Compare commits
15 Commits
feature/ba
...
feature/sc
| Author | SHA1 | Date | |
|---|---|---|---|
| 7e1dd28808 | |||
| 0b25ecc793 | |||
| f08e4ad1d4 | |||
| 9ae6c12582 | |||
| 4e35cd4bd3 | |||
| ed2354b0fa | |||
| 7854dc8a9f | |||
| 3b9b67e2fa | |||
| 1a4565428d | |||
| f02bb75e4f | |||
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e0c3b446af | ||
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8832b6c833 | ||
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9014e36014 | ||
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7b263bb454 | ||
| 0640964ee4 |
21
.luacheckrc
21
.luacheckrc
@@ -3,19 +3,34 @@
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globals = {
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"Util",
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"DesitionManager",
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"ScreenManager",
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"Decision",
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"Situation",
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"Screen",
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"Sprite",
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"UI",
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"Print",
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"Input",
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"Audio",
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"Context",
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"Meters",
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"Minigames",
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"SplashWindow",
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"IntroWindow",
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"MenuWindow",
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"GameWindow",
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"PopupWindow",
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"ConfigurationWindow",
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"AudioTestWindow",
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"MinigameButtonMashWindow",
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"MinigameRhythmWindow",
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"MinigameDDRWindow",
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"mset",
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"mget",
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"btnp",
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"keyp",
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"music",
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"sfx",
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"spr",
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"rect",
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"rectb",
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"circ",
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@@ -30,7 +45,7 @@ globals = {
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"exit",
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"trace",
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"index_menu",
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"MapManager",
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"Map",
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"map",
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}
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1
Makefile
1
Makefile
@@ -85,6 +85,7 @@ lint:
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@touch $(LINT_TMP_LUA)
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@line=1; \
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while IFS= read -r f || [ -n "$$f" ]; do \
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f=$$(printf '%s' "$$f" | tr -d '\r'); \
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[ -z "$$f" ] && continue; \
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before=$$(wc -l < $(LINT_TMP_LUA)); \
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cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \
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25
impostor.inc
25
impostor.inc
@@ -1,17 +1,24 @@
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meta/meta.header.lua
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init/init.modules.lua
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init/init.config.lua
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init/init.minigames.lua
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init/init.meters.lua
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system/system.util.lua
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init/init.windows.lua
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desition/desition.manager.lua
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desition/desition.go_to_home.lua
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desition/desition.go_to_toilet.lua
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desition/desition.go_to_walking_to_office.lua
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desition/desition.go_to_office.lua
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desition/desition.go_to_walking_to_home.lua
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desition/desition.play_button_mash.lua
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desition/desition.play_rhythm.lua
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desition/desition.play_ddr.lua
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sprite/sprite.manager.lua
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sprite/sprite.norman.lua
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situation/situation.manager.lua
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situation/situation.drink_coffee.lua
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decision/decision.manager.lua
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decision/decision.have_a_coffee.lua
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decision/decision.go_to_home.lua
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decision/decision.go_to_toilet.lua
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decision/decision.go_to_walking_to_office.lua
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decision/decision.go_to_office.lua
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decision/decision.go_to_walking_to_home.lua
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decision/decision.play_button_mash.lua
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decision/decision.play_rhythm.lua
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decision/decision.play_ddr.lua
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map/map.manager.lua
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map/map.bedroom.lua
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screen/screen.manager.lua
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@@ -1,8 +1,7 @@
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DesitionManager.register({
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Decision.register({
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id = "go_to_home",
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label = "Go to Home",
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handle = function()
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Util.go_to_screen_by_id("home")
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end,
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condition = function() return true end
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})
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@@ -1,8 +1,7 @@
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DesitionManager.register({
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Decision.register({
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id = "go_to_office",
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label = "Go to Office",
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handle = function()
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Util.go_to_screen_by_id("office")
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end,
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condition = function() return true end
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})
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@@ -1,8 +1,7 @@
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DesitionManager.register({
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Decision.register({
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id = "go_to_toilet",
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label = "Go to Toilet",
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handle = function()
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Util.go_to_screen_by_id("toilet")
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end,
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condition = function() return true end
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})
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@@ -1,8 +1,7 @@
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DesitionManager.register({
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Decision.register({
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id = "go_to_walking_to_home",
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label = "Walking to home",
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handle = function()
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Util.go_to_screen_by_id("walking_to_home")
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end,
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condition = function() return true end
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})
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@@ -1,8 +1,7 @@
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DesitionManager.register({
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Decision.register({
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id = "go_to_walking_to_office",
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label = "Walking to office",
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handle = function()
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Util.go_to_screen_by_id("walking_to_office")
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end,
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condition = function() return true end
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})
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7
inc/decision/decision.have_a_coffee.lua
Normal file
7
inc/decision/decision.have_a_coffee.lua
Normal file
@@ -0,0 +1,7 @@
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Decision.register({
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id = "have_a_coffee",
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label = "Have a Coffee",
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handle = function()
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Situation.apply("drink_coffee")
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end,
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})
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31
inc/decision/decision.manager.lua
Normal file
31
inc/decision/decision.manager.lua
Normal file
@@ -0,0 +1,31 @@
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local _decisions = {}
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function Decision.register(decision)
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if not decision or not decision.id then
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PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
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return
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end
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if not decision.label then
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PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
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return
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end
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if not decision.condition then
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decision.condition = function() return true end
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end
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if not decision.handle then
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decision.handle = function() end
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end
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if _decisions[decision.id] then
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trace("Warning: Overwriting decision with id: " .. decision.id)
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end
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_decisions[decision.id] = decision
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end
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function Decision.get(id)
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return _decisions[id]
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end
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function Decision.get_all()
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return _decisions
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end
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5
inc/decision/decision.play_button_mash.lua
Normal file
5
inc/decision/decision.play_button_mash.lua
Normal file
@@ -0,0 +1,5 @@
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Decision.register({
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id = "play_button_mash",
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label = "Play Button Mash",
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handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
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})
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5
inc/decision/decision.play_ddr.lua
Normal file
5
inc/decision/decision.play_ddr.lua
Normal file
@@ -0,0 +1,5 @@
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Decision.register({
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id = "play_ddr",
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label = "Play DDR (Random)",
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handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
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})
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5
inc/decision/decision.play_rhythm.lua
Normal file
5
inc/decision/decision.play_rhythm.lua
Normal file
@@ -0,0 +1,5 @@
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Decision.register({
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id = "play_rhythm",
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label = "Play Rhythm Game",
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handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
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})
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@@ -1,31 +0,0 @@
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local _desitions = {}
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function DesitionManager.register(desition)
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if not desition or not desition.id then
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PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
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return
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end
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if not desition.label then
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PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
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return
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end
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if not desition.condition then
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desition.condition = function() return true end
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end
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if not desition.handle then
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desition.handle = function() end
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end
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if _desitions[desition.id] then
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trace("Warning: Overwriting desition with id: " .. desition.id)
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end
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_desitions[desition.id] = desition
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end
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function DesitionManager.get(id)
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return _desitions[id]
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end
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function DesitionManager.get_all()
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return _desitions
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end
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@@ -1,6 +0,0 @@
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DesitionManager.register({
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id = "play_button_mash",
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label = "Play Button Mash",
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handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
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condition = function() return true end
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})
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@@ -1,6 +0,0 @@
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DesitionManager.register({
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id = "play_ddr",
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label = "Play DDR (Random)",
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handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
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condition = function() return true end
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})
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@@ -1,6 +0,0 @@
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DesitionManager.register({
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id = "play_rhythm",
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label = "Play Rhythm Game",
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handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
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condition = function() return true end
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})
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@@ -7,8 +7,12 @@ local DEFAULT_CONFIG = {
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black = 0,
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light_grey = 13,
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dark_grey = 14,
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red = 2,
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green = 6,
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item = 12
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blue = 9,
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white = 12,
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item = 12,
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meter_bg = 12
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},
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player = {
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sprite_id = 1
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@@ -39,9 +39,15 @@ on than meets the eye.]]
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},
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menu_items = {},
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selected_menu_item = 1,
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selected_desition_index = 1,
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selected_decision_index = 1,
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game_in_progress = false,
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screens = {}
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screens = {},
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minigame_ddr = Minigames.get_default_ddr(),
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minigame_button_mash = Minigames.get_default_button_mash(),
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minigame_rhythm = Minigames.get_default_rhythm(),
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meters = Meters.get_initial(),
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sprites = {},
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current_situation = nil,
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}
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end
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@@ -63,10 +69,11 @@ local function reset_context_to_initial_state()
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Context.screen_indices_by_id = {}
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local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
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for i, screen_id in ipairs(screen_order) do
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local screen_data = ScreenManager.get_by_id(screen_id)
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local screen_data = Screen.get_by_id(screen_id)
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if screen_data then
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table.insert(Context.screens, screen_data)
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Context.screen_indices_by_id[screen_id] = i else
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Context.screen_indices_by_id[screen_id] = i
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else
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PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
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end
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end
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@@ -78,6 +85,7 @@ function Context.new_game()
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reset_context_to_initial_state()
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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Context.screens[Context.current_screen].init()
|
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end
|
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|
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function Context.save_game()
|
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@@ -98,4 +106,5 @@ function Context.load_game()
|
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|
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Context.game_in_progress = true
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MenuWindow.refresh_menu_items()
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Context.screens[Context.current_screen].init()
|
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end
|
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|
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75
inc/init/init.meters.lua
Normal file
75
inc/init/init.meters.lua
Normal file
@@ -0,0 +1,75 @@
|
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local METER_MAX = 1000
|
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local METER_DEFAULT = 500
|
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local METER_DECAY_PER_FRAME = 0.02
|
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local METER_GAIN_PER_CHORE = 100
|
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local COMBO_BASE_BONUS = 0.02
|
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local COMBO_MAX_BONUS = 0.16
|
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local COMBO_TIMEOUT_FRAMES = 600
|
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|
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Meters.COLOR_ISM = Config.colors.red
|
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Meters.COLOR_WPM = Config.colors.blue
|
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Meters.COLOR_BM = Config.colors.black
|
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Meters.COLOR_BG = Config.colors.meter_bg
|
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|
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function Meters.get_initial()
|
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return {
|
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ism = METER_DEFAULT,
|
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wpm = METER_DEFAULT,
|
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bm = METER_DEFAULT,
|
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combo = 0,
|
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combo_timer = 0,
|
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hidden = false,
|
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}
|
||||
end
|
||||
|
||||
function Meters.hide()
|
||||
if Context and Context.meters then Context.meters.hidden = true end
|
||||
end
|
||||
|
||||
function Meters.show()
|
||||
if Context and Context.meters then Context.meters.hidden = false end
|
||||
end
|
||||
|
||||
function Meters.get_max()
|
||||
return METER_MAX
|
||||
end
|
||||
|
||||
function Meters.get_combo_multiplier()
|
||||
if not Context or not Context.meters then return 1 end
|
||||
local combo = Context.meters.combo
|
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if combo == 0 then return 1 end
|
||||
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
107
inc/init/init.minigames.lua
Normal file
107
inc/init/init.minigames.lua
Normal file
@@ -0,0 +1,107 @@
|
||||
Minigames = {}
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
function Minigames.configure_ddr(params)
|
||||
return apply_params(Minigames.get_default_ddr(), params)
|
||||
end
|
||||
|
||||
function Minigames.configure_button_mash(params)
|
||||
return apply_params(Minigames.get_default_button_mash(), params)
|
||||
end
|
||||
|
||||
function Minigames.configure_rhythm(params)
|
||||
return apply_params(Minigames.get_default_rhythm(), params)
|
||||
end
|
||||
@@ -1,19 +1,22 @@
|
||||
local SplashWindow = {}
|
||||
local IntroWindow = {}
|
||||
local MenuWindow = {}
|
||||
local GameWindow = {}
|
||||
local PopupWindow = {}
|
||||
local ConfigurationWindow = {}
|
||||
local AudioTestWindow = {}
|
||||
local MinigameButtonMashWindow = {}
|
||||
local MinigameRhythmWindow = {}
|
||||
local MinigameDDRWindow = {}
|
||||
SplashWindow = {}
|
||||
IntroWindow = {}
|
||||
MenuWindow = {}
|
||||
GameWindow = {}
|
||||
PopupWindow = {}
|
||||
ConfigurationWindow = {}
|
||||
AudioTestWindow = {}
|
||||
MinigameButtonMashWindow = {}
|
||||
MinigameRhythmWindow = {}
|
||||
MinigameDDRWindow = {}
|
||||
Util = {}
|
||||
DesitionManager = {}
|
||||
ScreenManager = {}
|
||||
MapManager = {}
|
||||
Meters = {}
|
||||
Minigames = {}
|
||||
Decision = {}
|
||||
Situation = {}
|
||||
Screen = {}
|
||||
Map = {}
|
||||
UI = {}
|
||||
Print = {}
|
||||
Input = {}
|
||||
|
||||
Sprite = {}
|
||||
Audio = {}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
MapManager.register({
|
||||
Map.register({
|
||||
id = "bedroom",
|
||||
from_x = 0,
|
||||
from_y = 0,
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
local _maps = {}
|
||||
|
||||
function MapManager.get_maps_array()
|
||||
function Map.get_maps_array()
|
||||
local maps_array = {}
|
||||
for _, map_data in pairs(_maps) do
|
||||
table.insert(maps_array, map_data)
|
||||
@@ -8,19 +8,19 @@ function MapManager.get_maps_array()
|
||||
return maps_array
|
||||
end
|
||||
|
||||
function MapManager.register(map_data)
|
||||
function Map.register(map_data)
|
||||
if _maps[map_data.id] then
|
||||
trace("Warning: Overwriting map with id: " .. map_data.id)
|
||||
end
|
||||
_maps[map_data.id] = map_data
|
||||
end
|
||||
|
||||
function MapManager.get_by_id(map_id)
|
||||
function Map.get_by_id(map_id)
|
||||
return _maps[map_id]
|
||||
end
|
||||
|
||||
function MapManager.draw(map_id)
|
||||
local map_data = MapManager.get_by_id(map_id)
|
||||
function Map.draw(map_id)
|
||||
local map_data = Map.get_by_id(map_id)
|
||||
if not map_data then
|
||||
return
|
||||
end
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "home",
|
||||
name = "Home",
|
||||
decisions = {
|
||||
|
||||
@@ -1,20 +1,21 @@
|
||||
local _screens = {}
|
||||
|
||||
function ScreenManager.get_screens_array()
|
||||
local screens_array = {}
|
||||
for _, screen_data in pairs(_screens) do
|
||||
table.insert(screens_array, screen_data)
|
||||
end
|
||||
return screens_array
|
||||
end
|
||||
|
||||
function ScreenManager.register(screen_data)
|
||||
function Screen.register(screen_data)
|
||||
if _screens[screen_data.id] then
|
||||
trace("Warning: Overwriting screen with id: " .. screen_data.id)
|
||||
end
|
||||
if not screen_data.situations then
|
||||
screen_data.situations = {}
|
||||
end
|
||||
if not screen_data.init then
|
||||
screen_data.init = function() end
|
||||
end
|
||||
if not screen_data.update then
|
||||
screen_data.update = function() end
|
||||
end
|
||||
_screens[screen_data.id] = screen_data
|
||||
end
|
||||
|
||||
function ScreenManager.get_by_id(screen_id)
|
||||
function Screen.get_by_id(screen_id)
|
||||
return _screens[screen_id]
|
||||
end
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "office",
|
||||
name = "Office",
|
||||
decisions = {
|
||||
@@ -6,5 +6,9 @@ ScreenManager.register({
|
||||
"play_rhythm",
|
||||
"play_ddr",
|
||||
"go_to_walking_to_home",
|
||||
}
|
||||
"have_a_coffee",
|
||||
},
|
||||
situations = {
|
||||
"drink_coffee",
|
||||
},
|
||||
})
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "toilet",
|
||||
name = "Toilet",
|
||||
decisions = {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "walking_to_home",
|
||||
name = "Walking to home",
|
||||
decisions = {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
ScreenManager.register({
|
||||
Screen.register({
|
||||
id = "walking_to_office",
|
||||
name = "Walking to office",
|
||||
decisions = {
|
||||
|
||||
7
inc/situation/situation.drink_coffee.lua
Normal file
7
inc/situation/situation.drink_coffee.lua
Normal file
@@ -0,0 +1,7 @@
|
||||
Situation.register({
|
||||
id = "drink_coffee",
|
||||
handle = function()
|
||||
Audio.sfx_select()
|
||||
Sprite.show("norman", 100, 100)
|
||||
end,
|
||||
})
|
||||
40
inc/situation/situation.manager.lua
Normal file
40
inc/situation/situation.manager.lua
Normal file
@@ -0,0 +1,40 @@
|
||||
local _situations = {}
|
||||
|
||||
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
|
||||
|
||||
function Situation.get(id)
|
||||
return _situations[id]
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
72
inc/sprite/sprite.manager.lua
Normal file
72
inc/sprite/sprite.manager.lua
Normal file
@@ -0,0 +1,72 @@
|
||||
local _sprites = {}
|
||||
|
||||
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
|
||||
|
||||
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
||||
-- Ensure the sprite exists before attempting to show it
|
||||
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
|
||||
|
||||
function Sprite.hide(id)
|
||||
Context.sprites[id] = nil
|
||||
end
|
||||
|
||||
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 -- Clean up invalid entry
|
||||
-- We should probably continue to the next sprite instead of returning
|
||||
-- so that other valid sprites can still be drawn.
|
||||
end
|
||||
|
||||
-- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults
|
||||
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 -- Complex sprite
|
||||
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 -- Simple sprite
|
||||
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
|
||||
end
|
||||
end
|
||||
end
|
||||
17
inc/sprite/sprite.norman.lua
Normal file
17
inc/sprite/sprite.norman.lua
Normal file
@@ -0,0 +1,17 @@
|
||||
Sprite.register({
|
||||
id = "norman",
|
||||
sprites = {
|
||||
-- Body
|
||||
{ s = 0, x_offset = 0, y_offset = 0 },
|
||||
-- Head
|
||||
{ s = 1, x_offset = 0, y_offset = -8 },
|
||||
-- Left Arm
|
||||
{ s = 2, x_offset = -4, y_offset = 4 },
|
||||
-- Right Arm
|
||||
{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
|
||||
-- Left Leg
|
||||
{ s = 4, x_offset = -2, y_offset = 8 },
|
||||
-- Right Leg
|
||||
{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
|
||||
}
|
||||
})
|
||||
@@ -58,4 +58,8 @@ function TIC()
|
||||
if handler then
|
||||
handler()
|
||||
end
|
||||
Meters.update()
|
||||
if Context.game_in_progress then
|
||||
UI.draw_meters()
|
||||
end
|
||||
end
|
||||
|
||||
@@ -84,26 +84,58 @@ function UI.create_action_item(label, action)
|
||||
}
|
||||
end
|
||||
|
||||
function UI.draw_desition_selector(desitions, selected_desition_index)
|
||||
function UI.draw_decision_selector(decisions, selected_decision_index)
|
||||
local bar_height = 16
|
||||
local bar_y = Config.screen.height - bar_height
|
||||
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
|
||||
if #desitions > 0 then
|
||||
local selected_desition = desitions[selected_desition_index]
|
||||
local desition_label = selected_desition.label
|
||||
local text_width = #desition_label * 4 local text_y = bar_y + 4
|
||||
if #decisions > 0 then
|
||||
local selected_decision = decisions[selected_decision_index]
|
||||
local decision_label = selected_decision.label
|
||||
local text_width = #decision_label * 4 local text_y = bar_y + 4
|
||||
local text_x = (Config.screen.width - text_width) / 2
|
||||
Print.text("<", 2, text_y, Config.colors.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
|
||||
|
||||
function UI.update_desition_selector(desitions, selected_desition_index)
|
||||
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
|
||||
|
||||
function UI.update_decision_selector(decisions, selected_decision_index)
|
||||
if Input.left() then
|
||||
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
|
||||
Audio.sfx_beep()
|
||||
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1)
|
||||
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
|
||||
end
|
||||
return selected_desition_index
|
||||
return selected_decision_index
|
||||
end
|
||||
@@ -8,7 +8,7 @@ function Util.go_to_screen_by_id(screen_id)
|
||||
local screen_index = Context.screen_indices_by_id[screen_id]
|
||||
if screen_index then
|
||||
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!"})
|
||||
end
|
||||
end
|
||||
@@ -10,7 +10,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
return {
|
||||
{
|
||||
label = "Play music/sound: " .. (list_func[index_func] or "?"),
|
||||
desition = function()
|
||||
decision = function()
|
||||
local current_func = Audio[list_func[index_func]]
|
||||
if current_func then
|
||||
current_func()
|
||||
@@ -21,13 +21,13 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
},
|
||||
{
|
||||
label = "Stop playing music",
|
||||
desition = function()
|
||||
decision = function()
|
||||
Audio.music_stop()
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Back",
|
||||
desition = function()
|
||||
decision = function()
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
},
|
||||
@@ -90,7 +90,7 @@ function AudioTestWindow.update()
|
||||
AudioTestWindow.list_func, AudioTestWindow.index_func
|
||||
)
|
||||
elseif Input.menu_confirm() then
|
||||
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
|
||||
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
|
||||
elseif Input.menu_back() then
|
||||
AudioTestWindow.back()
|
||||
end
|
||||
|
||||
@@ -5,11 +5,11 @@ ConfigurationWindow = {
|
||||
|
||||
function ConfigurationWindow.init()
|
||||
ConfigurationWindow.controls = {
|
||||
UI.create_desition_item(
|
||||
UI.create_decision_item(
|
||||
"Save",
|
||||
function() Config.save() end
|
||||
),
|
||||
UI.create_desition_item(
|
||||
UI.create_decision_item(
|
||||
"Restore Defaults",
|
||||
function() Config.restore_defaults() end
|
||||
),
|
||||
@@ -40,7 +40,7 @@ function ConfigurationWindow.draw()
|
||||
Print.text(label_text, x_start, current_y, color)
|
||||
Print.text(value_text, value_x, current_y, color)
|
||||
end
|
||||
elseif control.type == "desition_item" then
|
||||
elseif control.type == "decision_item" then
|
||||
local label_text = control.label
|
||||
if i == ConfigurationWindow.selected_control then
|
||||
color = Config.colors.item
|
||||
@@ -82,9 +82,9 @@ function ConfigurationWindow.update()
|
||||
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
|
||||
control.set(new_value)
|
||||
end
|
||||
elseif control.type == "desition_item" then
|
||||
elseif control.type == "decision_item" then
|
||||
if Input.menu_confirm() then
|
||||
control.desition()
|
||||
control.decision()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,22 +1,25 @@
|
||||
function GameWindow.draw()
|
||||
local screen = Context.screens[Context.current_screen]
|
||||
MapManager.draw(screen.background)
|
||||
Map.draw(screen.background)
|
||||
UI.draw_top_bar(screen.name)
|
||||
if screen and screen.decisions and #screen.decisions > 0 then
|
||||
local available_desitions = {}
|
||||
for _, desition_id in ipairs(screen.decisions) do
|
||||
local desition = DesitionManager.get(desition_id)
|
||||
if desition and desition.condition() then
|
||||
table.insert(available_desitions, desition)
|
||||
local available_decisions = {}
|
||||
for _, decision_id in ipairs(screen.decisions) do
|
||||
local decision = Decision.get(decision_id)
|
||||
if decision and decision.condition() then
|
||||
table.insert(available_decisions, decision)
|
||||
end
|
||||
end
|
||||
if #available_desitions > 0 then
|
||||
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
|
||||
if #available_decisions > 0 then
|
||||
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
|
||||
end
|
||||
end
|
||||
Sprite.draw()
|
||||
end
|
||||
|
||||
function GameWindow.update()
|
||||
local previous_screen_index = Context.current_screen
|
||||
|
||||
if Input.menu_back() then
|
||||
Context.active_window = WINDOW_MENU
|
||||
MenuWindow.refresh_menu_items()
|
||||
@@ -28,36 +31,49 @@ function GameWindow.update()
|
||||
if Context.current_screen < 1 then
|
||||
Context.current_screen = #Context.screens
|
||||
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
|
||||
if Context.current_screen > #Context.screens then
|
||||
Context.current_screen = 1
|
||||
end
|
||||
Context.selected_desition_index = 1 end
|
||||
Context.selected_decision_index = 1 end
|
||||
|
||||
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
|
||||
local available_desitions = {}
|
||||
for _, desition_id in ipairs(screen.decisions) do
|
||||
local desition = DesitionManager.get(desition_id)
|
||||
if desition and desition.condition() then table.insert(available_desitions, desition)
|
||||
local available_decisions = {}
|
||||
for _, decision_id in ipairs(screen.decisions) do
|
||||
local decision = Decision.get(decision_id)
|
||||
if decision and decision.condition() then table.insert(available_decisions, decision)
|
||||
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(
|
||||
available_desitions,
|
||||
Context.selected_desition_index
|
||||
local new_selected_decision_index = UI.update_decision_selector(
|
||||
available_decisions,
|
||||
Context.selected_decision_index
|
||||
)
|
||||
|
||||
if new_selected_desition_index ~= Context.selected_desition_index then
|
||||
Context.selected_desition_index = new_selected_desition_index
|
||||
if new_selected_decision_index ~= Context.selected_decision_index then
|
||||
Context.selected_decision_index = new_selected_decision_index
|
||||
end
|
||||
|
||||
if Input.select() then
|
||||
local selected_desition = available_desitions[Context.selected_desition_index]
|
||||
if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle()
|
||||
local selected_decision = available_decisions[Context.selected_decision_index]
|
||||
if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -8,9 +8,9 @@ function MenuWindow.update()
|
||||
|
||||
if Input.menu_confirm() then
|
||||
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()
|
||||
selected_item.desition()
|
||||
selected_item.decision()
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -47,14 +47,14 @@ end
|
||||
function MenuWindow.refresh_menu_items()
|
||||
Context.menu_items = {}
|
||||
if Context.game_in_progress then
|
||||
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
|
||||
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
|
||||
table.insert(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
|
||||
table.insert(Context.menu_items, {label = "Save Game", decision = MenuWindow.save_game})
|
||||
end
|
||||
|
||||
table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game})
|
||||
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game})
|
||||
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration})
|
||||
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
|
||||
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
|
||||
table.insert(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
|
||||
table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
|
||||
table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
|
||||
table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
|
||||
table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
|
||||
|
||||
Context.selected_menu_item = 1 end
|
||||
|
||||
@@ -1,67 +1,17 @@
|
||||
function MinigameDDRWindow.init()
|
||||
-- Calculate evenly spaced arrow positions
|
||||
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
|
||||
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
|
||||
}
|
||||
function MinigameDDRWindow.init(params)
|
||||
Context.minigame_ddr = Minigames.configure_ddr(params)
|
||||
end
|
||||
|
||||
function MinigameDDRWindow.start(return_window, song_key)
|
||||
MinigameDDRWindow.init()
|
||||
function MinigameDDRWindow.start(return_window, song_key, params)
|
||||
MinigameDDRWindow.init(params)
|
||||
Context.minigame_ddr.return_window = return_window or WINDOW_GAME
|
||||
-- Debug: Store song_key for display
|
||||
Context.minigame_ddr.debug_song_key = song_key
|
||||
-- Load song pattern if specified
|
||||
if song_key and Songs and Songs[song_key] then
|
||||
Context.minigame_ddr.current_song = Songs[song_key]
|
||||
Context.minigame_ddr.use_pattern = true
|
||||
Context.minigame_ddr.pattern_index = 1
|
||||
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
|
||||
else
|
||||
-- Default to random spawning
|
||||
Context.minigame_ddr.use_pattern = false
|
||||
if song_key then
|
||||
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
|
||||
@@ -72,21 +22,18 @@ function MinigameDDRWindow.start(return_window, song_key)
|
||||
Context.active_window = WINDOW_MINIGAME_DDR
|
||||
end
|
||||
|
||||
-- Spawn a new arrow (random direction)
|
||||
local function spawn_arrow()
|
||||
local mg = Context.minigame_ddr
|
||||
local target = mg.target_arrows[math.random(1, 4)]
|
||||
table.insert(mg.arrows, {
|
||||
dir = target.dir,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar
|
||||
y = mg.bar_y + mg.bar_height + 10
|
||||
})
|
||||
end
|
||||
|
||||
-- Spawn an arrow with specific direction
|
||||
local function spawn_arrow_dir(direction)
|
||||
local mg = Context.minigame_ddr
|
||||
-- Find the target arrow for this direction
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
if target.dir == direction then
|
||||
table.insert(mg.arrows, {
|
||||
@@ -99,38 +46,30 @@ local function spawn_arrow_dir(direction)
|
||||
end
|
||||
end
|
||||
|
||||
-- Check if arrow is close enough for a hit
|
||||
local function check_hit(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
local distance = math.abs(arrow.y - mg.target_y)
|
||||
return distance <= mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Check if arrow has passed the target
|
||||
local function check_miss(arrow)
|
||||
local mg = Context.minigame_ddr
|
||||
return arrow.y > mg.target_y + mg.hit_threshold
|
||||
end
|
||||
|
||||
-- Draw a single arrow sprite
|
||||
local function draw_arrow(x, y, direction, color)
|
||||
local size = 12
|
||||
local half = size / 2
|
||||
-- Draw arrow shape based on direction
|
||||
if direction == "left" then
|
||||
-- Triangle pointing left
|
||||
tri(x + half, y, x, y + half, x + half, y + size, color)
|
||||
rect(x + half, y + half - 2, half, 4, color)
|
||||
elseif direction == "right" then
|
||||
-- Triangle pointing right
|
||||
tri(x + half, y, x + size, y + half, x + half, y + size, color)
|
||||
rect(x, y + half - 2, half, 4, color)
|
||||
elseif direction == "up" then
|
||||
-- Triangle pointing up
|
||||
tri(x, y + half, x + half, y, x + size, y + half, color)
|
||||
rect(x + half - 2, y + half, 4, half, color)
|
||||
elseif direction == "down" then
|
||||
-- Triangle pointing down
|
||||
tri(x, y + half, x + half, y + size, x + size, y + half, color)
|
||||
rect(x + half - 2, y, 4, half, color)
|
||||
end
|
||||
@@ -138,77 +77,64 @@ end
|
||||
|
||||
function MinigameDDRWindow.update()
|
||||
local mg = Context.minigame_ddr
|
||||
-- Check for completion (bar filled to 100%)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
-- Increment frame counter
|
||||
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
|
||||
-- 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
|
||||
-- Song complete! Return to previous window
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
end
|
||||
-- Spawn arrows based on mode (pattern or random)
|
||||
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
|
||||
-- Check if current frame matches any pattern entry
|
||||
while mg.pattern_index <= #pattern do
|
||||
local spawn_entry = pattern[mg.pattern_index]
|
||||
if mg.frame_counter >= spawn_entry.frame then
|
||||
-- Time to spawn this arrow!
|
||||
spawn_arrow_dir(spawn_entry.dir)
|
||||
mg.pattern_index = mg.pattern_index + 1
|
||||
else
|
||||
-- Not time yet, break the loop
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Random spawning mode (original behavior)
|
||||
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
|
||||
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
|
||||
spawn_arrow()
|
||||
mg.arrow_spawn_timer = 0
|
||||
end
|
||||
end
|
||||
-- Update falling arrows
|
||||
local arrows_to_remove = {}
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
arrow.y = arrow.y + mg.arrow_fall_speed
|
||||
-- Check if arrow went off-screen (miss)
|
||||
if check_miss(arrow) then
|
||||
table.insert(arrows_to_remove, i)
|
||||
-- Penalty for missing
|
||||
mg.bar_fill = mg.bar_fill - mg.miss_penalty
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
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
|
||||
table.remove(mg.arrows, arrows_to_remove[i])
|
||||
end
|
||||
-- Update input cooldowns
|
||||
for dir, _ in pairs(mg.input_cooldowns) do
|
||||
if mg.input_cooldowns[dir] > 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
|
||||
end
|
||||
end
|
||||
-- Update button press timers
|
||||
for dir, _ in pairs(mg.button_pressed_timers) do
|
||||
if mg.button_pressed_timers[dir] > 0 then
|
||||
mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
|
||||
end
|
||||
end
|
||||
-- Check for arrow key inputs
|
||||
local input_map = {
|
||||
left = Input.left(),
|
||||
down = Input.down(),
|
||||
@@ -219,11 +145,9 @@ function MinigameDDRWindow.update()
|
||||
if pressed and mg.input_cooldowns[dir] == 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldown_duration
|
||||
mg.button_pressed_timers[dir] = mg.button_press_duration
|
||||
-- Check if any arrow matches this direction and is in hit range
|
||||
local hit = false
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
if arrow.dir == dir and check_hit(arrow) then
|
||||
-- Perfect hit!
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
@@ -233,7 +157,6 @@ function MinigameDDRWindow.update()
|
||||
break
|
||||
end
|
||||
end
|
||||
-- If pressed but no arrow to hit, apply small penalty
|
||||
if not hit then
|
||||
mg.bar_fill = mg.bar_fill - 2
|
||||
if mg.bar_fill < 0 then
|
||||
@@ -246,7 +169,6 @@ end
|
||||
|
||||
function MinigameDDRWindow.draw()
|
||||
local mg = Context.minigame_ddr
|
||||
-- Safety check
|
||||
if not mg then
|
||||
cls(0)
|
||||
print("DDR ERROR: Context not initialized", 10, 10, 12)
|
||||
@@ -256,31 +178,24 @@ function MinigameDDRWindow.draw()
|
||||
end
|
||||
return
|
||||
end
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
-- Draw semi-transparent overlay background
|
||||
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)
|
||||
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
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
bar_color = Config.colors.item
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar
|
||||
bar_color = Config.colors.blue
|
||||
end
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||
end
|
||||
-- Draw progress percentage
|
||||
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)
|
||||
-- Draw target arrows at bottom (light grey when not pressed)
|
||||
if mg.target_arrows then
|
||||
for _, target in ipairs(mg.target_arrows) do
|
||||
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
|
||||
@@ -288,15 +203,12 @@ function MinigameDDRWindow.draw()
|
||||
draw_arrow(target.x, mg.target_y, target.dir, color)
|
||||
end
|
||||
end
|
||||
-- Draw falling arrows (blue)
|
||||
if mg.arrows then
|
||||
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
|
||||
-- Draw instruction text
|
||||
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
|
||||
if mg.debug_status then
|
||||
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||
@@ -318,6 +230,6 @@ function MinigameDDRWindow.draw()
|
||||
)
|
||||
end
|
||||
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
|
||||
|
||||
@@ -1,53 +1,33 @@
|
||||
function MinigameButtonMashWindow.init()
|
||||
Context.minigame_button_mash = {
|
||||
bar_fill = 0, -- 0 to 100
|
||||
max_fill = 100,
|
||||
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
|
||||
}
|
||||
function MinigameButtonMashWindow.init(params)
|
||||
Context.minigame_button_mash = Minigames.configure_button_mash(params)
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.start(return_window)
|
||||
MinigameButtonMashWindow.init()
|
||||
function MinigameButtonMashWindow.start(return_window, params)
|
||||
MinigameButtonMashWindow.init(params)
|
||||
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.update()
|
||||
local mg = Context.minigame_button_mash
|
||||
-- Check for Z button press
|
||||
if Input.select() then
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
-- Clamp to max
|
||||
if mg.bar_fill > mg.max_fill then
|
||||
mg.bar_fill = mg.max_fill
|
||||
end
|
||||
end
|
||||
-- Check if bar is full (completed)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
-- Automatic degradation (increases with bar fill level)
|
||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||
mg.bar_fill = mg.bar_fill - degradation
|
||||
-- Clamp to minimum
|
||||
if mg.bar_fill < 0 then
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
@@ -55,42 +35,32 @@ end
|
||||
|
||||
function MinigameButtonMashWindow.draw()
|
||||
local mg = Context.minigame_button_mash
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
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)
|
||||
-- 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)
|
||||
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
|
||||
if fill_width > 0 then
|
||||
-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
|
||||
local bar_color = Config.colors.green
|
||||
if mg.bar_fill > 66 then
|
||||
bar_color = Config.colors.item -- yellow
|
||||
bar_color = Config.colors.item
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar -- medium color
|
||||
bar_color = Config.colors.blue
|
||||
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
|
||||
-- Draw button indicator
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
button_color = Config.colors.green
|
||||
end
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
-- Draw Z text in the button
|
||||
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)
|
||||
-- Draw progress percentage
|
||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
||||
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,44 +1,16 @@
|
||||
function MinigameRhythmWindow.init()
|
||||
Context.minigame_rhythm = {
|
||||
line_position = 0, -- Normalized position (0 to 1)
|
||||
line_speed = 0.015, -- Movement speed per frame
|
||||
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
|
||||
}
|
||||
function MinigameRhythmWindow.init(params)
|
||||
Context.minigame_rhythm = Minigames.configure_rhythm(params)
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.start(return_window)
|
||||
MinigameRhythmWindow.init()
|
||||
function MinigameRhythmWindow.start(return_window, params)
|
||||
MinigameRhythmWindow.init(params)
|
||||
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
|
||||
Context.active_window = WINDOW_MINIGAME_RHYTHM
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.update()
|
||||
local mg = Context.minigame_rhythm
|
||||
-- Move the line across the bar (bidirectional)
|
||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||
-- Reverse direction when reaching either end
|
||||
if mg.line_position > 1 then
|
||||
mg.line_position = 1
|
||||
mg.line_direction = -1
|
||||
@@ -46,40 +18,33 @@ function MinigameRhythmWindow.update()
|
||||
mg.line_position = 0
|
||||
mg.line_direction = 1
|
||||
end
|
||||
-- Decrease cooldown timer
|
||||
if mg.press_cooldown > 0 then
|
||||
mg.press_cooldown = mg.press_cooldown - 1
|
||||
end
|
||||
-- Check for Z button press (only if cooldown expired)
|
||||
if Input.select() and mg.press_cooldown == 0 then
|
||||
mg.button_pressed_timer = mg.button_press_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_right = mg.target_center + (mg.target_width / 2)
|
||||
if mg.line_position >= target_left and mg.line_position <= target_right then
|
||||
-- HIT! Award point
|
||||
mg.score = mg.score + 1
|
||||
else
|
||||
-- MISS! Deduct point (but not below 0)
|
||||
mg.score = mg.score - 1
|
||||
if mg.score < 0 then
|
||||
mg.score = 0
|
||||
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)
|
||||
if mg.target_width < mg.min_target_width then
|
||||
mg.target_width = mg.min_target_width
|
||||
end
|
||||
end
|
||||
-- Check win condition
|
||||
if mg.score >= mg.max_score then
|
||||
Meters.on_minigame_complete()
|
||||
Meters.show()
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
-- Update button press timer
|
||||
if mg.button_pressed_timer > 0 then
|
||||
mg.button_pressed_timer = mg.button_pressed_timer - 1
|
||||
end
|
||||
@@ -87,46 +52,34 @@ end
|
||||
|
||||
function MinigameRhythmWindow.draw()
|
||||
local mg = Context.minigame_rhythm
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
-- Draw semi-transparent overlay background
|
||||
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)
|
||||
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)
|
||||
-- Draw target area (highlighted section in middle)
|
||||
local target_left = mg.target_center - (mg.target_width / 2)
|
||||
local target_x = mg.bar_x + (target_left * mg.bar_width)
|
||||
local target_width_pixels = mg.target_width * mg.bar_width
|
||||
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
|
||||
-- Draw the moving line
|
||||
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
|
||||
-- Draw score text
|
||||
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
|
||||
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
|
||||
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
|
||||
-- Draw instruction text
|
||||
Print.text_center(
|
||||
"Press Z when line is in green!",
|
||||
Config.screen.width / 2,
|
||||
mg.bar_y + mg.bar_height + 20,
|
||||
Config.colors.light_grey
|
||||
)
|
||||
-- Draw button indicator in bottom-right corner
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
button_color = Config.colors.green
|
||||
end
|
||||
-- Draw button circle
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
-- Draw Z text in the button
|
||||
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user