defaults",
function() Config.restore_defaults() end function() Config.restore_defaults() end
), ),
} }
end end
--- Draws configuration window.
function ConfigurationWindow.draw() function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration") UI.draw_top_bar("Configuration")
@@ -40,7 +42,7 @@ function ConfigurationWindow.draw()
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 == "decision_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
@@ -55,6 +57,7 @@ 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(WINDOW_MENU)
@@ -82,9 +85,9 @@ function ConfigurationWindow.update()
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step) elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
control.set(new_value) control.set(new_value)
end end
elseif control.type == "desition_item" then elseif control.type == "decision_item" then
if Input.menu_confirm() then if Input.menu_confirm() then
control.desition() control.decision()
end end
end end
end end

View File

@@ -1,22 +1,27 @@
--- Draws the game window.
function GameWindow.draw() function GameWindow.draw()
local screen = Context.screens[Context.current_screen] local screen = Context.screens[Context.current_screen]
MapManager.draw(screen.background) Map.draw(screen.background)
UI.draw_top_bar(screen.name) UI.draw_top_bar(screen.name)
if screen and screen.decisions and #screen.decisions > 0 then if screen and screen.decisions and #screen.decisions > 0 then
local available_desitions = {} local available_decisions = {}
for _, desition_id in ipairs(screen.decisions) do for _, decision_id in ipairs(screen.decisions) do
local desition = DesitionManager.get(desition_id) local decision = Decision.get(decision_id)
if desition and desition.condition() then if decision and decision.condition() then
table.insert(available_desitions, desition) table.insert(available_decisions, decision)
end end
end end
if #available_desitions > 0 then if #available_decisions > 0 then
UI.draw_desition_selector(available_desitions, Context.selected_desition_index) UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
end end
end end
Sprite.draw()
end end
--- Updates the game window logic.
function GameWindow.update() function GameWindow.update()
local previous_screen_index = Context.current_screen
if Input.menu_back() then if Input.menu_back() then
Context.active_window = WINDOW_MENU Context.active_window = WINDOW_MENU
MenuWindow.refresh_menu_items() MenuWindow.refresh_menu_items()
@@ -28,41 +33,56 @@ function GameWindow.update()
if Context.current_screen < 1 then if Context.current_screen < 1 then
Context.current_screen = #Context.screens Context.current_screen = #Context.screens
end end
Context.selected_desition_index = 1 elseif Input.down() then Context.selected_decision_index = 1 elseif Input.down() then
Context.current_screen = Context.current_screen + 1 Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then if Context.current_screen > #Context.screens then
Context.current_screen = 1 Context.current_screen = 1
end end
Context.selected_desition_index = 1 end Context.selected_decision_index = 1 end
local screen = Context.screens[Context.current_screen] local screen = Context.screens[Context.current_screen]
screen.update()
if previous_screen_index ~= Context.current_screen then
screen.init()
end
if Context.current_situation then
local current_situation_obj = Situation.get(Context.current_situation)
if current_situation_obj and current_situation_obj.update then
current_situation_obj.update()
end
end
if screen and screen.decisions and #screen.decisions > 0 then if screen and screen.decisions and #screen.decisions > 0 then
local available_desitions = {} local available_decisions = {}
for _, desition_id in ipairs(screen.decisions) do for _, decision_id in ipairs(screen.decisions) do
local desition = DesitionManager.get(desition_id) local decision = Decision.get(decision_id)
if desition and desition.condition() then table.insert(available_desitions, desition) if decision and decision.condition() then table.insert(available_decisions, decision)
end end
end end
if #available_desitions == 0 then return end if #available_decisions == 0 then return end
local new_selected_desition_index = UI.update_desition_selector( local new_selected_decision_index = UI.update_decision_selector(
available_desitions, available_decisions,
Context.selected_desition_index Context.selected_decision_index
) )
if new_selected_desition_index ~= Context.selected_desition_index then if new_selected_decision_index ~= Context.selected_decision_index then
Context.selected_desition_index = new_selected_desition_index Context.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[Context.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 Audio.sfx_select() selected_decision.handle()
end end
end end
end end
end end
--- Sets the active window.
-- @param new_state number The ID of the new active window.
function GameWindow.set_state(new_state) function GameWindow.set_state(new_state)
Context.active_window = new_state Context.active_window = new_state
end end

View File

@@ -1,8 +1,10 @@
--- 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(Context.intro.text, x, Context.intro.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 Context.intro.y = Context.intro.y - Context.intro.speed

View File

@@ -1,60 +1,70 @@
--- 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(Context.menu_items, Context.selected_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.selected_menu_item = UI.update_menu(Context.menu_items, Context.selected_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 = Context.menu_items[Context.selected_menu_item]
if selected_item and selected_item.desition then if selected_item and selected_item.decision then
Audio.sfx_select() 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(WINDOW_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(WINDOW_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() end
--- Resumes the game from the menu.
function MenuWindow.resume_game() function MenuWindow.resume_game()
GameWindow.set_state(WINDOW_GAME) GameWindow.set_state(WINDOW_GAME)
end 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(WINDOW_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(WINDOW_AUDIOTEST)
end end
--- Refreshes menu items.
function MenuWindow.refresh_menu_items() function MenuWindow.refresh_menu_items()
Context.menu_items = {} Context.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(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game}) table.insert(Context.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(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game}) table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration}) table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test}) table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit}) table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.selected_menu_item = 1 end Context.selected_menu_item = 1 end

View File

@@ -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 = Minigames.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 number The window ID to return to after the minigame.
-- @param[opt] song_key string The key of the song to play.
-- @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 WINDOW_GAME Context.minigame_ddr.return_window = return_window or WINDOW_GAME
-- Debug: Store song_key for display
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)
@@ -72,21 +28,21 @@ function MinigameDDRWindow.start(return_window, song_key)
Context.active_window = WINDOW_MINIGAME_DDR Context.active_window = WINDOW_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
Meters.on_minigame_complete()
Meters.show()
Context.active_window = mg.return_window Context.active_window = 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 Meters.on_minigame_complete()
Meters.show()
Context.active_window = mg.return_window Context.active_window = 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
@@ -244,9 +188,9 @@ 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)
@@ -256,31 +200,24 @@ function MinigameDDRWindow.draw()
end end
return return
end end
-- Draw the underlying window first (for overlay effect)
if mg.return_window == 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

View File

@@ -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 = Minigames.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 number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH Context.active_window = WINDOW_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
Meters.on_minigame_complete()
Meters.show()
Context.active_window = mg.return_window Context.active_window = 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 == 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

View File

@@ -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 = Minigames.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 number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_RHYTHM Context.active_window = WINDOW_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
Meters.on_minigame_complete()
Meters.show()
Context.active_window = mg.return_window Context.active_window = 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 == 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

View File

@@ -5,14 +5,18 @@ 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(WINDOW_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(WINDOW_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()
@@ -20,6 +24,7 @@ function PopupWindow.update()
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)

View File

@@ -1,3 +1,4 @@
--- 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 w = #txt * 6
@@ -6,6 +7,7 @@ function SplashWindow.draw()
print(txt, x, y, 12) 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