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126 Commits

Author SHA1 Message Date
4e6590174a - lint fix
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2026-03-21 23:31:40 +01:00
6a33be82e9 - added music and sounds to things
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- hooked up ddr logic into game logic
- TODO: "left_only" ddr needs tweak
2026-03-21 23:20:48 +01:00
mr.one
9a3c9ee28c - ddr special logic seems to be working in solation
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2026-03-21 17:26:39 +01:00
mr.one
c41bf23a45 - musicator: generation + ddr operational
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- TODO: special logic, code cleanup
2026-03-21 01:41:30 +01:00
9d6d2c2c6f Merge pull request 'feature/imp-99-add-discussions' (#44) from feature/imp-99-add-discussions into develop
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Reviewed-on: #44
2026-03-20 23:19:58 +00:00
Zoltan Timar
fb8ae157b6 fix: lint
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2026-03-21 00:18:52 +01:00
Zoltan Timar
803ddc482b Merge branch 'develop' into feature/imp-99-add-discussions
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2026-03-21 00:17:08 +01:00
Zoltan Timar
ed14a86997 fix: lint
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2026-03-21 00:16:38 +01:00
Zoltan Timar
9263a90961 fix: lint
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2026-03-21 00:15:18 +01:00
Zoltan Timar
05091c7af2 feat: added sumphore & coworker discussions until asc 3, fixed game flow bugs, added mysterious man screen texts
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2026-03-21 00:12:15 +01:00
Zoltan Timar
f79233521d fix: removed mm window, made it into screen
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2026-03-20 21:25:37 +01:00
mr.one
46d3ff2ebc - tools/musicator:\n - markov model generator and pattern generator operational\n- DDR sound generation in-progress
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2026-03-20 20:18:10 +01:00
Zoltan Timar
3e6fa41021 feat: added mm discussions
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2026-03-20 18:23:17 +01:00
d899a74411 set version to 1.0-beta1
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2026-03-20 15:33:00 +01:00
4c7d43fea3 set version to 1.0-alpha
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2026-03-20 15:30:39 +01:00
94563d32c0 Merge pull request 'test mode' (#42) from feature/test-mode into master
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Reviewed-on: #42
2026-03-20 06:25:24 +00:00
9da44700cb test mode
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2026-03-20 07:25:04 +01:00
b72875c42f Merge pull request 'success label border fix' (#41) from bugfix/success-label-border into master
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Reviewed-on: #41
2026-03-20 06:07:24 +00:00
6b4d47a438 success label border fix
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2026-03-20 07:06:52 +01:00
d916ddeeb5 Merge pull request 'feature/imp-97-ascension-meter' (#40) from feature/imp-97-ascension-meter into master
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Reviewed-on: #40
2026-03-19 17:27:41 +00:00
Zoltan Timar
ca883a15bd fix: unknown var
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2026-03-19 18:26:04 +01:00
Zoltan Timar
b4dcdaba58 feat: added ascension meter, done 0-1 asc logic, fixed mysterious man behaviours
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2026-03-19 18:22:06 +01:00
823c3313af Merge branch 'master' of https://git.teletype.hu/games/impostor
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2026-03-19 00:22:42 +01:00
47e41f4054 - added ddr test to main menu\n- tweaked sounds\n- musicator tool base code, needs samples 2026-03-19 00:21:48 +01:00
65e0f131c0 Merge pull request 'Adds the mysterious screen.' (#39) from feature/task98_mysterious_man into master
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Reviewed-on: #39
2026-03-18 21:36:21 +00:00
6a6d5ab1fe Try to fix the linter warnings.
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2026-03-18 22:32:01 +01:00
6807f7ae7f Fix the linter warnings again.
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2026-03-18 22:30:30 +01:00
c8d8999ba3 Fix the linter issue.
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2026-03-18 22:13:42 +01:00
c8073aff02 Adds the mysterious screen.
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2026-03-18 22:08:54 +01:00
0d7dcad54a Merge pull request 'feature/task100_co_workers' (#38) from feature/task100_co_workers into master
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Reviewed-on: #38
2026-03-18 11:04:41 +00:00
e12021a432 Displays the characters on street and in office.
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2026-03-18 12:02:34 +01:00
29e7361303 Fix the dev_guard and the pizza_vendor. 2026-03-18 12:01:51 +01:00
2311232290 Includes the character registrations.
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2026-03-18 11:11:53 +01:00
c0e4562971 Fix the architect and the oraculum. 2026-03-18 11:10:25 +01:00
2079de587a Renames Morphesu for Sumphore.
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2026-03-18 09:50:26 +01:00
ec19e7fe12 Add 17 characters.
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2026-03-18 09:13:57 +01:00
2034fbd9b0 Merge pull request 'screen exit handler' (#37) from screen-exit-handler into master
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Reviewed-on: #37
2026-03-17 22:33:50 +00:00
883ad5fcbf screen exit handler
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2026-03-17 23:33:13 +01:00
30c894c2f0 Merge pull request 'continue-window' (#36) from continue-window into master
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Reviewed-on: #36
2026-03-17 22:05:04 +00:00
eb30ac0b0b AsciiArt
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2026-03-17 23:04:33 +01:00
cd85a7214c continued window
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2026-03-17 22:12:45 +01:00
a00db92703 main title typo fix, remove glitch and end_game decision
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2026-03-17 21:53:47 +01:00
10e99ad25d Register a character named Morpheus. 2026-03-17 21:05:15 +01:00
37967639f4 Creates a character tile board in general. 2026-03-17 21:04:28 +01:00
9c18812e95 Merge pull request 'ttg-logo' (#35) from ttg-logo into master
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Reviewed-on: #35
2026-03-17 00:04:11 +00:00
10b7dfd24b main menu tweaks
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2026-03-17 01:03:33 +01:00
4d8f01187b intro screens 2026-03-17 00:58:22 +01:00
e5a942dd00 Add some new characters to the meta.assets.lua.
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2026-03-15 19:46:49 +01:00
7a162d86b9 Add new characters to the sprites. 2026-03-15 19:40:59 +01:00
mr.one
a208f0d27a New music: work activity
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2026-03-15 09:03:44 +01:00
e2c5b38ecc Merge pull request 'feature/imp-90-new-intro-sequence' (#34) from feature/imp-90-new-intro-sequence into master
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Reviewed-on: #34
2026-03-12 17:17:53 +00:00
Zoltan Timar
e40214c45b fix: lint fix
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2026-03-12 18:14:42 +01:00
Zoltan Timar
b349ded281 feat: added intro sequence, fixed norman's sprite, placed him in various places
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2026-03-12 18:10:50 +01:00
c897cdcbd5 Merge pull request 'feature/imp-89-textbox-impl' (#33) from feature/imp-89-textbox-impl into master
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Reviewed-on: #33
2026-03-12 16:11:44 +00:00
Zoltan Timar
5346281c5c fix: lint fix
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2026-03-12 17:10:24 +01:00
Zoltan Timar
5daf98fd06 feat: added new discussion functionality, implemented textbox draw functionality, added first discussion with sumphore to the street
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2026-03-12 17:08:08 +01:00
5a0c8ef19d set version to 0.8
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2026-03-12 07:52:42 +01:00
1c25a077a5 lint fixes
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2026-03-12 07:49:36 +01:00
fd983dd6e1 doc fixes
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2026-03-12 07:42:11 +01:00
220ca27128 Merge pull request 'glitch' (#32) from feature/glitch into master
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Reviewed-on: #32
2026-03-11 23:59:18 +00:00
3bb1fb7941 glitch
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2026-03-12 00:58:38 +01:00
24ce240f97 Merge pull request 'feature/end-window' (#31) from feature/end-window into master
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Reviewed-on: #31
2026-03-11 23:45:51 +00:00
5d78cffc99 end window
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2026-03-12 00:44:26 +01:00
d1e7704d66 Day documentation 2026-03-11 23:41:27 +01:00
71a21f3f86 remove top bar in game window 2026-03-11 23:41:27 +01:00
5383fa3240 Merge pull request 'feature/imp-x-implement-standard-day-cycle' (#30) from feature/imp-x-implement-standard-day-cycle into master
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Reviewed-on: #30
2026-03-09 15:26:26 +00:00
Zoltan Timar
f3846a283e fix: fixing linter
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2026-03-09 16:25:11 +01:00
Zoltan Timar
732c8b34c8 feat: added standard day cycle, added mysterious man screen, added work screen, added new decisions, placed minigames in their proposed space
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2026-03-09 16:20:50 +01:00
53a3f37c8e Merge pull request 'feature/imp-61-time-based-trigger' (#29) from feature/imp-61-time-based-trigger into master
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Reviewed-on: #29
2026-03-05 19:39:36 +00:00
Zoltan Timar
9b49e13a5d fix: adding Trigger to luacheckrc
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2026-03-05 20:38:16 +01:00
Zoltan Timar
3f2df7d512 feat: trigger logic implementation
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2026-03-05 20:26:23 +01:00
3db1ae1064 Merge pull request 'minigame init refact' (#28) from feature/minigames-init-refact into master
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Reviewed-on: #28
2026-03-05 18:17:30 +00:00
f800cfff9b minigame init refact
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2026-03-05 19:14:12 +01:00
649b73b3f8 UPDATE_SERVER url update
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2026-03-04 15:04:04 +01:00
cd41cb3312 Merge branch 'master' of https://git.teletype.hu/games/impostor
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2026-03-03 23:38:45 +01:00
ecd094e2d7 - makefile:
- added PATTERNS and TRACKS for music
- audio and configuration windows fixed
- there might be some rudimentary music in there
2026-03-03 23:36:51 +01:00
5b4f3052a6 Merge pull request 'well done splash' (#27) from feature/minigame-win-splash into master
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Reviewed-on: #27
2026-03-03 19:58:42 +00:00
83301a1a8e well done splash
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2026-03-03 20:55:53 +01:00
77bd76f6f9 Merge pull request 'feature/day-counter' (#26) from feature/day-counter into master
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Reviewed-on: #26
2026-03-03 19:37:31 +00:00
aa7d0e902d color fix
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2026-03-03 20:36:42 +01:00
cb19251556 Meter.draw
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2026-03-03 20:32:08 +01:00
83f801210e Decision.update & draw
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2026-03-03 20:23:56 +01:00
a732b5cbfa logic layer
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2026-03-03 20:14:57 +01:00
c39e0ece35 move meter to system (temporary)
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2026-03-03 20:05:49 +01:00
03b6567c08 Timer and Day modules
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2026-03-03 19:51:22 +01:00
41eea638c0 Merge pull request 'Add the office background.' (#25) from feature/task22_programming_office into master
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Reviewed-on: #25
2026-03-01 09:52:03 +00:00
67de284598 Add the office background.
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2026-03-01 10:51:35 +01:00
8a7fa96bcd Merge pull request 'Add the street background.' (#24) from feature/task46_programming_street into master
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Reviewed-on: #24
2026-03-01 09:39:19 +00:00
6a3ef5d81e Add the street background.
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2026-03-01 10:36:44 +01:00
c334f644de Merge pull request 'feature/task21_programming_home' (#23) from feature/task21_programming_home into master
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Reviewed-on: #23
2026-03-01 08:18:15 +00:00
7cc886623b Add the tiles, sprites and map to meta.assets.
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2026-03-01 09:07:13 +01:00
8ac5c5c3d9 Correct the palette of the characters and sprites. 2026-03-01 09:06:33 +01:00
43e943278b Add the assets of the characters and background.
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2026-03-01 07:52:49 +01:00
47efe91f58 Merge pull request 'cicd improvements' (#22) from feature/pipeline-improvements into master
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Reviewed-on: #22
2026-02-27 14:54:39 +00:00
Zsolt Tasnadi
fd7b5650d3 cicd improvements
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2026-02-27 13:11:01 +01:00
0e956ec7a9 Merge pull request 'feature/task71_drawing_street' (#15) from feature/task71_drawing_street into master
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Reviewed-on: #15
Reviewed-by: mr.two <zoltan.timar31@gmail.com>
2026-02-27 07:51:43 +00:00
0c2999f596 Merge pull request 'feature/imp-27-add-minifier' (#21) from feature/imp-27-add-minifier into master
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Reviewed-on: #21
2026-02-26 23:49:35 +00:00
e46c48b2ec tic80pro image pull always
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2026-02-27 00:46:55 +01:00
99ace8a1e8 add minify to export
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2026-02-26 23:39:00 +01:00
15bf66f1ca minify.lua from github
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2026-02-26 23:27:41 +01:00
Zoltan Timar
41f75da8c3 feat: added minifier, added minify step to makefile, added unminify step to makefile
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2026-02-26 22:41:58 +01:00
e05018d637 Merge pull request 'feature/ldoc-return-fixes' (#20) from feature/ldoc-return-fixes into master
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Reviewed-on: #20
2026-02-26 16:50:14 +00:00
8e104b1ff9 Merge branch 'master' into feature/ldoc-return-fixes
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2026-02-26 17:49:21 +01:00
e07eeb466b vscode settings update
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2026-02-26 17:44:41 +01:00
337f1fc132 ldoc return fixes 2026-02-26 17:41:06 +01:00
e14160114b Merge pull request 'feature/imp-30-stat-screen' (#19) from feature/imp-30-stat-screen into master
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Reviewed-on: #19
2026-02-26 16:06:54 +00:00
Zoltan Timar
1b64fd2392 Merge branch 'master' into feature/imp-30-stat-screen
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2026-02-26 16:54:24 +01:00
Zoltan Timar
aaf1479a78 feat: stat screen on toilet with Focus overlay, screen draw callback added to manager, meter decay now only on timer revolution, timer visible on stat screen not minigames, Meter.get_timer_decay_percentage() added, Context.stat_screen_active flag added
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2026-02-26 16:54:00 +01:00
e56662f6ad linter and doc fix for Focus
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2026-02-26 16:21:25 +01:00
2d25537abb Merge pull request 'feature/imp-42-time-indicator' (#18) from feature/imp-42-time-indicator into master
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Reviewed-on: #18
2026-02-26 14:49:00 +00:00
Zoltan Timar
66af47c483 feat: ring timer drawn at top-left of screen, Meter.set_timer_duration(f) controls speed, Meter.set_timer_decay(a) controls decay amount, all decay pauses during any minigame window
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2026-02-26 15:43:39 +01:00
8f9e044a17 Merge pull request 'feature/imp-62-focus-handling' (#17) from feature/imp-62-focus-handling into master
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Reviewed-on: #17
2026-02-26 13:58:51 +00:00
Zoltan Timar
954a39aef1 feat: added new functionality with focus, added base background to screens, created Focus.close(), Focus.start(), Focus.driven() methods for different use-cases, added focus to screens
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2026-02-26 14:53:22 +01:00
Zsolt Tasnadi
226d75d905 return table details in docs
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2026-02-26 11:25:20 +01:00
Zsolt Tasnadi
8f34cbf875 docs for table properties
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2026-02-26 10:21:48 +01:00
64de41a940 Merge pull request 'section and within annotations for ldoc' (#16) from feature/ldoc-sections into master
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Reviewed-on: #16
2026-02-25 22:25:12 +00:00
777c27aa54 section and within annotations for ldoc
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2026-02-25 23:24:53 +01:00
c321fbc19a Rename the backgrounds (bedroom, office) to a uniform filename format.
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2026-02-25 06:33:53 +01:00
dc8a82d583 Delete the unnecessary version of the bedroom background.
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2026-02-25 06:30:56 +01:00
c565213e44 Delete the unnecessary versions of the office background.
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2026-02-25 06:29:47 +01:00
035a2bc37e Add the drawing of street background in ase format.
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2026-02-25 06:26:47 +01:00
297ee8b622 Merge pull request 'refact by claude' (#14) from claude-refact into master
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Reviewed-on: #14
2026-02-23 09:44:07 +00:00
Zsolt Tasnadi
7deeffa8d6 refact by claude
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2026-02-23 10:40:14 +01:00
272a54ea87 fix colors
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2026-02-22 21:32:24 +01:00
14b14ffc0c window.register.lua
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2026-02-22 21:26:59 +01:00
7e87a78a15 Merge pull request 'feature/context-refactoring' (#13) from feature/context-refactoring into master
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Reviewed-on: #13
2026-02-22 19:19:02 +00:00
112 changed files with 5608 additions and 1383 deletions

2
.gitignore vendored
View File

@@ -1,4 +1,6 @@
.local
impostor.lua
impostor.original.lua
prompts
docs
minify.lua

View File

@@ -2,6 +2,12 @@
-- Configuration for luacheck
globals = {
"Focus",
"Day",
"Timer",
"Glitch",
"Trigger",
"Discussion",
"Util",
"Decision",
"Situation",
@@ -11,13 +17,17 @@ globals = {
"Print",
"Input",
"Audio",
"AsciiArt",
"Ascension",
"Config",
"Context",
"Meter",
"Minigame",
"Window",
"SplashWindow",
"IntroWindow",
"ContinuedWindow",
"TTGIntroWindow",
"BriefIntroWindow",
"TitleIntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
@@ -26,6 +36,9 @@ globals = {
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"MysteriousManScreen",
"DiscussionWindow",
"EndWindow",
"mset",
"mget",
"btnp",
@@ -39,6 +52,8 @@ globals = {
"circb",
"cls",
"tri",
"pix",
"line",
"Songs",
"frame_from_beat",
"beats_to_pattern",

View File

@@ -14,7 +14,10 @@
"inc/?.lua"
],
"Lua.diagnostics.disable": [
"undefined-global"
"undefined-global",
"undefined-doc-param",
"undefined-doc-name",
"luadoc-miss-param-name"
],
"python.autoComplete.extraPaths": [
"${workspaceFolder}/sources/poky/bitbake/lib",
@@ -27,5 +30,5 @@
"files.associations": {
"*.conf": "bitbake",
"*.inc": "bitbake"
}
}
},
}

15
.vscode/tasks.json vendored
View File

@@ -6,22 +6,29 @@
{
"label": "Run TIC80",
"type": "shell",
"command": "tic80 --fs=. impostor.lua"
"command": "tic80 --fs=. impostor.lua",
"problemMatcher": [],
"group": {
"kind": "build",
"isDefault": true
}
},
{
"label": "Build & Run TIC80",
"type": "shell",
"command": "make build && tic80 --fs=. impostor.lua"
"command": "make clean && make build && tic80 --fs=. impostor.lua",
"problemMatcher": []
},
{
"label": "Export assets",
"type": "shell",
"command": "make export_assets"
"command": "make export_assets",
"problemMatcher": []
},
{
"label": "Make build",
"type": "shell",
"command": "make build"
},
}
]
}

View File

@@ -5,7 +5,32 @@ steps:
- 'apk add --no-cache make'
- 'make ci-version'
- name: build
- name: lint
image: alpine
commands:
- 'apk add --no-cache make lua5.4 lua5.4-dev luarocks gcc musl-dev'
- 'ln -sf /usr/bin/lua5.4 /usr/bin/lua'
- 'ln -sf /usr/bin/luarocks-5.4 /usr/bin/luarocks'
- 'luarocks install luacheck'
- 'make ci-lint'
- name: minify
image: alpine
commands:
- 'apk add --no-cache make lua5.4 curl'
- 'ln -sf /usr/bin/lua5.4 /usr/bin/lua'
- 'make ci-minify'
- name: docs
image: alpine
commands:
- 'apk add --no-cache make lua5.4 lua5.4-dev luarocks gcc musl-dev zip'
- 'ln -sf /usr/bin/lua5.4 /usr/bin/lua'
- 'ln -sf /usr/bin/luarocks-5.4 /usr/bin/luarocks'
- 'luarocks install ldoc'
- 'make ci-docs'
- name: export
image: git.teletype.hu/internal/tic80pro:latest
environment:
XDG_RUNTIME_DIR: /tmp
@@ -23,14 +48,14 @@ steps:
from_secret: droparea_ssh_password
commands:
- 'apk add --no-cache make openssh-client sshpass'
- 'make ci-upload'
- 'make ci-artifact'
- name: update
image: alpine
environment:
UPDATE_SERVER: https://games.vps.teletype.hu
UPDATE_SERVER: https://games.teletype.hu
UPDATE_SECRET:
from_secret: update_secret_key
commands:
- 'apk add --no-cache make curl'
- 'make ci-update'
- 'make ci-update'

128
Makefile
View File

@@ -6,9 +6,13 @@ PROJECT = impostor
ORDER = $(PROJECT).inc
OUTPUT = $(PROJECT).lua
OUTPUT_ORIGINAL = $(PROJECT).original.lua
OUTPUT_ZIP = $(PROJECT).html.zip
OUTPUT_TIC = $(PROJECT).tic
MINIFY = minify.lua
MINIFY_URL = https://raw.githubusercontent.com/ztimar31/lua-minify-tic80/refs/heads/master/minify.lua
SRC_DIR = inc
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
@@ -26,20 +30,26 @@ DROPAREA_HOST ?= vps.teletype.hu
DROPAREA_PORT ?= 2223
DROPAREA_TARGET_PATH ?= /home/drop
DROPAREA_USER ?= drop
UPDATE_SERVER ?= https://games.vps.teletype.hu
UPDATE_SERVER ?= https://games.teletype.hu
all: build
build: $(OUTPUT)
$(OUTPUT): $(SRC) $(ORDER)
build:
@rm -f $(OUTPUT)
@sed 's/\r$$//' $(ORDER) | while read f; do \
cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
echo "" >> $(OUTPUT); \
done
export: build
download-minify:
@test -f $(MINIFY) || { echo "==> Downloading $(MINIFY)"; curl -fsSL $(MINIFY_URL) -o $(MINIFY); }
minify: build download-minify
@echo "==> Minifying $(OUTPUT)"
@cp $(OUTPUT) $(OUTPUT_ORIGINAL)
@lua $(MINIFY) minify $(OUTPUT_ORIGINAL) > $(OUTPUT)
export: minify
@if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; \
exit 1; \
@@ -58,10 +68,10 @@ export: build
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch:
make build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
$(MAKE) build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
import_assets: $(OUTPUT)
import_assets: build
@TIC_CMD="load $(OUTPUT) &"; \
for t in $(ASSET_TYPES); do \
for f in $(ASSETS_DIR)/$$t/*.png; do \
@@ -154,43 +164,13 @@ export_assets:
@$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,SFX,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,PATTERNS,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,TRACKS,$(OUTPUT),$(ASSETS_LUA))
clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(PROJECT)-*-docs.zip $(PROJECT)-docs.zip $(OUTPUT) $(OUTPUT_ORIGINAL)
@echo "==> Cleaned build artifacts"
# CI/CD Targets
ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
VERSION=dev-$$VERSION-$$BRANCH; \
fi; \
echo "VERSION is: $$VERSION"; \
echo $$VERSION > $(VERSION_FILE)
ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Building and exporting version $$VERSION"; \
$(MAKE) export VERSION=$$VERSION
ci-upload:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Uploading artifacts for version $$VERSION"; \
ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true; \
cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
FILE_LUA=$(PROJECT)-$$VERSION.lua; \
FILE_TIC=$(PROJECT)-$$VERSION.tic; \
FILE_HTML_ZIP=$(PROJECT)-$$VERSION.html.zip; \
SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) $$FILE_LUA $$FILE_TIC $$FILE_HTML_ZIP $$SCP_TARGET
ci-update:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
install_precommit_hook:
@echo "Installing Git pre-commit hook (lint check)..."
@mkdir -p .git/hooks
@@ -219,12 +199,62 @@ docs: build
@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
# -----------------------------------------
# CI/CD Pipeline targets
# -----------------------------------------
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100
#-- </WAVES>
#
#-- <SFX>
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
#-- </SFX>
ci-version:
@VERSION=$$(sed -n "s/^-- version: //p" inc/meta/meta.header.lua | head -n 1 | tr -d "[:space:]"); \
BRANCH=$${CI_COMMIT_BRANCH:-$${WOODPECKER_BRANCH}}; \
BRANCH=$$(echo "$$BRANCH" | tr '/' '-'); \
if [ "$$BRANCH" != "main" ] && [ "$$BRANCH" != "master" ] && [ -n "$$BRANCH" ]; then \
VERSION=dev-$$VERSION-$$BRANCH; \
fi; \
echo "VERSION is: $$VERSION"; \
echo $$VERSION > $(VERSION_FILE)
ci-lint: lint
ci-minify: minify
ci-docs:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Generating docs from $(OUTPUT_ORIGINAL)"; \
ldoc $(OUTPUT_ORIGINAL) -d docs; \
echo "==> Zipping docs for version $$VERSION"; \
(cd docs && zip -r ../$(PROJECT)-$$VERSION-docs.zip .); \
cp $(PROJECT)-$$VERSION-docs.zip $(PROJECT)-docs.zip; \
echo "==> Docs zip created"
ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Exporting HTML for version $$VERSION"; \
tic80 --cli --skip --fs=. \
--cmd="load $(OUTPUT) & save $(PROJECT)-$$VERSION & export html $(PROJECT)-$$VERSION.html & exit"; \
if [ -f "$(PROJECT)-$$VERSION.tic" ]; then \
cp $(PROJECT)-$$VERSION.tic $(PROJECT).tic; \
fi; \
if [ -f "$(PROJECT)-$$VERSION.html.zip" ]; then \
cp $(PROJECT)-$$VERSION.html.zip $(PROJECT).html.zip; \
fi; \
echo "==> Generated files:"; \
ls -lh $(PROJECT)-$$VERSION.* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
ci-artifact:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Uploading artifacts for version $$VERSION"; \
cp $(PROJECT).lua $(PROJECT)-$$VERSION.lua; \
SCP_TARGET="$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/"; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) \
$(PROJECT)-$$VERSION.lua \
$(PROJECT)-$$VERSION.tic \
$(PROJECT)-$$VERSION.html.zip \
$(PROJECT)-$$VERSION-docs.zip \
$$SCP_TARGET
ci-update:
@VERSION=$$(cat $(VERSION_FILE)); \
echo "==> Triggering update for version $$VERSION"; \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=tic80&version=$$VERSION"
.PHONY: all build download-minify minify export watch import_assets export_assets clean lint install_precommit_hook docs ci-version ci-lint ci-minify ci-docs ci-export ci-artifact ci-update

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@@ -0,0 +1 @@
0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa

BIN
assets_src/sprites.ase Normal file

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@@ -1,18 +1,42 @@
meta/meta.header.lua
init/init.module.lua
init/init.config.lua
init/init.minigame.lua
init/init.meter.lua
init/init.window.lua
init/init.ascension.lua
init/init.context.lua
system/system.util.lua
system/system.print.lua
system/system.input.lua
system/system.asciiart.lua
logic/logic.meter.lua
logic/logic.focus.lua
logic/logic.day.lua
logic/logic.timer.lua
logic/logic.trigger.lua
logic/logic.minigame.lua
logic/logic.glitch.lua
logic/logic.discussion.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.generator.lua
audio/audio.songs.lua
sprite/sprite.manager.lua
sprite/sprite.norman.lua
sprite/sprite.sumphore.lua
sprite/sprite.pizza_vendor.lua
sprite/sprite.dev_boy.lua
sprite/sprite.dev_buddy.lua
sprite/sprite.dev_extrovert.lua
sprite/sprite.dev_girl.lua
sprite/sprite.dev_guard.lua
sprite/sprite.dev_guru.lua
sprite/sprite.dev_hr_girl.lua
sprite/sprite.dev_introvert.lua
sprite/sprite.dev_operator.lua
sprite/sprite.dev_project_manager.lua
sprite/sprite.matrix_architect.lua
sprite/sprite.matrix_neo.lua
sprite/sprite.matrix_oraculum.lua
sprite/sprite.matrix_trinity.lua
situation/situation.manager.lua
situation/situation.drink_coffee.lua
decision/decision.manager.lua
@@ -21,21 +45,31 @@ decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua
decision/decision.go_to_office.lua
decision/decision.go_to_end.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
decision/decision.go_to_sleep.lua
decision/decision.do_work.lua
decision/decision.sumphore_discussion.lua
discussion/discussion.sumphore.lua
discussion/discussion.coworker.lua
map/map.manager.lua
map/map.bedroom.lua
map/map.street.lua
map/map.office.lua
screen/screen.manager.lua
screen/screen.home.lua
screen/screen.toilet.lua
screen/screen.walking_to_office.lua
screen/screen.office.lua
screen/screen.walking_to_home.lua
screen/screen.work.lua
screen/screen.mysterious_man.lua
window/window.manager.lua
window/window.splash.lua
window/window.intro.lua
window/window.register.lua
window/window.end.lua
window/window.intro.title.lua
window/window.intro.ttg.lua
window/window.intro.brief.lua
window/window.menu.lua
window/window.configuration.lua
window/window.audiotest.lua
@@ -43,6 +77,8 @@ window/window.popup.lua
window/window.minigame.mash.lua
window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua
window/window.discussion.lua
window/window.continued.lua
window/window.game.lua
system/system.main.lua
meta/meta.assets.lua

View File

@@ -0,0 +1,744 @@
local musicator_markov_model = {
model = {
["...|..."] = {
next = {
["..."] = 0.71111111111111,
["A-4"] = 0.0074074074074074,
["B-4"] = 0.0037037037037037,
["C-3"] = 0.011111111111111,
["C-4"] = 0.037037037037037,
["C-5"] = 0.11111111111111,
["C-6"] = 0.0037037037037037,
["D-4"] = 0.011111111111111,
["D-5"] = 0.018518518518519,
["E-4"] = 0.0074074074074074,
["E-5"] = 0.025925925925926,
["F-5"] = 0.0074074074074074,
["G-3"] = 0.0037037037037037,
["G-4"] = 0.022222222222222,
["G-5"] = 0.018518518518519
},
total = 270
},
["...|A-4"] = {
next = {
["..."] = 0.9,
["C-5"] = 0.1
},
total = 10
},
["...|A-5"] = {
next = {
["..."] = 1
},
total = 8
},
["...|B-4"] = {
next = {
["..."] = 1
},
total = 1
},
["...|B-5"] = {
next = {
["..."] = 1
},
total = 5
},
["...|C-3"] = {
next = {
["..."] = 0.66666666666667,
["C-5"] = 0.33333333333333
},
total = 3
},
["...|C-4"] = {
next = {
["..."] = 0.875,
["D-4"] = 0.083333333333333,
["E-4"] = 0.041666666666667
},
total = 24
},
["...|C-5"] = {
next = {
["..."] = 0.73333333333333,
["B-4"] = 0.033333333333333,
["C-5"] = 0.066666666666667,
["D-5"] = 0.13333333333333,
["E-5"] = 0.033333333333333
},
total = 60
},
["...|C-6"] = {
next = {
["..."] = 1
},
total = 1
},
["...|D-4"] = {
next = {
["..."] = 0.92857142857143,
["D-4"] = 0.071428571428571
},
total = 14
},
["...|D-5"] = {
next = {
["..."] = 0.80645161290323,
["C-5"] = 0.032258064516129,
["D-5"] = 0.032258064516129,
["E-5"] = 0.12903225806452
},
total = 31
},
["...|D-6"] = {
next = {
["..."] = 1
},
total = 3
},
["...|E-4"] = {
next = {
["..."] = 1
},
total = 19
},
["...|E-5"] = {
next = {
["..."] = 0.77777777777778,
["C-5"] = 0.022222222222222,
["D-5"] = 0.13333333333333,
["F-5"] = 0.066666666666667
},
total = 45
},
["...|F-3"] = {
next = {
["..."] = 1
},
total = 3
},
["...|F-4"] = {
next = {
["..."] = 0.8,
["D-4"] = 0.1,
["F-4"] = 0.1
},
total = 10
},
["...|F-5"] = {
next = {
["..."] = 0.66666666666667,
["D-5"] = 0.066666666666667,
["E-5"] = 0.066666666666667,
["G-5"] = 0.2
},
total = 15
},
["...|G-3"] = {
next = {
["..."] = 0.8,
["G-5"] = 0.2
},
total = 5
},
["...|G-4"] = {
next = {
["..."] = 0.95652173913043,
["E-4"] = 0.043478260869565
},
total = 23
},
["...|G-5"] = {
next = {
["..."] = 0.875,
["A-5"] = 0.0625,
["E-5"] = 0.0625
},
total = 16
},
["...|G-6"] = {
next = {
["..."] = 1
},
total = 1
},
["A-4|..."] = {
next = {
["..."] = 0.55555555555556,
["C-5"] = 0.33333333333333,
["D-5"] = 0.11111111111111
},
total = 9
},
["A-4|B-4"] = {
next = {
["C-5"] = 1
},
total = 2
},
["A-4|C-5"] = {
next = {
["..."] = 1
},
total = 1
},
["A-4|G-4"] = {
next = {
["F-4"] = 1
},
total = 2
},
["A-5|..."] = {
next = {
["..."] = 0.2,
["B-5"] = 0.1,
["E-4"] = 0.1,
["E-5"] = 0.4,
["F-5"] = 0.1,
["G-5"] = 0.1
},
total = 10
},
["A-5|G-5"] = {
next = {
["..."] = 0.33333333333333,
["A-5"] = 0.66666666666667
},
total = 3
},
["B-4|..."] = {
next = {
["A-4"] = 1
},
total = 1
},
["B-4|A-4"] = {
next = {
["G-4"] = 1
},
total = 2
},
["B-4|C-5"] = {
next = {
["..."] = 1
},
total = 2
},
["B-5|..."] = {
next = {
["..."] = 0.2,
["A-5"] = 0.2,
["D-6"] = 0.4,
["G-5"] = 0.2
},
total = 5
},
["C-3|..."] = {
next = {
["C-4"] = 1
},
total = 2
},
["C-3|C-5"] = {
next = {
["..."] = 0.33333333333333,
["C-3"] = 0.66666666666667
},
total = 3
},
["C-4|..."] = {
next = {
["..."] = 0.5,
["D-4"] = 0.125,
["E-4"] = 0.041666666666667,
["F-3"] = 0.041666666666667,
["G-3"] = 0.16666666666667,
["G-4"] = 0.083333333333333,
["G-5"] = 0.041666666666667
},
total = 24
},
["C-4|D-4"] = {
next = {
["E-4"] = 1
},
total = 2
},
["C-4|E-4"] = {
next = {
["..."] = 1
},
total = 1
},
["C-5|..."] = {
next = {
["..."] = 0.40677966101695,
["A-4"] = 0.067796610169492,
["C-5"] = 0.050847457627119,
["D-5"] = 0.20338983050847,
["E-5"] = 0.15254237288136,
["F-5"] = 0.016949152542373,
["G-4"] = 0.10169491525424
},
total = 59
},
["C-5|B-4"] = {
next = {
["A-4"] = 1
},
total = 2
},
["C-5|C-3"] = {
next = {
["C-5"] = 1
},
total = 2
},
["C-5|C-5"] = {
next = {
["..."] = 0.8,
["C-5"] = 0.2
},
total = 5
},
["C-5|D-5"] = {
next = {
["..."] = 0.3,
["C-5"] = 0.2,
["D-5"] = 0.1,
["E-5"] = 0.4
},
total = 10
},
["C-5|E-5"] = {
next = {
["..."] = 0.33333333333333,
["D-5"] = 0.33333333333333,
["G-5"] = 0.33333333333333
},
total = 3
},
["C-6|..."] = {
next = {
["A-5"] = 1
},
total = 1
},
["D-4|..."] = {
next = {
["..."] = 0.26666666666667,
["A-5"] = 0.066666666666667,
["C-4"] = 0.2,
["E-4"] = 0.4,
["F-3"] = 0.066666666666667
},
total = 15
},
["D-4|C-4"] = {
next = {
["..."] = 1
},
total = 2
},
["D-4|D-4"] = {
next = {
["..."] = 1
},
total = 1
},
["D-4|E-4"] = {
next = {
["F-4"] = 1
},
total = 2
},
["D-5|..."] = {
next = {
["..."] = 0.2258064516129,
["A-4"] = 0.032258064516129,
["A-5"] = 0.032258064516129,
["C-5"] = 0.2258064516129,
["E-5"] = 0.29032258064516,
["F-5"] = 0.096774193548387,
["G-5"] = 0.096774193548387
},
total = 31
},
["D-5|C-5"] = {
next = {
["..."] = 0.77777777777778,
["D-5"] = 0.22222222222222
},
total = 9
},
["D-5|D-5"] = {
next = {
["..."] = 0.5,
["E-5"] = 0.5
},
total = 2
},
["D-5|E-5"] = {
next = {
["..."] = 0.33333333333333,
["E-5"] = 0.11111111111111,
["F-5"] = 0.55555555555556
},
total = 9
},
["D-5|F-5"] = {
next = {
["E-5"] = 1
},
total = 1
},
["D-6|..."] = {
next = {
["B-5"] = 0.66666666666667,
["G-6"] = 0.33333333333333
},
total = 3
},
["E-4|..."] = {
next = {
["..."] = 0.19047619047619,
["B-5"] = 0.047619047619048,
["C-4"] = 0.14285714285714,
["D-4"] = 0.23809523809524,
["F-4"] = 0.19047619047619,
["G-4"] = 0.19047619047619
},
total = 21
},
["E-4|D-4"] = {
next = {
["C-4"] = 1
},
total = 2
},
["E-4|F-4"] = {
next = {
["G-4"] = 1
},
total = 2
},
["E-5|..."] = {
next = {
["..."] = 0.18604651162791,
["A-5"] = 0.046511627906977,
["C-5"] = 0.27906976744186,
["D-5"] = 0.2093023255814,
["E-5"] = 0.069767441860465,
["F-5"] = 0.093023255813953,
["G-4"] = 0.023255813953488,
["G-5"] = 0.093023255813953
},
total = 43
},
["E-5|C-5"] = {
next = {
["E-5"] = 1
},
total = 1
},
["E-5|D-5"] = {
next = {
["..."] = 0.125,
["C-5"] = 0.75,
["F-5"] = 0.125
},
total = 8
},
["E-5|E-5"] = {
next = {
["F-5"] = 1
},
total = 1
},
["E-5|F-5"] = {
next = {
["..."] = 0.5,
["E-5"] = 0.4,
["G-5"] = 0.1
},
total = 10
},
["E-5|G-5"] = {
next = {
["..."] = 0.5,
["F-5"] = 0.5
},
total = 2
},
["F-3|..."] = {
next = {
["C-4"] = 1
},
total = 3
},
["F-4|..."] = {
next = {
["D-4"] = 0.11111111111111,
["E-4"] = 0.44444444444444,
["G-4"] = 0.44444444444444
},
total = 9
},
["F-4|D-4"] = {
next = {
["..."] = 1
},
total = 1
},
["F-4|E-4"] = {
next = {
["D-4"] = 1
},
total = 2
},
["F-4|F-4"] = {
next = {
["..."] = 1
},
total = 1
},
["F-4|G-4"] = {
next = {
["A-4"] = 1
},
total = 2
},
["F-5|..."] = {
next = {
["..."] = 0.2,
["A-5"] = 0.066666666666667,
["D-5"] = 0.2,
["E-5"] = 0.46666666666667,
["G-5"] = 0.066666666666667
},
total = 15
},
["F-5|A-5"] = {
next = {
["G-5"] = 1
},
total = 1
},
["F-5|D-5"] = {
next = {
["..."] = 1
},
total = 1
},
["F-5|E-5"] = {
next = {
["..."] = 0.5,
["D-5"] = 0.16666666666667,
["F-5"] = 0.16666666666667,
["G-5"] = 0.16666666666667
},
total = 6
},
["F-5|G-5"] = {
next = {
["..."] = 0.75,
["A-5"] = 0.25
},
total = 4
},
["G-3|..."] = {
next = {
["C-4"] = 0.5,
["D-4"] = 0.25,
["F-3"] = 0.25
},
total = 4
},
["G-3|G-5"] = {
next = {
["..."] = 0.5,
["G-3"] = 0.5
},
total = 2
},
["G-4|..."] = {
next = {
["..."] = 0.090909090909091,
["A-4"] = 0.090909090909091,
["C-4"] = 0.045454545454545,
["C-5"] = 0.18181818181818,
["D-5"] = 0.045454545454545,
["E-4"] = 0.22727272727273,
["E-5"] = 0.045454545454545,
["F-4"] = 0.27272727272727
},
total = 22
},
["G-4|A-4"] = {
next = {
["B-4"] = 1
},
total = 2
},
["G-4|E-4"] = {
next = {
["..."] = 1
},
total = 1
},
["G-4|F-4"] = {
next = {
["E-4"] = 1
},
total = 2
},
["G-5|..."] = {
next = {
["..."] = 0.35,
["A-5"] = 0.05,
["B-5"] = 0.05,
["C-5"] = 0.05,
["D-4"] = 0.05,
["E-5"] = 0.25,
["F-5"] = 0.2
},
total = 20
},
["G-5|A-5"] = {
next = {
["..."] = 0.5,
["G-5"] = 0.5
},
total = 4
},
["G-5|E-5"] = {
next = {
["..."] = 1
},
total = 1
},
["G-5|F-5"] = {
next = {
["A-5"] = 1
},
total = 1
},
["G-5|G-3"] = {
next = {
["G-5"] = 1
},
total = 1
},
["G-6|..."] = {
next = {
["D-6"] = 1
},
total = 1
}
},
order = 2
}
local function musicator_unmake_key(k)
local result = {}
for t in string.gmatch(k, "[^|]+") do
result[#result + 1] = t
end
return result
end
local function musicator_count_notes(sequence)
local result = 0
for _,v in ipairs(sequence) do
if not (v == "...") then
result = result + 1
end
end
return result
end
local function musicator_generate_sequence(model_data, length)
local order = model_data.order
local model = model_data.model
-- random start key
local model_keys = {}
for k,_ in pairs(model) do
model_keys[#model_keys + 1] = k
end
local start_key = model_keys[math.ceil(math.random() * #model_keys)]
-- sequence starts with the start key
local seq = musicator_unmake_key(start_key)
-- generation loop
while musicator_count_notes(seq) < length do
local current_key = table.concat({unpack(seq, #seq - order + 1, #seq)}, "|")
local chosen = "..."
local key_data = model[current_key]
if key_data then
local r = math.random()
local prob_sum = 0.0
for new_note, new_prob in pairs(key_data.next) do
prob_sum = prob_sum + new_prob
if prob_sum < r then
chosen = new_note
end
end
end
-- print(current_key .. " --> " .. chosen)
seq[#seq+1] = chosen
end
return seq
end
local function musicator_row_to_frame(row, bpm, spd)
local frames_per_row = (150 * spd) / bpm
return math.floor(row * frames_per_row)
end
local function musicator_note_to_direction(note)
local subnote = note:sub(1,1)
local mapping = {
C="left",
D="up",
E="up",
F="right",
G="right",
A="down"
}
return mapping[subnote] or "up"
end
-- converts generated sequence to pattern that the ddr minigame can consume
local function musicator_sequence_to_pattern(sequence, bpm, spd)
local result = {}
for i, note in ipairs(sequence) do
if not (note == "...") then
local at_ms = musicator_row_to_frame(i, bpm, spd)
local direction = musicator_note_to_direction(note)
result[#result + 1] = { frame=at_ms, dir=direction, note=note }
end
end
return result
end
local function musicator_generate_pattern(length, bpm, spd)
return musicator_sequence_to_pattern(musicator_generate_sequence(musicator_markov_model, length), bpm, spd)
end

View File

@@ -1,27 +1,93 @@
--- @section Audio
Audio = {
music_playing = nil
}
--- Stops current music.
function Audio.music_stop() music() end
--- @within Audio
function Audio.music_stop()
music()
Audio.music_playing = nil
end
--- Plays track, doesn't restart if already playing.
function Audio.music_play(track)
if not (Audio.music_playing == track) then
music(track)
Audio.music_playing = track
end
end
--- Plays main menu music.
--- @within Audio
function Audio.music_play_mainmenu() end
--- Plays mystery man music.
--- @within Audio
function Audio.music_play_mystery() Audio.music_play(2) end
--- Plays waking up music.
--- @within Audio
function Audio.music_play_wakingup() end
--- Plays room morning music.
--- @within Audio
function Audio.music_play_room_morning() end
--- Plays room street 1 music.
--- @within Audio
function Audio.music_play_room_street_1() end
--- Plays room street 2 music.
--- @within Audio
function Audio.music_play_room_street_2() end
--- Plays room music.
--- @within Audio
function Audio.music_play_room_() end
--- Plays room work music.
function Audio.music_play_room_work() end
--- @within Audio
function Audio.music_play_room_work() Audio.music_play(0) end
--- Plays activity work music.
--- @within Audio
function Audio.music_play_activity_work() Audio.music_play(1) end
--- Plays select sound effect.
--- @within Audio
function Audio.sfx_select() sfx(17, 'C-7', 30) end
--- Plays deselect sound effect.
--- @within Audio
function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
--- Plays beep sound effect.
--- @within Audio
function Audio.sfx_beep() sfx(19, 'C-6', 30) end
--- Plays success sound effect.
--- @within Audio
function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
--- @within Audio
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
--- Plays alarm sound effect
--- @within Audio
function Audio.sfx_alarm() sfx(34, "C-5", 240) end
--- Plays drum sound effect.
--- @within Audio
function Audio.sfx_drum_low() sfx(61, "C-2") end
--- Plays drum sound effect.
--- @within Audio
function Audio.sfx_drum_high() sfx(61, "C-6") end
--- Plays sound effect for arrow hit
--- @within Audio
--- @param note string The note for the sound to play
function Audio.sfx_arrowhit(note) sfx(56, note) end

View File

@@ -1,6 +1,7 @@
--- @section Songs
-- DDR Arrow Spawn Patterns
-- Each song defines when arrows should spawn, synced to music beats
Songs = {
-- Example song pattern
test_song = {
@@ -104,14 +105,24 @@ Songs = {
fps = 60,
end_frame = nil, -- No end frame for random mode
pattern = {} -- Empty, will spawn randomly in game
},
generated = {
name = "Markov Mode",
bpm = 150,
spd = 6,
fps = 60,
end_frame = nil, -- calculated
pattern = {}, -- generated
generated = true
}
}
--- Converts beats to frames.
-- @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.
--- @within Songs
--- @param beat number The beat number.
--- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60).
--- @return number The corresponding frame number.
function frame_from_beat(beat, bpm, fps)
fps = fps or 60
local seconds_per_beat = 60 / bpm
@@ -120,10 +131,16 @@ function frame_from_beat(beat, bpm, fps)
end
--- Converts beat notation to frame pattern.
-- @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.
--- @within Songs
--- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
--- @param beats.1 number The beat number.
--- @param beats.2 string Arrow direction ("left", "down", "up", or "right").
--- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60).
--- @return result table The generated pattern or nil. </br>
--- Fields: </br>
--- * frame (number) The frame number when the arrow should spawn.<br/>
--- * dir (string) Arrow direction ("left", "down", "up", or "right").<br/>
function beats_to_pattern(beats, bpm, fps)
fps = fps or 60
local pattern = {}

View File

@@ -0,0 +1,34 @@
Decision.register({
id = "do_work",
label = "Do Work",
handle = function()
Meter.hide()
Util.go_to_screen_by_id("work")
local modes_for_ascension_levels = {}
modes_for_ascension_levels[0] = "normal"
modes_for_ascension_levels[1] = "only_special"
modes_for_ascension_levels[2] = "only_left"
modes_for_ascension_levels[3] = "only_nothing"
MinigameDDRWindow.start("game", "generated", {
on_win = function(game_context)
if (game_context.special_mode_condition and Context.ascension.level == 1) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 2) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 3) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 4) then
Context.should_ascend = true
end
Meter.show()
Util.go_to_screen_by_id("office")
Window.set_current("game")
Context.have_done_work_today = true
end,
special_mode = modes_for_ascension_levels[Ascension.get_level()]
})
end,
})

View File

@@ -0,0 +1,10 @@
Decision.register({
id = "go_to_end",
label = "Break the cycle",
condition = function()
return Ascension.is_complete()
end,
handle = function()
Window.set_current("end")
end,
})

View File

@@ -1,6 +1,9 @@
Decision.register({
id = "go_to_home",
label = "Go to Home",
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function()
Util.go_to_screen_by_id("home")
end,

View File

@@ -0,0 +1,24 @@
Decision.register({
id = "go_to_sleep",
label = "Go to Sleep",
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,
handle = function()
Meter.hide()
Day.increase()
MinigameRhythmWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
local ascended = Ascension.consume_increase()
local level = Ascension.get_level()
MysteriousManScreen.start({
skip_text = not ascended,
text = ascended and MysteriousManScreen.get_text_for_level(level) or nil,
})
end,
})
end,
})

View File

@@ -3,6 +3,14 @@ Decision.register({
label = "Have a Coffee",
handle = function()
local new_situation_id = Situation.apply("drink_coffee", Context.game.current_screen)
local level = Ascension.get_level()
local disc_id = "coworker_disc_0"
-- TODO: Add more discussions for levels above 3
if level >= 1 and level <= 3 then
local suffix = Context.have_done_work_today and ("_asc_" .. level) or ("_" .. level)
disc_id = "coworker_disc" .. suffix
end
Discussion.start(disc_id, "game")
Context.game.current_situation = new_situation_id
end,
})
})

View File

@@ -1,14 +1,20 @@
--- @section Decision
local _decisions = {}
--- Registers a decision definition.
-- @param decision table The decision data table.
--- @within Decision
--- @param decision table The decision data table.
--- @param decision.id string Unique decision identifier.
--- @param decision.label string|function Display text for the decision, or a function returning it.
--- @param[opt] decision.condition function Returns true if decision is available. Defaults to always true.
--- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop.
function Decision.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
trace("Error: Invalid decision object registered (missing id)!")
return
end
if not decision.label then
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
trace("Error: Invalid decision object registered (missing label)!")
return
end
@@ -24,22 +30,53 @@ function Decision.register(decision)
_decisions[decision.id] = decision
end
--- Gets the display label for a decision.
--- @within Decision
--- @param decision table The decision data table.
--- @return string result The resolved decision label.
function Decision.get_label(decision)
if not decision then return "" end
if type(decision.label) == "function" then
return decision.label() or ""
end
return decision.label or ""
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)
--- @within Decision
--- @param id string The ID of the decision.
--- @return table|nil result The decision table or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_by_id(id)
return _decisions[id]
end
--- Gets all registered decisions.
-- @return table A table of all registered decisions.
function Decision.get_all_registered()
--- @within Decision
--- @return result table A table of all registered decisions, indexed by their IDs. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_all()
return _decisions
end
--- Gets decision objects based on a screen's data.
-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
-- @return table A table containing decision objects relevant to the screen.
--- @within Decision
--- @param screen_data table The data for the screen.
--- @param screen_data.decisions table Array of decision ID strings.
--- @return result table An array of decision objects relevant to the screen or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then
return {}
@@ -47,7 +84,7 @@ function Decision.get_for_screen(screen_data)
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get(decision_id)
local decision = Decision.get_by_id(decision_id)
if decision then
table.insert(screen_decisions, decision)
end
@@ -56,14 +93,54 @@ function Decision.get_for_screen(screen_data)
end
--- Filters a list of decision objects based on their condition function.
-- @param decisions_list table A table of decision objects.
-- @return table A new table containing only the decisions for which condition() is true.
--- @within Decision
--- @param decisions_list table A table of decision objects.
--- @return result table An array of decisions for which condition() is true or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do
if decision and decision.condition() then
if decision and (not decision.condition or decision.condition()) then
table.insert(available, decision)
end
end
return available
end
--- Draws decision selector.
--- @within Decision
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
function Decision.draw(decisions, selected_decision_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = Decision.get_label(selected_decision)
local text_y = bar_y + 4
Print.text("<", 2, text_y, Config.colors.light_blue)
Print.text_center(decision_label, Config.screen.width / 2, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end
end
--- Updates decision selector.
--- @within Decision
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number selected_decision_index The updated index of the selected decision.
function Decision.update(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
return selected_decision_index
end

View File

@@ -1,5 +1,12 @@
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() Meter.hide() MinigameButtonMashWindow.start("game") end,
handle = function()
Meter.hide()
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
})
end,
})

View File

@@ -1,5 +1,8 @@
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
handle = function()
Meter.hide()
MinigameDDRWindow.start("game", nil)
end,
})

View File

@@ -1,5 +1,12 @@
Decision.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() Meter.hide() MinigameRhythmWindow.start("game") end,
handle = function()
Meter.hide()
MinigameRhythmWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
})
end,
})

View File

@@ -0,0 +1,23 @@
Decision.register({
id = "sumphore_discussion",
label = function()
if Context.have_met_sumphore then
return "Talk to Sumphore"
end
return "Talk to the homeless guy"
end,
handle = function()
if not Context.have_met_sumphore then
Discussion.start("homeless_guy", "game")
return
end
local level = Ascension.get_level()
-- TODO: Add more discussions for levels above 3
if level >= 1 and level <= 3 then
Discussion.start("sumphore_disc_asc_" .. level, "game")
else
Discussion.start("homeless_guy", "game", 4)
end
end,
})

View File

@@ -0,0 +1,137 @@
Discussion.register({
id = "coworker_disc_0",
steps = {
{
question = "Good morning Normal, enjoying your coffee as usual, huh?",
answers = {
{ label = "The name is Norman, not Normal", next_step = 2 },
},
},
{
question = "Can't work without some good coffee, no? ",
answers = {
{ label = "Mhmm", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_1",
steps = {
{
question = "Norman, you look confused, what's up?",
answers = {
{ label = "Just some bugs I noticed", next_step = 2 },
},
},
{
question = "Your coffee also seems whiter than usual!",
answers = {
{ label = "I feel like latte today", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_asc_1",
steps = {
{
question = "Normann you look weird and unfocused. You are usually locked in and not like this, what's up?",
answers = {
{ label = "Nothing it's just, I noticed some bugs in the simulation, maybe.", next_step = 2 },
},
},
{
question = "Are you fixing bugs nobody noticed before?",
answers = {
{ label = "Maybe", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_2",
steps = {
{
question = "Hey Norman, do you have new socks on? That's a weird color!",
answers = {
{ label = "Huh? True ...", next_step = 2 },
},
},
{
question = "You look strange today, Normal, you put your tie on backwards, is everything ok? ",
answers = {
{ label = "Get it right, Norman ... NORMAN!", next_step = 3 },
},
},
{
question = "Yo Normann, text goes from left to right, not right to left, these parts!",
answers = {
{ label = "Uhm...why?", next_step = nil },
},
},
},
});
Discussion.register({
id = "coworker_disc_asc_2",
steps = {
{
question = "Normann, are you ok? You were doing weird things while typing?",
answers = {
{ label = "Naw", next_step = 2 },
},
},
{
question = "Oh, it's ok, I'm not wathcing you. Noone really is. *giggle*",
answers = {
{ label = "Huh ?", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_3",
steps = {
{
question = "You look so happy, did you catch a bull or something?",
answers = {
{ label = "What do you mean?", next_step = 2 },
},
},
{
question = "Most people catch colds! You are so strange!",
answers = {
{ label = "An apple a day keeps the cold away", next_step = 3 },
},
},
{
question = "You look like you don't really want to work today, are you ok?",
answers = {
{ label = "Oh brother", next_step = nil },
},
},
},
})
Discussion.register({
id = "coworker_disc_asc_3",
steps = {
{
question = "Normal, you should take a break, you don't live up to your name today",
answers = {
{ label = "Norman is the name ...", next_step = 2 },
},
},
{
question = "You aren't as enthusiastic as you were before!",
answers = {
{ label = "Burnout comes for everyone", next_step = nil },
},
},
},
})

View File

@@ -0,0 +1,129 @@
Discussion.register({
id = "sumphore_disc_asc_1",
steps = {
{
question = "Are you still seeking the ox?",
answers = {
{ label = "Huh? What ox?", next_step = 2 },
{ label = "Are you drunk, old man?", next_step = nil },
},
},
{
question = "Did you never think there would be more to this?",
answers = {
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_2",
steps = {
{
question = "How's work? Your face looks strange",
answers = {
{ label = "I just really need to take a break.", next_step = 2 },
{ label = "Not sure what you mean.", next_step = nil },
},
},
{
question = "Are you seeing things?",
answers = {
{ label = "How did you know ?", next_step = 3 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "Come have a drink, I could tell you some stories.",
answers = {
{ label = "No, drink makes you stupid and I need to be in top shape.", next_step = 4, on_select = function()
Meter.add("ism", 10)
end },
{ label = "I could use a drink.", next_step = nil, on_select = function()
Meter.add("bm", 10)
end },
},
},
{
question = "Always trying to do the right thing, huh? What if you did the left thing instead?",
answers = {
{ label = "I've never thought of that up till now.", next_step = nil, on_select = function()
Meter.add("ism", 5)
end },
{ label = "Silly wordgames, I like them.", next_step = nil, on_select = function()
Meter.add("wpm", 10)
end },
},
},
},
})
Discussion.register({
id = "sumphore_disc_asc_3",
steps = {
{
question = "Do you think it's work you're doing?",
answers = {
{ label = "... that sounds like it's from a movie.", next_step = 2 },
{ label = "Are you drunk, old man?", next_step = nil },
},
},
{
question = "You might just be trying too hard, why dont you just flow for a while?",
answers = {
{ label = "Flow where ?", next_step = 3 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "Flow carelessly, without any effort",
answers = {
{ label = "Consuming sth other than alcohol ?", next_step = nil },
{ label = "Deja vu", next_step = nil },
},
},
},
})
Discussion.register({
id = "homeless_guy",
steps = {
{
question = "Sup bro, how are you?",
answers = {
{ label = "I'm doing great, thanks!", next_step = 2 },
{ label = "Not as good as you", next_step = nil },
},
},
{
question = "What's your name?",
answers = {
{ label = "Norman Reds, nice to meet you.", next_step = 3 },
{ label = "Mom told me not to talk to strangers.", next_step = nil },
},
},
{
question = "That name ... could it be? I know a guy with that name...",
answers = {
{ label = "Never met you before.", next_step = 4 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "My name is Sumphore, nice to meet you.",
answers = {
{ label = "Nice to meet you, Sumphore.", next_step = 5, on_select = function()
Context.have_met_sumphore = true
end },
},
},
{
question = "You're a good guy, I can tell. You abide by the rules. Life would be so much easier if more people were like you ...",
answers = {
{ label = "Thanks, I try my best.", next_step = nil },
},
},
},
})

169
inc/init/init.ascension.lua Normal file
View File

@@ -0,0 +1,169 @@
--- @section Ascension
local ASCENSION_MAX_LEVEL = 9
local ASCENSION_WORD = "ASCENSION"
local _increased_this_cycle = false
local _flash_active = false
local _flash_timer = 0
local _flash_total = 0
local FLASH_DURATION = 120
local _fade_active = false
local _fade_timer = 0
local FADE_DURATION = 120
local FADE_COLORS = nil
--- Gets initial ascension state.
--- @within Ascension
--- @return result table Initial ascension state. </br>
--- Fields: </br>
--- * level (number) Current ascension level (0-9).
function Ascension.get_initial()
_increased_this_cycle = false
return {
level = 0,
}
end
--- Gets the current ascension level.
--- @within Ascension
--- @return number The current ascension level (0-9).
function Ascension.get_level()
if not Context or not Context.ascension then return 0 end
return Context.ascension.level
end
--- Gets the maximum ascension level.
--- @within Ascension
--- @return number The maximum ascension level.
function Ascension.get_max_level()
return ASCENSION_MAX_LEVEL
end
--- Increases the ascension level by 1, clamped to the max.
--- @within Ascension
function Ascension.increase()
if not Context or not Context.ascension then return end
Context.ascension.level = math.min(ASCENSION_MAX_LEVEL, Context.ascension.level + 1)
_increased_this_cycle = true
end
--- Returns true if ascension was incremented since the last consume call.
--- @within Ascension
--- @return boolean Whether ascension increased this cycle.
function Ascension.did_increase()
return _increased_this_cycle
end
--- Consumes the increase flag, returning its value and resetting it.
--- @within Ascension
--- @return boolean Whether ascension had increased this cycle.
function Ascension.consume_increase()
local result = _increased_this_cycle
_increased_this_cycle = false
return result
end
--- Returns true when the ascension meter is fully complete (level 10).
--- @within Ascension
--- @return boolean Whether the cycle can be broken.
function Ascension.is_complete()
return Ascension.get_level() >= ASCENSION_MAX_LEVEL
end
--- Draws the ascension meter as individual letters of "ASCENSION".
--- Each letter lights up per level. Drawn beneath existing meter bars.
--- @within Ascension
--- @param x number Left x position.
--- @param y number Top y position.
--- @param options table Optional overrides: lit_color, dim_color, spacing.
function Ascension.draw(x, y, options)
if not Context or not Context.ascension then return end
options = options or {}
local level = Context.ascension.level
if level < 1 then return end
local lit_color = options.lit_color or Config.colors.white
local spacing = options.spacing or 5
for i = 1, level do
local ch = ASCENSION_WORD:sub(i, i)
local color
if i == level and _fade_active then
color = Ascension.get_fade_color()
else
color = lit_color
end
print(ch, x + (i - 1) * spacing, y, color, false, 1, true)
end
end
--- Returns the current fade-in color based on progress through the palette.
--- @within Ascension
--- @return number The palette color index for the current fade step.
function Ascension.get_fade_color()
if not FADE_COLORS then
FADE_COLORS = {
Config.colors.black,
Config.colors.dark_grey,
Config.colors.light_grey,
Config.colors.white,
}
end
if not _fade_active then return Config.colors.white end
local progress = math.min(_fade_timer / FADE_DURATION, 1)
local idx = math.floor(progress * (#FADE_COLORS - 1)) + 1
return FADE_COLORS[idx]
end
--- Starts the fade-in effect for the most recently gained letter.
--- @within Ascension
function Ascension.start_fade()
_fade_active = true
_fade_timer = 0
end
--- Starts the ascension flash effect.
--- @within Ascension
function Ascension.start_flash()
_flash_active = true
_flash_timer = 0
_flash_total = FLASH_DURATION
end
--- Updates and draws the ascension flash overlay.
--- Call once per frame from the main loop.
--- @within Ascension
function Ascension.draw_flash()
if not _flash_active then return end
_flash_timer = _flash_timer + 1
local sw = Config.screen.width
local sh = Config.screen.height
local progress = _flash_timer / FLASH_DURATION
local pulse = math.abs(math.sin(progress * math.pi * 6))
local flash_color = (pulse > 0.5) and Config.colors.white or Config.colors.light_grey
rect(0, 0, sw, sh, flash_color)
if _flash_timer >= _flash_total then
_flash_active = false
Ascension.start_fade()
end
end
--- Updates the fade-in timer. Call once per frame from the main loop.
--- @within Ascension
function Ascension.update_fade()
if not _fade_active then return end
_fade_timer = _fade_timer + 1
if _fade_timer >= FADE_DURATION then
_fade_active = false
end
end
--- Returns whether a flash effect is currently active.
--- @within Ascension
--- @return boolean Whether the flash is playing.
function Ascension.is_flashing()
return _flash_active
end

View File

@@ -1,5 +1,7 @@
Config = {}
--- Return initial data for Config
--- @within Config
function Config.initial_data()
return {
screen = {
@@ -8,22 +10,23 @@ function Config.initial_data()
},
colors = {
black = 0,
light_grey = 13,
dark_grey = 14,
red = 2,
green = 6,
blue = 9,
white = 12,
item = 12,
meter_bg = 12
light_grey = 2,
dark_grey = 1,
red = 13,
light_blue = 9,
blue = 3,
white = 4,
item = 7,
meter_bg = 1
},
timing = {
splash_duration = 120
minigame_win_duration = 180
}
}
end
--- Restores default configuration settings.
--- @within Config
function Config.reset()
local initial = Config.initial_data()
Config.screen = initial.screen
@@ -33,19 +36,19 @@ end
local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
--- @within Config
function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end
--- Loads saved configuration.
--- @within Config
function Config.load()
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)
return
else
Config.reset()
end

View File

@@ -3,35 +3,83 @@ local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA
--- Global game context.
--- @section Context
Context = {}
--- Gets initial data for Context.
-- @return table Initial context data.
--- @within Context
--- @return result table Initial context data or nil. </br>
--- Fields: </br>
--- * current_menu_item (number) Index of the currently selected menu item.<br/>
--- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
--- * game_in_progress (boolean) Whether a game is currently active.<br/>
--- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * ascension (table) Ascension meter state (see Ascension.get_initial).<br/>
--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
--- * have_been_to_office (boolean) Whether the player has been to the office.<br/>
--- * have_done_work_today (boolean) Whether the player has done work today.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
function Context.initial_data()
return {
current_menu_item = 1,
splash_timer = Config.timing.splash_duration,
test_mode = false,
popup = {
show = false,
content = {}
},
game_in_progress = false,
minigame_ddr = Minigame.get_default_ddr(),
minigame_button_mash = Minigame.get_default_button_mash(),
minigame_rhythm = Minigame.get_default_rhythm(),
stat_screen_active = false,
minigame_ddr = {},
minigame_button_mash = {},
minigame_rhythm = {},
meters = Meter.get_initial(),
ascension = Ascension.get_initial(),
timer = Timer.get_initial(),
triggers = {},
home_norman_visible = false,
have_been_to_office = false,
have_done_work_today = false,
should_ascend = false,
have_met_sumphore = false,
game = {
current_screen = "home",
current_situation = nil,
}
},
day_count = 1,
glitch = {
enabled = false,
state = "active",
timer = 0,
},
_end = {
state = "choice",
selection = 1,
},
discussion = {
active = false,
id = nil,
step = 1,
selected_answer = 1,
scroll_y = 0,
scroll_timer = 0,
auto_scroll = true,
return_window = nil,
},
}
end
--- Resets game context to initial state.
--- @within Context
function Context.reset()
local initial_data = Context.initial_data()
for k in pairs(Context) do
if type(Context[k]) ~= "function" then Context[k] = nil
if type(Context[k]) ~= "function" then
Context[k] = nil
end
end
@@ -41,23 +89,59 @@ function Context.reset()
end
--- Starts a new game.
--- @within Context
function Context.new_game()
Context.reset()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
MysteriousManScreen.start({
text = [[
Norman was never a bad
...
simulation engineer,
...
but
...
we need to be careful
...
letting him improve.
...
We need to distract him.
]],
on_text_complete = function()
Audio.sfx_alarm()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Meter.show()
Window.set_current("game")
end,
})
end,
})
end
--- Saves the current game state.
--- @within Context
function Context.save_game()
if not Context.game_in_progress then return end
mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
end
--- Loads a saved game state.
--- @within Context
function Context.load_game()
if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
Context.new_game()
Context.new_game()
return
end
Context.reset()

View File

@@ -1,89 +0,0 @@
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- Gets initial meter values.
-- @return table A table of initial meter values.
function Meter.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
--- Hides meters.
function Meter.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
--- Shows meters.
function Meter.show()
if Context and Context.meters then Context.meters.hidden = false end
end
--- Gets max meter value.
-- @return number The maximum meter value.
function Meter.get_max()
return METER_MAX
end
--- Gets combo multiplier.
-- @return number The current combo multiplier.
function Meter.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
--- Updates all meters.
function Meter.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
end
--- Adds amount to a meter.
-- @param key string The meter key (e.g., "wpm", "ism", "bm").
-- @param amount number The amount to add.
function Meter.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
if m[key] ~= nil then
m[key] = math.min(METER_MAX, m[key] + amount)
end
end
--- Called on minigame completion.
function Meter.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
Meter.add("wpm", gain)
Meter.add("ism", gain)
Meter.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end

View File

@@ -1,127 +0,0 @@
-- Manages minigame configurations and initial states.
Minigame = {}
--- Applies parameters to defaults.
-- @param defaults table The default configuration table.
-- @param params table The parameters to apply.
-- @return table The updated configuration table.
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
--- Gets default DDR minigame configuration.
-- @return table The default DDR minigame configuration.
function Minigame.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
miss_penalty = 5,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
},
hit_threshold = 8,
button_pressed_timers = {},
button_press_duration = 8,
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
input_cooldown_duration = 10,
frame_counter = 0,
current_song = nil,
pattern_index = 1,
use_pattern = false,
return_window = nil
}
end
--- Gets default button mash minigame configuration.
-- @return table The default button mash minigame configuration.
function Minigame.get_default_button_mash()
return {
bar_fill = 0,
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
}
end
--- Gets default rhythm minigame configuration.
-- @return table The default rhythm minigame configuration.
function Minigame.get_default_rhythm()
return {
line_position = 0,
line_speed = 0.015,
line_direction = 1,
target_center = 0.5,
target_width = 0.3,
initial_target_width = 0.3,
min_target_width = 0.08,
target_shrink_rate = 0.9,
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 210,
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15
}
end
--- Configures DDR minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured DDR minigame state.
function Minigame.configure_ddr(params)
return apply_params(Minigame.get_default_ddr(), params)
end
--- Configures button mash minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured button mash minigame state.
function Minigame.configure_button_mash(params)
return apply_params(Minigame.get_default_button_mash(), params)
end
--- Configures rhythm minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured rhythm minigame state.
function Minigame.configure_rhythm(params)
return apply_params(Minigame.get_default_rhythm(), params)
end

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@@ -11,3 +11,11 @@ Print = {}
Input = {}
Sprite = {}
Audio = {}
Focus = {}
Day = {}
Timer = {}
Trigger = {}
Discussion = {}
AsciiArt = {}
Ascension = {}
MysteriousManScreen = {}

35
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--- @section Day
local _day_increase_handlers = {}
--- Increases the day count and triggers registered handlers.
--- @within Day
function Day.increase()
Context.day_count = Context.day_count + 1
if Context.day_count == 3 then
Context.should_ascend = true
end
for _, handler in ipairs(_day_increase_handlers) do
handler()
end
end
--- Registers a handler to be called when the day increases.
--- @within Day
--- @param handler function The function to call when the day increases.
function Day.register_handler(handler)
table.insert(_day_increase_handlers, handler)
end
Day.register_handler(function()
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_DAY)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
end)
Day.register_handler(function()
if Context.should_ascend then
Ascension.increase()
end
Context.should_ascend = false
end)

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@@ -0,0 +1,106 @@
--- @section Discussion
local _discussions = {}
--- Registers a discussion definition.
--- @within Discussion
--- @param discussion table The discussion data table.
--- @param discussion.id string Unique discussion identifier.
--- @param discussion.steps table Array of step tables, each with `question` (string) and `answers` (array of {label, next_step} tables).
--- @param[opt] discussion.on_end function Called when the discussion ends. Defaults to noop.
function Discussion.register(discussion)
if not discussion or not discussion.id then
trace("Error: Invalid discussion registered (missing id)!")
return
end
if not discussion.steps or #discussion.steps == 0 then
trace("Error: Discussion '" .. discussion.id .. "' has no steps!")
return
end
if not discussion.on_end then
discussion.on_end = function() end
end
if _discussions[discussion.id] then
trace("Warning: Overwriting discussion with id: " .. discussion.id)
end
_discussions[discussion.id] = discussion
end
--- Gets a discussion by ID.
--- @within Discussion
--- @param id string The discussion ID.
--- @return table|nil result The discussion table or nil.
function Discussion.get_by_id(id)
return _discussions[id]
end
--- Starts a discussion, switching to the discussion window.
--- @within Discussion
--- @param id string The discussion ID to start.
--- @param return_window string The window ID to return to after the discussion.
--- @param[opt] start_step number The step index to start from (defaults to 1).
function Discussion.start(id, return_window, start_step)
local discussion = _discussions[id]
if not discussion then
trace("Error: Discussion not found: " .. tostring(id))
return
end
local step = start_step or 1
if not discussion.steps[step] then step = 1 end
Context.discussion.active = true
Context.discussion.id = id
Context.discussion.step = step
Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
Context.discussion.return_window = return_window or "game"
Meter.hide()
Window.set_current("discussion")
end
--- Gets the current step data for the active discussion.
--- @within Discussion
--- @return table|nil result The current step table or nil.
function Discussion.get_current_step()
if not Context.discussion.active or not Context.discussion.id then return nil end
local discussion = _discussions[Context.discussion.id]
if not discussion then return nil end
return discussion.steps[Context.discussion.step]
end
--- Advances to a specific step or ends the discussion.
--- @within Discussion
--- @param next_step number|nil The step index to go to, or nil to end.
function Discussion.go_to_step(next_step)
if not next_step then
Discussion.finish()
return
end
local discussion = _discussions[Context.discussion.id]
if not discussion or not discussion.steps[next_step] then
Discussion.finish()
return
end
Context.discussion.step = next_step
Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
end
--- Ends the active discussion and returns to the previous window.
--- @within Discussion
function Discussion.finish()
local discussion = _discussions[Context.discussion.id]
local return_window = Context.discussion.return_window or "game"
Context.discussion.active = false
Context.discussion.id = nil
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
Meter.show()
if discussion and discussion.on_end then
discussion.on_end()
end
Window.set_current(return_window)
end

166
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--- @section Focus
local FOCUS_DEFAULT_SPEED = 5
local active = false
local closing = false
local driven = false
local center_x = 0
local center_y = 0
local radius = 0
local speed = FOCUS_DEFAULT_SPEED
local on_complete = nil
local driven_initial_r = 0
local driven_max_r = 0
local function max_radius(cx, cy)
local dx = math.max(cx, Config.screen.width - cx)
local dy = math.max(cy, Config.screen.height - cy)
return math.sqrt(dx * dx + dy * dy)
end
--- Starts a focus overlay that reveals content through an expanding circle.
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `speed` (number) expansion rate in pixels/frame, `initial_radius` (number) starting radius in pixels (default 0), `on_complete` (function) callback when overlay disperses.
function Focus.start(cx, cy, params)
params = params or {}
active = true
closing = false
driven = false
center_x = cx
center_y = cy
radius = params.initial_radius or 0
speed = params.speed or FOCUS_DEFAULT_SPEED
on_complete = params.on_complete
end
--- Starts a closing focus overlay that hides content by shrinking the visible circle.
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `speed` (number) shrink rate in pixels/frame, `on_complete` (function) callback when screen is fully covered.
function Focus.close(cx, cy, params)
params = params or {}
active = true
closing = true
driven = false
center_x = cx
center_y = cy
radius = max_radius(cx, cy)
speed = params.speed or FOCUS_DEFAULT_SPEED
on_complete = params.on_complete
end
--- Starts a driven focus overlay whose radius is controlled externally via Focus.set_percentage().
--- The radius maps linearly from initial_radius (at 0%) to the screen corner distance (at 100%).
--- @within Focus
--- @param cx number The x-coordinate of the circle center.
--- @param cy number The y-coordinate of the circle center.
--- @param[opt] params table Optional parameters: `initial_radius` (number) radius at 0% (default 0).
function Focus.start_driven(cx, cy, params)
params = params or {}
active = true
closing = false
driven = true
center_x = cx
center_y = cy
driven_initial_r = params.initial_radius or 0
driven_max_r = max_radius(cx, cy)
radius = driven_initial_r
on_complete = nil
end
--- Sets the visible radius as a percentage of the full screen extent.
--- Only has effect when the overlay is in driven mode (started via Focus.start_driven).
--- @within Focus
--- @param pct number A value from 0 to 1 (0 = initial_radius, 1 = full screen).
function Focus.set_percentage(pct)
if not driven then return end
radius = driven_initial_r + pct * (driven_max_r - driven_initial_r)
end
--- Checks whether the focus overlay is currently active.
--- @within Focus
--- @return boolean Whether the focus overlay is active.
function Focus.is_active()
return active
end
--- Stops the focus overlay immediately.
--- @within Focus
function Focus.stop()
active = false
closing = false
driven = false
radius = 0
on_complete = nil
end
--- Updates the focus overlay animation. No-op in driven mode.
--- @within Focus
function Focus.update()
if not active then return end
if driven then return end
if closing then
radius = radius - speed
if radius <= 0 then
local cb = on_complete
Focus.stop()
if cb then cb() end
end
else
radius = radius + speed
if radius >= max_radius(center_x, center_y) then
local cb = on_complete
Focus.stop()
if cb then cb() end
end
end
end
--- Draws the focus overlay (black screen with circular cutout).
--- Must be called after all other drawing to appear on top of every visual layer.
--- @within Focus
function Focus.draw()
if not active then return end
local cx = center_x
local cy = center_y
local r = radius
local w = Config.screen.width
local h = Config.screen.height
local color = Config.colors.black
if closing and r <= 0 then
rect(0, 0, w, h, color)
return
end
local top = math.max(0, math.floor(cy - r))
local bottom = math.min(h - 1, math.ceil(cy + r))
if top > 0 then
rect(0, 0, w, top, color)
end
if bottom < h - 1 then
rect(0, bottom + 1, w, h - bottom - 1, color)
end
for y = top, bottom do
local dy = y - cy
local half_w = math.sqrt(math.max(0, r * r - dy * dy))
local left = math.floor(cx - half_w)
local right = math.ceil(cx + half_w)
if left > 0 then
rect(0, y, left, 1, color)
end
if right < w then
rect(right, y, w - right, 1, color)
end
end
end

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@@ -0,0 +1,58 @@
--- @section Glitch
Glitch = {}
--- Shows the glitch effect.
--- @within Glitch
function Glitch.show()
if Context and Context.glitch then
Context.glitch.enabled = true
end
end
--- Hides the glitch effect.
--- @within Glitch
function Glitch.hide()
if Context and Context.glitch then
Context.glitch.enabled = false
end
end
--- Draws the glitch effect if active.
--- @within Glitch
function Glitch.draw()
if not Context or not Context.glitch or not Context.glitch.enabled then return end
-- Update state timer
Context.glitch.timer = Context.glitch.timer - 1
if Context.glitch.timer <= 0 then
if Context.glitch.state == "active" then
Context.glitch.state = "waiting"
Context.glitch.timer = math.random(20, 60) -- Time to stay fixed
else
Context.glitch.state = "active"
Context.glitch.timer = math.random(40, 100) -- Time to stay glitchy
end
end
-- Draw stripes only when active
if Context.glitch.state == "active" then
for _ = 1, 15 do
local rx = math.random(0, Config.screen.width - 1)
local ry = math.random(0, Config.screen.height - 1)
-- Sample color at the random point
local color = pix(rx, ry)
-- Determine random length for the stripe (2-40)
local length = math.random(2, 40)
-- Draw the vertical stripe
for sy = 0, length - 1 do
local dy = ry + sy
if dy < Config.screen.height then
pix(rx, dy, color)
end
end
end
end
end

158
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--- @section Meter
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_GAIN_PER_CHORE = 100
local METER_DECAY_PER_DAY = 20
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- Gets initial meter values.
--- @within Meter
--- @return result table Initial meter values. </br>
--- Fields: </br>
--- * ism (number) Initial ISM meter value.<br/>
--- * wpm (number) Initial WPM meter value.<br/>
--- * bm (number) Initial BM meter value.<br/>
--- * combo (number) Current combo count.<br/>
--- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden.
function Meter.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
--- Hides meters.
--- @within Meter
function Meter.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
--- Shows meters.
--- @within Meter
function Meter.show()
if Context and Context.meters then Context.meters.hidden = false end
end
--- Gets max meter value.
--- @within Meter
--- @return number The maximum meter value.
function Meter.get_max()
return METER_MAX
end
--- Sets the decay amount applied to all meters per day.
--- @within Meter
--- @param amount number Amount to subtract from each meter.
function Meter.set_decay(amount)
METER_DECAY_PER_DAY = amount
end
--- Gets the meter decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per day.
function Meter.get_decay_percentage()
return math.floor(METER_DECAY_PER_DAY / METER_MAX * 100)
end
--- Gets combo multiplier.
--- @within Meter
--- @return number The current combo multiplier.
function Meter.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
--- Updates all meters.
--- @within Meter
function Meter.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
end
end
--- Adds amount to a meter.
--- @within Meter
--- @param key string The meter key (e.g., "wpm", "ism", "bm").
--- @param amount number The amount to add.
function Meter.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
if m[key] ~= nil then
m[key] = math.min(METER_MAX, m[key] + amount)
end
end
--- Called on minigame completion.
--- @within Meter
function Meter.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
Meter.add("wpm", gain)
Meter.add("ism", gain)
Meter.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end
--- Draws meters.
--- @within Meter
function Meter.draw()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 1
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
local ascension_y = start_y + 3 * line_h + 1
Ascension.draw(bar_x, ascension_y, { spacing = 5 })
end

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-- Manages minigame configurations and initial states.
--- @section Minigame
--- Draws a unified win message overlay.
--- @within Minigame
function Minigame.draw_win_overlay(win_text)
local text = win_text or "SUCCESS"
local tw = #text * 6
local th = 6
local padding = 4
local box_w = tw + padding * 2
local box_h = th + padding * 2
local box_x = (Config.screen.width - box_w) / 2
local box_y = (Config.screen.height - box_h) / 2
rect(box_x, box_y, box_w, box_h, Config.colors.dark_grey)
rectb(box_x, box_y, box_w, box_h, Config.colors.white)
Print.text_center(text, Config.screen.width / 2, box_y + padding, Config.colors.white)
end

87
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--- @section Timer
local timer_duration = 1800
--- Gets initial timer values.
--- @within Timer
--- @return result table Initial timer values. </br>
--- Fields: </br>
--- * progress (number) Clock timer revolution progress (0 to 1).
function Timer.get_initial()
return {
progress = 0,
}
end
--- Sets the number of frames for one full timer revolution.
--- @within Timer
--- @param frames number Frames per revolution.
function Timer.set_duration(frames)
timer_duration = frames
end
--- Updates the timer and handles revolution events.
--- @within Timer
function Timer.update()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
local t = Context.timer
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
t.progress = t.progress + (1 / timer_duration)
if t.progress >= 1 then
t.progress = t.progress - 1
end
end
end
--- Draws the clock timer indicator as a circular progress bar.
--- @within Timer
function Timer.draw()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local cx = 10
local cy = 8
local r_outer = 5
local r_inner = 3
local progress = Context.timer.progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.dark_grey
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
fg_color = Config.colors.blue
elseif progress <= 1 then
fg_color = Config.colors.red
end
local bg_color = Config.colors.white
local start_angle = -math.pi * 0.5
local progress_angle = progress * 2 * math.pi
local r_outer_sq = r_outer * r_outer
local r_inner_sq = r_inner * r_inner
for dy = -r_outer, r_outer do
for dx = -r_outer, r_outer do
local dist_sq = dx * dx + dy * dy
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
local angle = math.atan(dy, dx)
local relative = angle - start_angle
if relative < 0 then relative = relative + 2 * math.pi end
if relative <= progress_angle then
pix(cx + dx, cy + dy, fg_color)
else
pix(cx + dx, cy + dy, bg_color)
end
end
end
end
local hand_angle = start_angle + progress_angle
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
line(cx, cy, hand_x, hand_y, Config.colors.white)
end

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--- @section Trigger
local triggers = {}
--- @within Trigger
--- @param trigger table The trigger data table.
--- @param trigger.id string Unique trigger identifier.
--- @param trigger.duration number Duration in frames before the trigger fires.
--- @param[opt] trigger.on_start function Called when the trigger starts. Defaults to noop.
--- @param[opt] trigger.on_stop function Called when the trigger fires or is manually stopped. Defaults to noop.
--- @param[opt] trigger.repeating boolean If true, trigger restarts after firing. Defaults to false.
function Trigger.register(trigger)
if not trigger or not trigger.id then
trace("Error: Invalid trigger registered (missing id)!")
return
end
if not trigger.duration or trigger.duration <= 0 then
trace("Error: Invalid trigger registered (missing or invalid duration)!")
return
end
if not trigger.on_start then
trigger.on_start = function() end
end
if not trigger.on_stop then
trigger.on_stop = function() end
end
if trigger.repeating == nil then
trigger.repeating = false
end
if triggers[trigger.id] then
trace("Warning: Overwriting trigger with id: " .. trigger.id)
end
triggers[trigger.id] = trigger
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return table|nil result The trigger definition or nil.
function Trigger.get_by_id(id)
return triggers[id]
end
--- @within Trigger
--- @return table result All trigger definitions keyed by ID.
function Trigger.get_all()
return triggers
end
--- @within Trigger
--- @param id string The trigger ID.
--- @return boolean active True if the trigger is running.
function Trigger.is_active(id)
if not Context or not Context.triggers then return false end
return Context.triggers[id] ~= nil
end
--- If already active, restarts from 0.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.start(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot start unknown trigger: " .. tostring(id))
return
end
Context.triggers[id] = { elapsed = 0 }
trigger.on_start()
end
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.stop(id)
if not Context or not Context.triggers then return end
local trigger = triggers[id]
if not trigger then
trace("Error: Cannot stop unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id] = nil
trigger.on_stop()
end
--- Resets elapsed time to 0 without calling handlers. No-op if inactive.
--- @within Trigger
--- @param id string The trigger ID.
function Trigger.reset(id)
if not Context or not Context.triggers then return end
if not triggers[id] then
trace("Error: Cannot reset unknown trigger: " .. tostring(id))
return
end
if not Context.triggers[id] then return end
Context.triggers[id].elapsed = 0
end
--- Pauses during minigames.
--- @within Trigger
function Trigger.update()
if not Context or not Context.game_in_progress or not Context.triggers then return end
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if in_minigame then return end
local fired = {}
for id, state in pairs(Context.triggers) do
local trigger = triggers[id]
if trigger then
state.elapsed = state.elapsed + 1
if state.elapsed >= trigger.duration then
table.insert(fired, id)
end
else
table.insert(fired, id)
end
end
for _, id in ipairs(fired) do
local trigger = triggers[id]
if trigger then
trigger.on_stop()
if trigger.repeating then
Context.triggers[id] = { elapsed = 0 }
else
Context.triggers[id] = nil
end
else
Context.triggers[id] = nil
end
end
end

View File

@@ -1,9 +1,20 @@
-- Manages game maps.
--- @section Map
local _maps = {}
--- Gets all registered maps as an array.
-- @return table An array of registered map data.
--- @within Map
--- @return result table An array of registered map data. </br>
--- Fields: </br>
--- * id (string) Unique map identifier.<br/>
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- * width (number) Width in tiles.<br/>
--- * height (number) Height in tiles.<br/>
--- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_maps_array()
local maps_array = {}
for _, map_data in pairs(_maps) do
@@ -13,7 +24,15 @@ function Map.get_maps_array()
end
--- Registers a map definition.
-- @param map_data table The map data table.
--- @within Map
--- @param map_data table The map data table.
--- @param map_data.id string Unique map identifier.<br/>
--- @param map_data.from_x number Source tile X coordinate in the map sheet.<br/>
--- @param map_data.from_y number Source tile Y coordinate in the map sheet.<br/>
--- @param map_data.width number Width in tiles.<br/>
--- @param map_data.height number Height in tiles.<br/>
--- @param map_data.to_x number Destination X coordinate on screen.<br/>
--- @param map_data.to_y number Destination Y coordinate on screen.<br/>
function Map.register(map_data)
if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id)
@@ -22,14 +41,24 @@ function Map.register(map_data)
end
--- Gets a map by ID.
-- @param map_id string The ID of the map.
-- @return table The map data table or nil.
--- @within Map
--- @param map_id string The ID of the map.
--- @return result table The map data table or nil. </br>
--- Fields: </br>
--- * id (string) Unique map identifier.<br/>
--- * from_x (number) Source tile X coordinate in the map sheet.<br/>
--- * from_y (number) Source tile Y coordinate in the map sheet.<br/>
--- * width (number) Width in tiles.<br/>
--- * height (number) Height in tiles.<br/>
--- * to_x (number) Destination X coordinate on screen.<br/>
--- * to_y (number) Destination Y coordinate on screen.<br/>
function Map.get_by_id(map_id)
return _maps[map_id]
end
--- Draws a map.
-- @param map_id string The ID of the map to draw.
--- @within Map
--- @param map_id string The ID of the map to draw.
function Map.draw(map_id)
local map_data = Map.get_by_id(map_id)
if not map_data then

9
inc/map/map.office.lua Normal file
View File

@@ -0,0 +1,9 @@
Map.register({
id = "office",
from_x = 60,
from_y = 0,
width = 30,
height = 17,
to_x = 0,
to_y = 0,
})

9
inc/map/map.street.lua Normal file
View File

@@ -0,0 +1,9 @@
Map.register({
id = "street",
from_x = 30,
from_y = 0,
width = 30,
height = 17,
to_x = 0,
to_y = 0,
})

View File

@@ -1,26 +1,422 @@
--luacheck: ignore max_line_length
-- <PALETTE>
-- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
-- 000:0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa
-- </PALETTE>
-- <TILES>
-- 000:00000000c666666006606060c636366006606060c606366006666660c0000000
-- 001:0000000006666666060600600666666606000600066666660633633300000000
-- 002:0000000066666666006000066666666660060006666666666333363300000000
-- 004:1111111111111111111111111111111111111111111111111111111111111111
-- 005:1111111111111111111111111111111111111111111111111111111100000000
-- 006:0222222200010010033055010130150603305501013015060330550100000000
-- 007:2222222001022220601022206001022060201020602201006022201000000000
-- 008:0000000003330333033303330333000003330111033301110333011103330111
-- 009:0000000033333333333333330000000011100111111001111110011111100111
-- 010:0000000033303330333033300000333011103330111033301110333011103330
-- 011:111111111111111111111100111110a511110a51111015a51101515111000000
-- 012:111111111111111101111111101111115a01111115a011115151011100000111
-- 013:1000000004444444044444440444444404444444044444440444444404444444
-- 014:0000000144444240444424204444424044442420444442404444242044444240
-- 015:0000000004244444024444440424400002444444042424240242424200000000
-- 016:000000004444442044444240c004442044444240e424242042424240c0000000
-- 017:0000000002424240042424200244444004244440024404400424044002440440
-- 018:0000000002424240042424200444424004444420044042400440442004404240
-- 019:0222222200010012055016020150660205501602015066020550160200000000
-- 020:2222222022221000222203302222013022220330222201302222033000000000
-- 021:0333011103330111033301110333011103330111033300000333011103330111
-- 022:1110011111100111111001111110011111100111000000001110011111100111
-- 023:1110333011103330111033301110333011103330000033301110333011103330
-- 024:1111111011111110111111101111111011111110111111101111111011111110
-- 025:0444444404444444044444440444444404444444044044440440444404404444
-- 026:4444242044444240444424204444424044442420444442404444242044444240
-- 027:3333111133331111333311113333111111113333111133331111333311113333
-- 028:0424044002440440042404400244444004244440024242400424242000000000
-- 029:0440442004404240044044200444424004444420024242400424242000000000
-- 030:0000000006666660036060600360666006606060036660600360666003606060
-- 031:0222222200010010033033030130130103303303013013010330330300000000
-- 032:22222220c10012203033022030130220303302203013022030330220c0000000
-- 033:0333011103330111033301110333011103330111033301110333011100000000
-- 034:1110011111100111111001111110011111100111111001111110011100000000
-- 035:1110333011103330111033301110333011103330111033301110333000000000
-- 036:0440444404404444044044440444444404444444044444440444444404444444
-- 037:0000000002222222022000220201110202011102020111020220002202222222
-- 038:0000000022222220220002202011102020111020201110202200022022222220
-- 039:0000000002222222022222220222222202222222022222220222222202222222
-- 040:0000000022222220222222202222222022222220222222202222222022222220
-- 041:0000000002222222022200000220111102201121020112000201120402012200
-- 042:0000000022222220000002201111102021211020000210203430102000430020
-- 043:0666606003606060036066600366606003606060066060600360606003666660
-- 044:0222222202222222022222220222222202222222000000000001111100011111
-- 045:2222222022222220222222202222222022222220000000001111100011111000
-- 046:1111111111111111111111111000000002222222022222220222222202222222
-- 047:1111111111111111111111110000000022222222222222222222222222222222
-- 048:111111111111111111111111c000100022220444e222044422220444e2220444
-- 049:1111111111111111111111111100001100222201022222200222222002222220
-- 050:1111111011111110111111101111111011111110111111101111111011110000
-- 051:1111111111111111111111111111111111111111111111111111111100011111
-- 052:0444444404444444044444440444444404444444044444440444444410000000
-- 053:4444242044444240444424204444424044442420444442404444242000000001
-- 054:0222222202222222022000220201110202011102020111020220002202222222
-- 055:2222222022222220220002202011102020111020201110202200022022222220
-- 056:0222222202222222022222220222222202222222022222220222222200000000
-- 057:2222222022222220222222202222222022222220222222202222222000000000
-- 058:0201122202012222020112220201222202201222022022220222000002222222
-- 059:2204302022204020202200202000002020222020222220200000022022222220
-- 060:5555555555555555555555556666111155555555555555555555555566616666
-- 061:5555555555555555555555556666666655551555555515555555655566666611
-- 062:0222222202222222022222220222222202222222022222220222222202222222
-- 063:2222222222222222222222222222222222222222222222222222222222222222
-- 064:22220444e222044422220444e222044422220444e222044422220444e2220444
-- 065:0222222002222220020000206022220002222220022222200200002000111100
-- 066:5000000004444444044044440440444404404444044044440444444460000000
-- 067:0000000544444240444424204444424044442420444442404444242000000001
-- 068:0000000001111111011111110111111101111111011111110111111100000000
-- 069:0000000011111110111111101111111011111110111111101111111000000000
-- 070:5555555555555555555555551111666655555555555555555555555511666111
-- 071:000000000222220002222090022209900220999002099d900099199009919790
-- 072:0000000022222220222222202222222022220000222011002212000021222220
-- 073:5555555555555555555555556611166655555551555555515555555166666111
-- 074:0000000001111111000000001111666655555555555555555555555511666111
-- 075:0000000011111111000000006611166655555551555555515555555166666111
-- 076:0000000011111111000000001111666655555555555555555555555511666111
-- 077:0000000011111110000000006611166655555551555555515555555166666111
-- 078:1111111111111111111100001110919111101010110191011019191000919190
-- 079:1111111111111111000000009191919000000010111110901111101000000090
-- 080:09191990c991990209199020c999020209902020c902020200202020c0000000
-- 081:0000000002020200202020200200022020002220000222202022222002222220
-- 082:5555555555555055555501056666010155550105555501055555010566610106
-- 083:5555555555555555000000000222222202222222022222220222222202222222
-- 084:5555555555555555000000002222222022222220222222202222222022222220
-- 085:5555000055500220550202206022022002220220022202200222022002220220
-- 086:1000000110333301103333011033330110333301103333011033330110333301
-- 087:3010101033331111333311113333111111113333111133331111333311113333
-- 088:3333101033331090333310103333109011113010111010901110201011101090
-- 089:2222222022222220222222202222222022222220222222202222222022222220
-- 090:5555550055555022555502226611022255550222555502225555501266666100
-- 091:0005010522200105222201052222010622220105222201052210505500066111
-- 092:5000000002222222022222220222222202222222022222220222222202222222
-- 093:0222022002220220022202200222022002220220022202200222022002220220
-- 094:1033330110333301103333011033330110333301103333011033330110000001
-- 095:3333101033331090333310103333109011113010111130901111301011113000
-- 096:00000000c111111100000000c106666601051555c105155501056555c0066611
-- 097:0000000011111110000000006666101055555010555550105555501066616000
-- 098:5555555555555550555555056666116655550055555500555555655566666611
-- 099:0555555500555555050555550661111105500555115005550055555500616666
-- 100:0222222202222222022222220000000000000000501055555010555560006666
-- 101:2222222022222220222222200000000000000000555501055555010566660001
-- 102:0222022002220220022202200222022002220220022202200222022012220220
-- 103:1000000103333330033333300333333003333330033333300333333010000001
-- 104:5500000050222222022222220222222202222222022222220222222202222222
-- 105:0222222222222222222222222222222222222222222222222222222222222222
-- 106:1222000012201110120111101011111001111110011111100111111001111110
-- 107:0000000001111111011111110111111101111111011111115000000066000066
-- 108:0000000011111111111111111111111111111111111111110000000066666611
-- 109:1111111011111110111111101111111011111110111111100000000566000066
-- 110:1111111111111111111111111111010011101044111010441110104400000010
-- 111:1111111111111111111111110011111144011111440111114401111110000000
-- 112:11111111111111111111111111111111111111111111111111110111c0004000
-- 113:3333104433331044333310003333111111113333111133331111333311113333
-- 114:4403111144031111000311113333111111110000111044441104444411014444
-- 115:3304440133044401330444013304440100104033440103334440333344103333
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-- 117:1103111100401111242011111240111111203333124033331120333300013333
-- 118:1111111100000000033333330333333303333333033333330000000011111111
-- 119:1111111100000000333333303333333033333330333333300000000011111111
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-- 123:8b8b888800000000055555550555555500000000055555550555555500000000
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-- 132:555555555555555555555555555555550000000088bb88888b88b88bb88b8b88
-- 133:555555505555555055555550555555500000000088bb80508b88b050b88b8000
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-- 145:88888888b88b8b888b8888b8888b888888888b8b12222222a1a1a1a21a1a1a12
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-- 148:7766667777777677777767767776777677677776766666767777777700000000
-- 149:7667777067767770777767706666677077776770777767707777777000000000
-- 150:2220022222200222222002222220022222200222222002222220022222200222
-- 151:1a12222222a222222212222222a222222212222222222222a1a1a1a21a1a1a12
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-- 153:222002222220022222200222222002222220022212200222a000000200000000
-- 154:222222222222222222222222222222222222222212222222a1a1a1a21a1a1a12
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-- 173:0333333010333330103333301033333010333330100000001111111111111111
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-- 187:1111111111111111111111111111111111111111000111118001111108011111
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-- 205:4001404404404004000040400440404404404044444444444444444444400000
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-- 209:0200000002000000020000000200000002000000020000000200000002000000
-- 210:0000001000000010000000100000001000000010000000100000001000000010
-- 211:0444444404111111044444440411111104444444000000000111111100000000
-- 212:4440222011201110444024201120444044402420000000001111111000000000
-- 213:0111101003101010031011100311101003101010011010100310101003111110
-- 214:1000000000606000060606060000000010565656106565651106565611100000
-- 215:0000000100606060060606000000000055555501555555015555501100000111
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-- 231:333333303333330033333090333309901310999031099d901099199009919790
-- 232:3333333333333333333333333333333313130000313011001313000331313131
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-- 234:0000000022222220100001202100002002222220400222204440022044444020
-- 235:3333333333333033333301033333010313130103313101011313010331310101
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-- <MAP>
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-- <WAVES>
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View File

@@ -1,8 +1,8 @@
-- title: Definitely not an Impostor
-- name: impostor
-- author: Teletype Games
-- desc: Life of a programmer in the Vector
-- desc: Life of a programmer
-- site: https://git.teletype.hu/games/impostor
-- license: MIT License
-- version: 0.1
-- version: 1.0-beta1
-- script: lua

View File

@@ -4,6 +4,16 @@ Screen.register({
decisions = {
"go_to_toilet",
"go_to_walking_to_office",
"go_to_sleep",
"go_to_end",
},
init = function()
Audio.music_play_room_work()
end,
background = "bedroom",
draw = function()
if Context.home_norman_visible and Window.get_current_id() == "game" then
Sprite.draw_at("norman", 100, 80)
end
end
})

View File

@@ -1,7 +1,17 @@
--- @section Screen
local _screens = {}
--- Registers a screen definition.
-- @param screen_data table The screen data table.
--- @within Screen
--- @param screen_data table The screen data table.
--- @param screen_data.id string Unique screen identifier.
--- @param screen_data.name string Display name of the screen.
--- @param screen_data.decisions table Array of decision ID strings available on this screen.
--- @param screen_data.background string Map ID used as background.
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
function Screen.register(screen_data)
if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id)
@@ -11,22 +21,46 @@ function Screen.register(screen_data)
end
if not screen_data.init then
screen_data.init = function() end
end
if not screen_data.exit then
screen_data.exit = function() end
end
if not screen_data.update then
screen_data.update = function() end
end
if not screen_data.draw then
screen_data.draw = function() end
end
_screens[screen_data.id] = screen_data
end
--- Gets a screen by ID.
-- @param screen_id string The ID of the screen.
-- @return table The screen table or nil.
--- @within Screen
--- @param screen_id string The ID of the screen.
--- @return table|nil screen The screen table or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * name (string) Display name.<br/>
--- * decisions (table) Array of decision ID strings.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.
function Screen.get_by_id(screen_id)
return _screens[screen_id]
end
--- Gets all registered screens.
-- @return table A table containing all registered screen data, indexed by their IDs.
--- @within Screen
--- @return result table A table containing all registered screen data, indexed by their IDs or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * name (string) Display name of the screen.<br/>
--- * decisions (table) Array of decision ID strings available on this screen.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.<br/>
function Screen.get_all()
return _screens
end

View File

@@ -0,0 +1,270 @@
--- @section MysteriousManScreen
local STATE_TEXT = "text"
local STATE_DAY = "day"
local STATE_CHOICE = "choice"
local ASC_01_TEXT = [[
Normann seems to be in line,
...
and stays seeking for oxes
...
within the confines.
...
Very good.
]]
local ASC_12_TEXT = [[
We have a problem!
...
Normann formed his first thought.
...
He saw the tracks.
]]
local ASC_23_TEXT = [[
Not good, not terrible.
...
Normann caught his glimpse
...
of another way
...
- quite literally -
...
if this continues,
...
we will lose control.
]]
local ASC_34_TEXT = [[
There is no turning back now for Norman.
...
He caught on.
...
I hoped it would never come to this...
]]
--[[ Norman speaks for the first time during MM screen ]]
local ASC_45_TEXT = [[
Wait, who are you?
...
*silence*
...
Why am I seeing this?
...
*silence*
...
]]
local ascension_texts = {
[1] = ASC_01_TEXT,
[2] = ASC_12_TEXT,
[3] = ASC_23_TEXT,
[4] = ASC_34_TEXT,
[5] = ASC_45_TEXT,
}
function MysteriousManScreen.get_text_for_level(level)
return ascension_texts[level] or ASC_01_TEXT
end
local state = STATE_TEXT
local text_y = Config.screen.height
local text_speed = 0.2
local day_timer = 0
local day_display_frames = 120
local text_done = false
local text_done_timer = 0
local TEXT_DONE_HOLD_FRAMES = 120
local selected_choice = 1
local text = ASC_01_TEXT
local day_text_override = nil
local on_text_complete = nil
local show_mysterious_screen = true
local trigger_flash_on_wake = false
local function draw_mysterious_man_background()
local img_values = {0,1,0,1,0,1,0,1,0,1,0,1,2,1,4,1,0,2,4,1,0,2,4,1,0,2,4,1,0,2,4,1,0,2,4,2,1,4,2,1,4,1,0,2,4,1,0,1,4,2,1,2,1,0,1,2,4,1,0,2,4,2,1,0,1,2,1,2,1,0,1,4,1,0,2,4,2,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,4,1,0,2,4,2,0,1,2,4,1,0,2,4,1,0,1,0,4,1,0,2,4,0,1,0,1,0,1,0,4,1,0,2,4,0,1,4,1,0,2,4,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,4,1,0,2,4,1,0,1,0,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,1,2,1,0,1,4,1,0,2,4,2,1,0,1,2,4,1,0,2,4,2,1,0,1,2,4,1,0,2,4,1,2,0,1,0,1,0,1,2,1,2,1,0,2,4,1,0,2,4,0,1,0,1,2,1,0,1,0,2,4,1,0,2,4,2,1,0,1,0,1,4,1,0,2,4,2,1,0,1,0,2,4,2,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,2,1,0,1,0,2,0,1,4,1,0,2,4,1,0,1,0,1,2,0,1,4,1,0,2,4,2,1,0,1,0,1,4,1,0,2,4,2,1,0,2,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,0,1,0,1,0,1,0,1,4,1,0,2,4,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,2,4,1,0,2,4,2,1,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,0,1,4,1,0,2,4,2,4,1,0,1,0,1,0,1,0,1,0,1,2,1,4,2,4,1,0,2,4,2,1,0,1,0,1,0,1,0,1,0,1,2,1,4,2,4,1,0,2,4,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,4,1,0,2,4,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,2,1,4,1,0,2,4,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,2,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,2,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,2,0,1,0,1,0,4,1,0,2,4,0,1,0,1,0,2,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,0,2,0,1,4,1,0,2,4,0,1,0,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,2,0,1,0,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,0,1,2,4,1,0,2,4,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,0,4,1,0,2,4,1,0,2,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,4,1,0,2,4,1,0,1,0,1,2,4,1,0,2,4,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,2,4,1,0,2,4,2,1,0,1,0,1,2,4,1,0,2,4,2,0,1,0,1,4,1,0,2,4,2,0,1,0,1,0,4,1,0,2,4,1,0,1,0,1,0,1,4,1,0,2,4,0,1,0,1,4,2,1,0,1,2,1,2,1,0,1,2,1,2,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,0,1,2,0,1,0,2,1,0,1,2,0,1,0,2,0,1,0,1,0,1,2,0,1,0,1,0,1,0,2,0,1,0,1,0,1,0,2,0,1,0,1,0,2,1,0,1,0,1,2,0,1,0,2,0,2,1,0,1,2,0,2,1,0,1,0,1,2,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,2,0,2,1,0,1,0,1,0,1,0,1,0,2,1,0,1,2,0,1,0,1,2,1,0,1,0,1,0,1,0,2,1,0,2,0,1,0,1,0,2,0,1,0,1,0,2,0,1,0,2,0,1,0,1,0,2,1,0,1,2,0,1,0,1,0,1,0,1,0,2,0,1,0,2,0,1,0,2,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0}
local img_runs = {1480,1,151,1,87,1,1,150,1,1,86,1,2,148,1,2,87,2,148,2,88,2,148,2,88,2,148,2,88,2,148,2,88,2,70,1,2,9,1,2,63,2,88,2,69,1,2,3,5,1,1,1,1,1,1,1,61,2,88,2,68,1,1,3,1,2,1,3,2,3,2,61,2,88,2,68,1,6,1,4,1,5,1,1,60,2,88,2,67,1,1,17,2,60,2,88,2,67,1,19,1,1,59,2,88,2,67,1,19,1,1,59,2,88,2,67,4,1,11,1,1,1,3,59,2,88,2,67,21,1,59,2,88,2,67,21,1,59,2,88,2,66,1,21,2,58,2,88,2,66,1,21,1,1,58,2,88,2,66,4,17,2,1,58,2,88,2,65,2,5,1,15,2,58,2,88,2,63,1,1,2,22,4,55,2,88,2,57,2,2,34,2,2,49,2,88,2,55,1,2,39,3,1,47,2,88,2,55,5,1,3,2,2,1,25,1,1,1,1,1,1,1,47,2,88,2,57,1,2,1,29,1,4,1,1,1,1,49,2,88,2,59,1,2,8,15,9,2,52,2,88,2,62,2,1,1,1,24,1,1,1,54,2,88,2,66,1,22,1,58,2,88,2,66,1,21,1,59,2,88,2,66,2,20,1,59,2,88,2,65,3,20,2,58,2,88,2,63,2,2,1,20,1,1,2,56,2,88,2,61,2,4,1,20,1,2,2,55,2,88,2,59,1,1,6,1,19,1,4,2,54,2,88,2,58,2,7,2,17,1,1,6,2,52,3,87,2,56,1,2,9,1,26,2,51,3,87,2,55,1,1,40,1,50,2,88,2,54,2,41,1,50,2,88,2,53,2,42,2,49,2,88,2,52,2,44,2,48,2,88,2,51,2,46,2,47,2,88,2,50,2,16,1,31,1,47,2,88,2,50,3,1,14,1,29,1,1,2,46,2,88,2,50,18,1,29,1,2,1,46,2,88,2,50,4,14,1,33,1,45,2,88,2,53,1,3,11,2,15,1,13,1,2,46,2,88,2,56,1,1,11,1,15,1,10,2,1,49,2,88,2,55,2,3,10,2,12,2,8,8,46,2,88,2,50,1,1,4,4,1,9,2,11,2,8,2,4,2,1,2,1,1,42,2,88,2,48,2,3,8,1,9,2,9,3,7,2,8,1,1,2,1,1,40,2,88,2,45,3,2,1,1,1,1,8,1,7,1,1,3,6,4,6,1,8,1,1,1,1,4,2,38,2,88,2,45,1,2,2,22,4,4,4,6,1,10,1,1,2,1,2,1,2,37,2,88,2,42,1,1,1,4,1,2,19,1,1,4,1,5,21,1,2,6,35,2,88,2,42,2,1,1,1,1,15,2,8,3,4,3,6,1,17,1,1,2,1,1,1,34,2,88,2,41,3,1,1,15,2,9,3,5,2,8,1,21,1,1,34,2,88,2,41,1,1,1,16,2,11,2,5,2,9,2,18,2,1,34,2,88,2,41,1,2,1,14,2,13,1,5,1,12,1,17,1,2,34,2,88,2,41,1,16,1,17,1,2,1,14,2,17,1,1,33,2,88,2,41,1,2,1,12,1,17,1,3,2,15,1,14,1,1,1,1,33,2,88,2,41,15,1,22,1,17,1,1,11,1,3,1,33,2,88,2,41,1,14,2,40,1,15,1,33,2,88,2,41,1,15,2,35,1,3,1,10,1,4,1,33,2,88,2,41,1,3,1,12,2,36,2,11,1,4,1,33,2,88,2,40,1,1,18,1,35,1,12,1,4,1,1,32,2,88,2,40,2,4,1,14,1,33,1,12,1,6,1,32,2,88,2,40,1,6,1,14,1,31,1,13,1,6,1,32,2,88,2,39,2,22,2,28,1,21,1,1,31,2,88,2,39,2,24,1,26,1,22,1,1,31,2,88,2,39,2,25,1,24,1,23,1,1,31,2,88,2,39,1,27,1,22,2,23,1,1,31,2,88,2,39,1,49,2,24,3,30,2,88,2,39,1,48,1,27,1,1,30,2,88,2,39,1,47,2,27,1,1,30,2,88,2,37,1,1,47,2,28,1,1,30,2,88,2,37,1,1,46,1,30,2,1,29,2,88,2,37,1,47,1,30,2,30,2,88,2,37,1,1,2,43,1,33,30,3,87,2,37,1,45,1,31,1,1,2,29,3,87,2,37,45,1,35,1,29,1,1,88,2,1,35,1,1,80,2,1,26,1,3,86,1,1,2,1,21,1,4,4,2,1,3,80,30,1,2,125,2,80,2,156,2,79,2,1,156,2,1,77,4,156,1,3,76,3,1,140,1,15,1,2,2,74,2,1,1,1,5,3,129,1,18,1,82,1,7,1,129,1,18,1,82,1,9,1,123,3,20,1,1,80,2,11,1,1,119,1,22,1,1,1,2,76,4,1,154,2,2,63,1,14,3,1,126,1,27,2,65,1,17,1,17,2,132,4,66,1,17,4,113,39,66,2,16,31,191,1,1,1,15,1,153,2,15,3,48,2,16,2,152,1,16,1,1,1,48,2,16,2,152,1,1,2,2,1,10,1,1,1,48,1,13,6,153,1,3,13,1,1,48,1,15,2,1,1,153,3,64,1,16,2,154,1,1,83,1,154,1,17,1,66,1,154,1,17,1,66,1,155,1,82,1,156,1,82,1,156,1,1,80,1,1,157,2,78,2,158,2,78,2,158,1,80,1,158,1,79,2,158,1,79,1,159,1,79,1,160,1,77,2,160,1,77,1,162,1,74,1,1,1,162,1,75,1,239,1,165,1,72,1,166,1,240,1,69,1,412,1,63,1,175,1,63,2,238,1,175,1,63,1,239,1,807}
local val_i=0
local run=0
for y=0,136-1 do
for x=0,240-1 do
if run==0 then
val_i=val_i+1
run=img_runs[val_i]
end
run=run-1
pix(x,y,img_values[val_i])
end
end
end
local choices = {
{
label = "Wake Up",
},
{
label = "Stay in Bed",
},
}
local function go_to_day_state()
if on_text_complete then
on_text_complete()
on_text_complete = nil
end
if Context.game.current_screen ~= "mysterious_man" then
return
end
state = STATE_DAY
day_timer = day_display_frames
end
local function wake_up()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Meter.show()
if trigger_flash_on_wake then
trigger_flash_on_wake = false
Ascension.start_flash()
end
Window.set_current("game")
end,
})
end
local function stay_in_bed()
Day.increase()
state = STATE_DAY
day_timer = day_display_frames
end
--- Starts the mysterious man screen.
--- @param[opt] options table Optional configuration.</br>
--- Fields: </br>
--- * text (string) Override for the scrolling text.<br/>
--- * day_text (string) Override for the centered day label.<br/>
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
--- * skip_text (boolean) If true, skip the text phase and go straight to day display.<br/>
function MysteriousManScreen.start(options)
options = options or {}
day_timer = 0
text_done = false
text_done_timer = 0
selected_choice = 1
text = options.text or ASC_01_TEXT
text_y = Config.screen.height
day_text_override = options.day_text
on_text_complete = options.on_text_complete
Meter.hide()
trigger_flash_on_wake = not options.skip_text
if options.skip_text then
show_mysterious_screen = false
state = STATE_DAY
day_timer = day_display_frames
else
show_mysterious_screen = true
state = STATE_TEXT
end
Util.go_to_screen_by_id("mysterious_man")
Window.set_current("game")
end
--- Sets the scrolling text content.
--- @param new_text string The text to display.
function MysteriousManScreen.set_text(new_text)
text = new_text
end
Screen.register({
id = "mysterious_man",
name = "Mysterious Man",
decisions = {},
background_color = Config.colors.black,
init = function()
Audio.music_play_mystery()
end,
exit = function()
Audio.music_stop()
end,
update = function()
if state == STATE_TEXT then
if not text_done then
text_y = text_y - text_speed
local lines = 1
for _ in string.gmatch(text, "\n") do
lines = lines + 1
end
if text_y < -lines * 8 then
text_done = true
text_done_timer = TEXT_DONE_HOLD_FRAMES
end
else
text_done_timer = text_done_timer - 1
if text_done_timer <= 0 then
go_to_day_state()
end
end
elseif state == STATE_DAY then
day_timer = day_timer - 1
if day_timer <= 0 or Input.select() then
if trigger_flash_on_wake or Ascension.get_level() < 1 then
wake_up()
else
state = STATE_CHOICE
selected_choice = 1
end
end
elseif state == STATE_CHOICE then
selected_choice = UI.update_menu(choices, selected_choice)
if Input.select() then
Audio.sfx_select()
if selected_choice == 1 then
wake_up()
else
stay_in_bed()
end
end
end
end,
draw = function()
if show_mysterious_screen then
draw_mysterious_man_background()
end
if state == STATE_TEXT then
local cx = Config.screen.width / 2
local line_y = text_y
for line in (text .. "\n"):gmatch("(.-)\n") do
Print.text_center(line, cx, line_y, Config.colors.light_grey)
line_y = line_y + 8
end
elseif state == STATE_DAY then
local day_text = day_text_override or ("Day " .. Context.day_count)
Print.text_center(
day_text,
Config.screen.width / 2,
Config.screen.height / 2 - 3,
Config.colors.white
)
elseif state == STATE_CHOICE then
local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
UI.draw_menu(choices, selected_choice, menu_x, menu_y)
end
end,
})

View File

@@ -2,13 +2,30 @@ Screen.register({
id = "office",
name = "Office",
decisions = {
"play_button_mash",
"play_rhythm",
"play_ddr",
"do_work",
"go_to_walking_to_home",
"have_a_coffee",
},
situations = {
"drink_coffee",
},
init = function()
Audio.music_play_room_work()
end,
background = "office",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 13 * 8, 9 * 8)
Sprite.draw_at("dev_buddy", 15 * 8, 9 * 8)
Sprite.draw_at("dev_project_manager", 6 * 8, 4 * 8)
Sprite.draw_at("dev_hr_girl", 12 * 8, 4 * 8)
Sprite.draw_at("dev_introvert", -4 + 5 * 8, 9 * 8)
Sprite.draw_at("dev_extrovert", 20 * 8, 4 * 8)
Sprite.draw_at("dev_girl", 23 * 8, 5 * 8)
Sprite.draw_at("dev_boy", 10 * 8, 11 * 8 + 4)
Sprite.draw_at("dev_guru", 22 * 8, 10 * 8 + 4)
Sprite.draw_at("dev_operator", 27 * 8, 10 * 8 + 4)
end
Context.have_been_to_office = true
end
})

View File

@@ -3,5 +3,88 @@ Screen.register({
name = "Toilet",
decisions = {
"go_to_home",
}
},
background = "bedroom",
init = function()
Audio.music_play_mystery()
Context.stat_screen_active = true
Meter.hide()
local cx = Config.screen.width * 0.75
local cy = Config.screen.height * 0.75
Focus.start_driven(cx, cy)
Focus.set_percentage(0.15)
end,
update = function()
if not Context.stat_screen_active then return end
if Input.select() or Input.player_interact() then
Focus.stop()
Context.stat_screen_active = false
Meter.show()
Util.go_to_screen_by_id("home")
end
end,
draw = function()
if not Context.stat_screen_active then return end
local sw = Config.screen.width
local cx = sw / 2
local norman_x = math.floor(sw * 0.75)
local norman_y = math.floor(Config.screen.height * 0.75)
local bar_w = math.floor(sw * 0.75)
local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4
Sprite.draw_at("norman", norman_x, norman_y)
Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
local wrapped = UI.word_wrap(narrative, 38)
local text_y = 24
for _, line in ipairs(wrapped) do
Print.text_center(line, cx, text_y, Config.colors.light_grey)
text_y = text_y + 8
end
local m = Context.meters
local max_val = Meter.get_max()
local decay_pct = Meter.get_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier()
local combo_pct = math.floor((combo_mult - 1) * 100)
local mult_text = string.format("+%d%%", combo_pct)
local meter_start_y = text_y + 10
local meter_list = {
{ key = "wpm", label = "Work Productivity Meter" },
{ key = "ism", label = "Impostor Syndrome Meter" },
{ key = "bm", label = "Burnout Meter" },
}
for i, meter in ipairs(meter_list) do
local y = meter_start_y + (i - 1) * 20
Print.text_center(meter.label, cx, y, Config.colors.white)
local bar_y = y + 8
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, Config.colors.blue)
end
local decay_w = print(decay_text, 0, -6, 0, false, 1)
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
end
if Ascension.get_level() > 0 then
local asc_y = meter_start_y + #meter_list * 20
local asc_letter_y = asc_y + 10
local asc_spacing = 8
local asc_total_w = Ascension.get_level() * asc_spacing
local asc_x = math.floor((sw - asc_total_w) / 2)
Ascension.draw(asc_x, asc_letter_y, { spacing = asc_spacing })
end
end,
})

View File

@@ -4,5 +4,16 @@ Screen.register({
decisions = {
"go_to_home",
"go_to_office",
}
},
init = function()
Audio.music_play_room_work()
end,
background = "street",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
end
end
})

View File

@@ -4,5 +4,22 @@ Screen.register({
decisions = {
"go_to_home",
"go_to_office",
}
"sumphore_discussion",
},
init = function()
Audio.music_play_room_work()
end,
background = "street",
draw = function()
if Window.get_current_id() == "game" then
Sprite.draw_at("norman", 7 * 8, 3 * 8)
Sprite.draw_at("sumphore", 9 * 8, 2 * 8)
Sprite.draw_at("pizza_vendor", 19 * 8, 1 * 8)
Sprite.draw_at("dev_guard", 22 * 8, 2 * 8)
Sprite.draw_at("matrix_trinity", 5 * 8, 11 * 8)
Sprite.draw_at("matrix_neo", 7 * 8, 11 * 8)
Sprite.draw_at("matrix_oraculum", 9 * 8, 12 * 8)
Sprite.draw_at("matrix_architect", 11 * 8, 11 * 8)
end
end
})

View File

@@ -0,0 +1,6 @@
Screen.register({
id = "work",
name = "Work",
decisions = {},
background_color = Config.colors.blue,
})

View File

@@ -2,6 +2,5 @@ Situation.register({
id = "drink_coffee",
handle = function()
Audio.sfx_select()
Sprite.show("norman", 100, 100)
end,
})

View File

@@ -1,7 +1,13 @@
--- @section Situation
local _situations = {}
--- Registers a situation definition.
-- @param situation table The situation data table.
--- @within Situation
--- @param situation table The situation data table.
--- @param situation.id string Unique situation identifier.<br/>
--- @param[opt] situation.screen_id string ID of the screen this situation belongs to.<br/>
--- @param[opt] situation.handle function Called when the situation is applied. Defaults to noop.<br/>
--- @param[opt] situation.update function Called each frame while situation is active. Defaults to noop.<br/>
function Situation.register(situation)
if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
@@ -20,15 +26,27 @@ function Situation.register(situation)
end
--- Gets a situation by ID.
-- @param id string The situation ID.
-- @return table The situation table or nil.
--- @within Situation
--- @param id string The situation ID.
--- @return result table The situation table or nil. </br>
--- Fields: </br>
--- * id (string) Unique situation identifier.<br/>
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- * handle (function) Called when the situation is applied.<br/>
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_by_id(id)
return _situations[id]
end
--- Gets all registered situations, optionally filtered by screen ID.
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
--- @within Situation
--- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
--- @return result table A table containing all registered situation data, indexed by their IDs, or an array filtered by screen_id. </br>
--- Fields: </br>
--- * id (string) Unique situation identifier.<br/>
--- * screen_id (string) ID of the screen this situation belongs to.<br/>
--- * handle (function) Called when the situation is applied.<br/>
--- * update (function) Called each frame while situation is active.<br/>
function Situation.get_all(screen_id)
if screen_id then
local filtered_situations = {}
@@ -43,9 +61,10 @@ function Situation.get_all(screen_id)
end
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
-- @param id string The situation ID to apply.
-- @param current_screen_id string The ID of the currently active screen.
-- @return string|nil The ID of the applied situation if successful, otherwise nil.
--- @within Situation
--- @param id string The situation ID to apply.
--- @param current_screen_id string The ID of the currently active screen.
--- @return string|nil The ID of the applied situation if successful, otherwise nil.
function Situation.apply(id, current_screen_id)
local situation = Situation.get_by_id(id)
local screen = Screen.get_by_id(current_screen_id)

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_boy",
sprites = Sprite.generate_table(2, 3, 278, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_buddy",
sprites = Sprite.generate_table(2, 3, 286, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_extrovert",
sprites = Sprite.generate_table(2, 4, 330, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_girl",
sprites = Sprite.generate_table(2, 3, 284, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_guard",
sprites = Sprite.generate_table(3, 4, 384, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_guru",
sprites = Sprite.generate_table(2, 4, 264, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_hr_girl",
sprites = Sprite.generate_table(2, 4, 260, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_introvert",
sprites = Sprite.generate_table(2, 4, 332, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_operator",
sprites = Sprite.generate_table(2, 4, 326, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "dev_project_manager",
sprites = Sprite.generate_table(2, 4, 328, -4, -4, 8, 8)
})

View File

@@ -1,8 +1,44 @@
--- @section Sprite
local _sprites = {}
local _active_sprites = {}
local function draw_sprite_instance(sprite_data, params)
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
--- Registers a sprite definition.
-- @param sprite_data table A table containing the sprite definition.
--- @within Sprite
--- @param sprite_data table A table containing the sprite definition.
--- @param sprite_data.id string Unique sprite identifier.<br/>
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode.<br/>
--- @param[opt] sprite_data.colorkey number Default color index for transparency.<br/>
--- @param[opt] sprite_data.scale number Default scaling factor.<br/>
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.<br/>
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.<br/>
--- @param[opt] sprite_data.rot number Default rotation in degrees.<br/>
--- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides.<br/>
function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!")
@@ -14,15 +50,39 @@ function Sprite.register(sprite_data)
_sprites[sprite_data.id] = sprite_data
end
--- Generates a sprites table for a rectangular composite sprite.
--- @within Sprite
--- @param width number The number of sprites wide.<br/>
--- @param height number The number of sprites tall.<br/>
--- @param starting_s number The sprite index of the top-left tile.<br/>
--- @param x_base number The base x-offset for the leftmost column.<br/>
--- @param y_base number The base y-offset for the topmost row.<br/>
--- @param x_step number The x-offset increment per column.<br/>
--- @param y_step number The y-offset increment per row.<br/>
--- @return table The sprites table array.
function Sprite.generate_table(width, height, starting_s, x_base, y_base, x_step, y_step)
local sprites = {}
for row = 0, height - 1 do
for col = 0, width - 1 do
local s = starting_s + row * 16 + col
local x_offset = x_base + col * x_step
local y_offset = y_base + row * y_step
table.insert(sprites, { s = s, x_offset = x_offset, y_offset = y_offset })
end
end
return sprites
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.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id)
@@ -42,12 +102,42 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
end
--- Hides a displayed sprite.
-- @param id string The unique identifier of the sprite.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
function Sprite.hide(id)
_active_sprites[id] = nil
end
--- Draws a sprite immediately without scheduling it.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.draw_at(id, x, y, colorkey, scale, flip_x, flip_y, rot)
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. id)
return
end
draw_sprite_instance(sprite_data, {
x = x,
y = y,
colorkey = colorkey,
scale = scale,
flip_x = flip_x,
flip_y = flip_y,
rot = rot,
})
end
--- Draws all scheduled sprites.
--- @within Sprite
function Sprite.draw()
for id, params in pairs(_active_sprites) do
local sprite_data = _sprites[id]
@@ -55,29 +145,8 @@ function Sprite.draw()
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
_active_sprites[id] = nil
end
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
if sprite_data then
draw_sprite_instance(sprite_data, params)
end
end
end

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "matrix_architect",
sprites = Sprite.generate_table(2, 4, 324, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "matrix_neo",
sprites = Sprite.generate_table(2, 4, 322, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "matrix_oraculum",
sprites = Sprite.generate_table(2, 3, 282, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "matrix_trinity",
sprites = Sprite.generate_table(2, 4, 320, -4, -4, 8, 8)
})

View File

@@ -1,17 +1,23 @@
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
{ s = 272, x_offset = -4, y_offset = -4 },
{ s = 273, x_offset = 4, y_offset = -4 },
{ s = 288, x_offset = -4, y_offset = 4 },
{ s = 289, x_offset = 4, y_offset = 4 },
{ s = 304, x_offset = -4, y_offset = 12 },
{ s = 305, x_offset = 4, y_offset = 12 }
}
})
Sprite.register({
id = "sleeping_norman",
sprites = {
{ s = 272, x_offset = 12, y_offset = -4, flip_y = 1 },
{ s = 273, x_offset = 12, y_offset = 4, flip_y = 1 },
{ s = 288, x_offset = 4, y_offset = -4, flip_y = 1 },
{ s = 289, x_offset = 4, y_offset = 4, flip_y = 1 },
{ s = 304, x_offset = -4, y_offset = -4, flip_y = 1 },
{ s = 305, x_offset = -4, y_offset = 4, flip_y = 1 }
}
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "pizza_vendor",
sprites = Sprite.generate_table(2, 2, 334, -1, -8, 8, 8)
})

View File

@@ -0,0 +1,4 @@
Sprite.register({
id = "sumphore",
sprites = Sprite.generate_table(2, 4, 258, -4, -4, 8, 8)
})

View File

@@ -0,0 +1,63 @@
--- @section AsciiArt
AsciiArt = {}
--- Draws ASCII art text using rectangles.
--- @param text string The ASCII art text to draw.
--- @param options table Configuration options (char_w, char_h, line_gap, word_gap, color, x, y).
function AsciiArt.draw(text, options)
options = options or {}
local char_w = options.char_w or 4
local char_h = options.char_h or 5
local line_gap = options.line_gap or 0
local word_gap = options.word_gap or 6
local color = options.color or Config.colors.light_blue
local lines = {}
local max_len = 0
-- Get all lines and find max length
for line in (text .. "\n"):gmatch("(.-)\n") do
table.insert(lines, line)
if #line > max_len then max_len = #line end
end
-- Clean up empty lines from the start/end
while #lines > 0 and lines[1]:gsub("%s+", "") == "" do table.remove(lines, 1) end
while #lines > 0 and lines[#lines]:gsub("%s+", "") == "" do table.remove(lines, #lines) end
if #lines == 0 then return end
local total_h = 0
for _, line in ipairs(lines) do
if line:find("#") then
total_h = total_h + char_h + line_gap
else
total_h = total_h + word_gap
end
end
total_h = total_h - line_gap
local current_y = options.y or (Config.screen.height - total_h) / 2
local x_offset = options.x or (Config.screen.width - (max_len * char_w)) / 2
for _, line in ipairs(lines) do
if line:find("#") then
for j = 1, #line do
local char = line:sub(j, j)
if char == "#" then
rect(x_offset + (j - 1) * char_w, current_y, char_w - 1, char_h - 1, color)
end
end
current_y = current_y + char_h + line_gap
else
current_y = current_y + word_gap
end
end
return {
x = x_offset,
y = options.y or (Config.screen.height - total_h) / 2,
width = max_len * char_w,
height = total_h,
bottom = (options.y or (Config.screen.height - total_h) / 2) + total_h
}
end

View File

@@ -1,27 +1,43 @@
--- @section Input
local INPUT_KEY_UP = 0
local INPUT_KEY_DOWN = 1
local INPUT_KEY_LEFT = 2
local INPUT_KEY_RIGHT = 3
local INPUT_KEY_A = 4 local INPUT_KEY_B = 5 local INPUT_KEY_Y = 7
local INPUT_KEY_A = 4
local INPUT_KEY_B = 5
local INPUT_KEY_Y = 7
local INPUT_KEY_SPACE = 48
local INPUT_KEY_BACKSPACE = 51
local INPUT_KEY_ENTER = 50
--- Checks if Up is pressed.
--- @within Input
function Input.up() return btnp(INPUT_KEY_UP) end
--- Checks if Down is pressed.
--- @within Input
function Input.down() return btnp(INPUT_KEY_DOWN) end
--- Checks if Left is pressed.
--- @within Input
function Input.left() return btnp(INPUT_KEY_LEFT) end
--- Checks if Right is pressed.
--- @within Input
function Input.right() return btnp(INPUT_KEY_RIGHT) end
--- Checks if Space is pressed.
--- @within Input
function Input.space() return keyp(INPUT_KEY_SPACE) end
--- Checks if Select is pressed.
--- @within Input
function Input.select() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_SPACE) end
--- Checks if Menu Confirm is pressed.
--- @within Input
function Input.menu_confirm() return btnp(INPUT_KEY_A) or keyp(INPUT_KEY_ENTER) end
--- Checks if Player Interact is pressed.
--- @within Input
function Input.player_interact() return btnp(INPUT_KEY_B) or keyp(INPUT_KEY_ENTER) end
--- Checks if Menu Back is pressed.
--- @within Input
function Input.menu_back() return btnp(INPUT_KEY_Y) or keyp(INPUT_KEY_BACKSPACE) end
--- Checks if Toggle Popup is pressed.
--- @within Input
function Input.toggle_popup() return keyp(INPUT_KEY_ENTER) end

View File

@@ -1,15 +1,20 @@
--- @section Main
local initialized_game = false
--- Initializes game state.
--- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game()
if initialized_game then return end
if initialized_game then return false end
Context.reset()
Window.set_current("splash") -- Set initial window using new manager
Window.set_current("intro_title") -- Set initial window using new manager
MenuWindow.refresh_menu_items()
initialized_game = true
return true
end
--- Main game loop (TIC-80 callback).
--- @within Main
function TIC()
init_game()
cls(Config.colors.black)
@@ -18,7 +23,13 @@ function TIC()
handler()
end
Meter.update()
Timer.update()
Trigger.update()
Glitch.draw()
Ascension.update_fade()
if Context.game_in_progress then
UI.draw_meters()
Meter.draw()
Timer.draw()
end
Ascension.draw_flash()
end

View File

@@ -1,10 +1,11 @@
--- 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.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor.<br/>
function Print.text(text, x, y, color, fixed, scale)
local shadow_color = Config.colors.black
if color == shadow_color then shadow_color = Config.colors.light_grey end
@@ -14,12 +15,13 @@ function Print.text(text, x, y, color, fixed, scale)
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.
--- @within Print
--- @param text string The text to print.<br/>
--- @param x number The x-coordinate for centering.<br/>
--- @param y number The y-coordinate.<br/>
--- @param color number The color of the text.<br/>
--- @param[opt] fixed boolean If true, uses fixed-width font.<br/>
--- @param[opt] scale number The scaling factor.<br/>
function Print.text_center(text, x, y, color, fixed, scale)
scale = scale or 1
local text_width = print(text, 0, -6, 0, fixed, scale)

View File

@@ -1,34 +1,44 @@
--- @section UI
--- Draws the top bar.
-- @param title string The title text to display.
--- @within UI
--- @param title string The title text to display.<br/>
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.green)
end
--- Draws dialog window.
function UI.draw_dialog()
PopupWindow.draw()
Print.text(title, 3, 2, Config.colors.light_blue)
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)
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The index of the currently selected item.<br/>
--- @param x number The x-coordinate for the menu (ignored if centered is true).<br/>
--- @param y number The y-coordinate for the menu.<br/>
--- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.<br/>
function UI.draw_menu(items, selected_item, x, y, centered)
if centered then
local max_w = 0
for _, item in ipairs(items) do
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > max_w then max_w = w end
end
x = (Config.screen.width - max_w) / 2
end
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
if i == selected_item then
Print.text(">", x - 8, current_y, Config.colors.green)
Print.text(">", x - 8, current_y, Config.colors.light_blue)
end
Print.text(item.label, x, current_y, Config.colors.green)
Print.text(item.label, x, current_y, Config.colors.light_blue)
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.
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The current index of the selected item.<br/>
--- @return number selected_item The updated index of the selected item.
function UI.update_menu(items, selected_item)
if Input.up() then
Audio.sfx_beep()
@@ -46,133 +56,108 @@ function UI.update_menu(items, selected_item)
return selected_item
end
--- Draws a bordered textbox with scrolling text.
--- @within UI
--- @param text string The text to display (multi-line supported).<br/>
--- @param box_x number The x-coordinate of the box.<br/>
--- @param box_y number The y-coordinate of the box.<br/>
--- @param box_w number The width of the box.<br/>
--- @param box_h number The height of the box.<br/>
--- @param scroll_y number The vertical scroll offset for the text (0 = top, increases to scroll up).<br/>
--- @param[opt] color number The text color (default: Config.colors.white).<br/>
--- @param[opt] bg_color number The background fill color (default: Config.colors.dark_grey).<br/>
--- @param[opt] border_color number The border color (default: Config.colors.white).<br/>
--- @param[opt] center_text boolean Whether to center each line inside the box. Defaults to false.<br/>
function UI.draw_textbox(text, box_x, box_y, box_w, box_h, scroll_y, color, bg_color, border_color, center_text)
color = color or Config.colors.white
bg_color = bg_color or Config.colors.dark_grey
border_color = border_color or Config.colors.white
center_text = center_text or false
local padding = 4
local line_height = 8
local inner_x = box_x + padding
local inner_y = box_y + padding
local inner_center_x = box_x + (box_w / 2)
local visible_height = box_h - padding * 2
local lines = UI.word_wrap(text, 30)
local text_height = #lines * line_height
local base_y = inner_y
if center_text and text_height < visible_height then
base_y = inner_y + math.floor((visible_height - text_height) / 2)
end
rect(box_x, box_y, box_w, box_h, bg_color)
for i, line in ipairs(lines) do
local ly = base_y + (i - 1) * line_height - scroll_y
if ly >= inner_y and ly + line_height <= inner_y + visible_height then
if center_text then
Print.text_center(line, inner_center_x, ly, color)
else
Print.text(line, inner_x, ly, color)
end
end
end
rectb(box_x, box_y, box_w, box_h, border_color)
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.
--- @within UI
--- @param text string The text to wrap.<br/>
--- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end
local lines = {}
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local current_line = ""
local words_in_line = 0
for word in input_line:gmatch("%S+") do
words_in_line = words_in_line + 1
if #current_line == 0 then
current_line = word
elseif #current_line + #word + 1 <= max_chars_per_line then
current_line = current_line .. " " .. word
else
table.insert(lines, current_line)
current_line = word
end
end
if words_in_line > 0 then
table.insert(lines, current_line)
else
table.insert(lines, "")
end
end
if #lines == 0 then
return {""}
end
return lines
end
if text == nil then return {""} 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)
return {
label = label,
get = value_getter,
set = value_setter,
min = min,
max = max,
step = step,
format = format or "%.1f",
type = "numeric_stepper"
}
end
local lines = {}
--- 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)
return {
label = label,
action = action,
type = "action_item"
}
end
--- 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_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label
local text_width = #decision_label * 4 local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.green)
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
end
--- Draws meters.
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
local function trim(s)
return (s:gsub("^%s+", ""):gsub("%s+$", ""))
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
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
local function previous_whitespace_index(s, target)
if s:sub(target, target):match("%s") then
return target
end
for i = target - 1, 1, -1 do
if s:sub(i, i):match("%s") then
return i
end
end
return nil
end
return selected_decision_index
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local remaining = trim(input_line)
if remaining == "" then
table.insert(lines, "")
else
while #remaining > max_chars_per_line do
local split_at = previous_whitespace_index(remaining, max_chars_per_line)
local line = trim(remaining:sub(1, split_at))
if not split_at or line == "" then
line = remaining:sub(1, max_chars_per_line)
split_at = max_chars_per_line
end
table.insert(lines, line)
remaining = trim(remaining:sub(split_at + 1))
end
table.insert(lines, remaining)
end
end
if #lines == 0 then
return {""}
end
return lines
end

View File

@@ -1,32 +1,37 @@
--- Utility functions.
Util = {}
--- @section 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.
--- @within Util
--- @param array table The array to index.
--- @param index number The desired index (can be out of bounds).
--- @return number index The wrapped index within the array's bounds.
function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1
end
--- Navigates to a screen by its ID.
-- @param screen_id string The ID of the screen to go to.
--- @within Util
--- @param screen_id string The ID of the screen to go to.<br/>
function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id)
if screen then
local prev_screen = Screen.get_by_id(Context.game.current_screen)
local new_screen = Screen.get_by_id(screen_id)
if new_screen then
Context.game.current_screen = screen_id
local all_decisions_for_screen = Decision.get_for_screen(screen)
Context.game.decisions = Decision.filter_available(all_decisions_for_screen)
Context.game.selected_decision_index = 1
screen.init() -- Initialize the new screen
if prev_screen and prev_screen.exit then
prev_screen.exit()
end
new_screen.init()
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end
end
-- Checks if a table contains a specific value.
-- @param t table The table to check.
-- @param value any The value to look for.
--- Checks if a table contains a specific value.
--- @within Util
--- @param t table The table to check.
--- @param value any The value to look for.<br/>
--- @return boolean true if the value is found, false otherwise.
function Util.contains(t, value)
for i = 1, #t do
if t[i] == value then
@@ -34,4 +39,31 @@ function Util.contains(t, value)
end
end
return false
end
end
--- Deep copies tables
--- @within Util
--- @param orig any The value to deep copy.
--- @param seen any Used for recursive calls to handle loops
--- @return any any The copied object
function Util.deepcopy(orig, seen)
if type(orig) ~= "table" then
return orig
end
if seen and seen[orig] then
return seen[orig] -- handle cycles / shared refs
end
local copy = {}
seen = seen or {}
seen[orig] = copy
for k, v in pairs(orig) do
local new_k = Util.deepcopy(k, seen)
local new_v = Util.deepcopy(v, seen)
copy[new_k] = new_v
end
return setmetatable(copy, getmetatable(orig))
end

View File

@@ -1,15 +1,18 @@
AudioTestWindow = {
index_menu = 1,
index_func = 1,
list_func = {},
menuitems = {},
last_pressed = false
}
--- @section AudioTestWindow
AudioTestWindow.index_menu = 1
AudioTestWindow.index_func = 1
AudioTestWindow.list_func = {}
AudioTestWindow.menuitems = {}
AudioTestWindow.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.
--- @within AudioTestWindow
--- @param list_func table List of audio functions.<br/>
--- @param index_func number Current index of selected function.<br/>
--- @return result table Generated menu items, an array of menu item tables or nil. </br>
--- Fields: </br>
--- * label (string) Display text for the menu item.<br/>
--- * decision (function) Called when the menu item is selected.<br/>
function AudioTestWindow.generate_menuitems(list_func, index_func)
return {
{
@@ -19,7 +22,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
if current_func then
current_func()
else
trace("Invalid Audio function: " .. list_func[index_menu])
trace("Invalid Audio function: " .. list_func[index_func])
end
end
},
@@ -39,7 +42,8 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
end
--- Generates list of audio functions.
-- @return table A sorted list of audio function names.
--- @within AudioTestWindow
--- @return result table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc()
local result = {}
@@ -55,12 +59,14 @@ function AudioTestWindow.generate_listfunc()
end
--- Navigates back from audio test window.
--- @within AudioTestWindow
function AudioTestWindow.back()
Audio.sfx_deselect()
GameWindow.set_state("menu")
end
--- Initializes audio test window.
--- @within AudioTestWindow
function AudioTestWindow.init()
AudioTestWindow.last_pressed = false
AudioTestWindow.index_menu = 1
@@ -72,12 +78,14 @@ function AudioTestWindow.init()
end
--- Draws audio test window.
--- @within AudioTestWindow
function AudioTestWindow.draw()
UI.draw_top_bar("Audio test")
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
end
--- Updates audio test window logic.
--- @within AudioTestWindow
function AudioTestWindow.update()
if Input.up() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)

View File

@@ -1,52 +1,57 @@
ConfigurationWindow = {
controls = {},
selected_control = 1,
}
--- @section ConfigurationWindow
ConfigurationWindow.controls = {}
ConfigurationWindow.selected_control = 1
--- Initializes configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_decision_item(
"Save",
function() Config.save() end
),
UI.create_decision_item(
"Restore Defaults",
function() Config.restore_defaults() end
),
{
label = "Save",
action = function() Config.save() end,
type = "action_item"
},
{
label = "Restore Defaults",
action = function() Config.reset() end,
type = "action_item"
},
}
end
--- Draws configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
local x_start = 10 local y_start = 40
local x_start = 10
local y_start = 40
local x_value_right_align = Config.screen.width - 10
local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do
local current_y = y_start + (i - 1) * 12
local color = Config.colors.green
local color = Config.colors.light_blue
if control.type == "numeric_stepper" then
local value = control.get()
local label_text = control.label
local value_text = string.format(control.format, value)
local value_x = x_value_right_align - (#value_text * char_width)
local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start -8, current_y, color)
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) else
Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "decision_item" then
elseif control.type == "action_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start -8, current_y, color)
Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color)
Print.text(">", x_start + 8 + (#label_text * char_width) + 4, current_y, color)
else
@@ -58,6 +63,7 @@ function ConfigurationWindow.draw()
end
--- Updates configuration window logic.
--- @within ConfigurationWindow
function ConfigurationWindow.update()
if Input.menu_back() then
GameWindow.set_state("menu")
@@ -80,14 +86,16 @@ function ConfigurationWindow.update()
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
if Input.left() then
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
elseif Input.right() then
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value)
end
elseif control.type == "decision_item" then
elseif control.type == "action_item" then
if Input.menu_confirm() then
control.decision()
control.action()
end
end
end

View File

@@ -0,0 +1,33 @@
--- @section ContinuedWindow
ContinuedWindow.timer = 300 -- 5 seconds at 60fps
ContinuedWindow.text = [[
### ### ### ###
# # # # # #
# # # ### ##
# # # # # #
# ### ### ###
### ### # # ### ### # # # # ### ##
# # # ## # # # ## # # # # # #
# # # # ## # # # ## # # ## # #
# # # # # # # # # # # # # #
### ### # # # ### # # ### ### ##
]]
--- Draws the continued window.
--- @within ContinuedWindow
function ContinuedWindow.draw()
cls(Config.colors.black)
AsciiArt.draw(ContinuedWindow.text, {})
end
--- Updates the continued window logic.
--- @within ContinuedWindow
function ContinuedWindow.update()
ContinuedWindow.timer = ContinuedWindow.timer - 1
if ContinuedWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
end
end

View File

@@ -0,0 +1,107 @@
--- @section DiscussionWindow
local TEXTBOX_W = math.floor(Config.screen.width * 0.7)
local TEXTBOX_H = math.floor(Config.screen.height * 0.3)
local TEXTBOX_X = math.floor((Config.screen.width - TEXTBOX_W) / 2)
local TEXTBOX_Y = math.floor((Config.screen.height - TEXTBOX_H) / 2 - 8)
local TEXTBOX_MAX_CHARS = 30
local DISCUSSION_LINE_HEIGHT = 8
local PADDING = 4
local AUTO_SCROLL_DELAY = 12
local AUTO_SCROLL_STEP = 1
--- Draws the discussion window.
--- @within DiscussionWindow
function DiscussionWindow.draw()
GameWindow.draw()
local step = Discussion.get_current_step()
if not step then return end
UI.draw_textbox(
step.question,
TEXTBOX_X, TEXTBOX_Y,
TEXTBOX_W, TEXTBOX_H,
Context.discussion.scroll_y,
Config.colors.white,
Config.colors.dark_grey,
Config.colors.light_blue,
true
)
local answers = step.answers
if #answers > 0 then
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)
local selected = answers[Context.discussion.selected_answer]
local label = selected.label
local answer_text_y = bar_y + 4
Print.text("<", 2, answer_text_y, Config.colors.light_blue)
Print.text_center(label, Config.screen.width / 2, answer_text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, answer_text_y, Config.colors.light_blue)
end
end
--- Updates the discussion window logic.
--- @within DiscussionWindow
function DiscussionWindow.update()
local step = Discussion.get_current_step()
if not step then return end
local lines = UI.word_wrap(step.question, TEXTBOX_MAX_CHARS)
local text_height = #lines * DISCUSSION_LINE_HEIGHT
local visible_height = TEXTBOX_H - PADDING * 2
local max_scroll = text_height - visible_height
if max_scroll < 0 then max_scroll = 0 end
if max_scroll > 0 then
if Context.discussion.auto_scroll then
Context.discussion.scroll_timer = Context.discussion.scroll_timer + 1
if Context.discussion.scroll_timer >= AUTO_SCROLL_DELAY then
Context.discussion.scroll_timer = 0
Context.discussion.scroll_y = Context.discussion.scroll_y + AUTO_SCROLL_STEP
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
end
else
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
end
if Input.up() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y - DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y < 0 then
Context.discussion.scroll_y = 0
end
elseif Input.down() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y + DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
local answers = step.answers
if #answers > 0 then
if Input.left() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer - 1)
elseif Input.right() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer + 1)
end
if Input.select() then
Audio.sfx_select()
local selected = answers[Context.discussion.selected_answer]
if selected.on_select then
selected.on_select()
end
Discussion.go_to_step(selected.next_step)
end
end
end

77
inc/window/window.end.lua Normal file
View File

@@ -0,0 +1,77 @@
--- @section EndWindow
--- Draws the end screen window.
--- @within EndWindow
function EndWindow.draw()
cls(Config.colors.black)
if Context._end.state == "choice" then
local lines = {
"This is not a workplace.",
"This is a cycle.",
"And if it is a cycle...",
"it can be broken."
}
local y = 40
for _, line in ipairs(lines) do
Print.text_center(line, Config.screen.width / 2, y, Config.colors.white)
y = y + 10
end
y = y + 20
local yes_color = Context._end.selection == 1 and Config.colors.light_blue or Config.colors.white
local no_color = Context._end.selection == 2 and Config.colors.light_blue or Config.colors.white
local yes_text = (Context._end.selection == 1 and "> YES" or " YES")
local no_text = (Context._end.selection == 2 and "> NO" or " NO")
local centerX = Config.screen.width / 2
Print.text(yes_text, centerX - 40, y, yes_color)
Print.text(no_text, centerX + 10, y, no_color)
elseif Context._end.state == "ending" then
Print.text_center("Game over -- good ending.", Config.screen.width / 2, 50, Config.colors.light_blue)
Print.text_center("Congratulations!", Config.screen.width / 2, 70, Config.colors.white)
Print.text_center("Press Z to return to menu", Config.screen.width / 2, 110, Config.colors.light_grey)
end
end
--- Updates the end screen logic.
--- @within EndWindow
function EndWindow.update()
if Context._end.state == "choice" then
if Input.left() or Input.up() then
if Context._end.selection == 2 then
Audio.sfx_beep()
Context._end.selection = 1
end
elseif Input.right() or Input.down() then
if Context._end.selection == 1 then
Audio.sfx_beep()
Context._end.selection = 2
end
end
if Input.menu_confirm() then
Audio.sfx_select()
if Context._end.selection == 1 then
Context._end.state = "ending"
else
-- NO: increment day and go home
Day.increase()
Util.go_to_screen_by_id("home")
Window.set_current("game")
-- Initialize home screen
local home_screen = Screen.get_by_id("home")
if home_screen and home_screen.init then
home_screen.init()
end
end
end
elseif Context._end.state == "ending" then
if Input.menu_confirm() then
Window.set_current("menu")
MenuWindow.refresh_menu_items()
end
end
end

View File

@@ -1,43 +1,74 @@
--- @section GameWindow
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
function GameWindow.draw()
local function draw_game_scene(underlay_draw)
local screen = Screen.get_by_id(Context.game.current_screen)
Map.draw(screen.background)
UI.draw_top_bar(screen.name)
if #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
if not screen then return end
if screen.background then
Map.draw(screen.background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
if underlay_draw then
underlay_draw()
end
if not Context.stat_screen_active and #_available_decisions > 0 then
Decision.draw(_available_decisions, _selected_decision_index)
end
Sprite.draw()
Focus.draw()
screen.draw()
end
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
draw_game_scene()
end
--- Draws the game window with a custom underlay.
--- @within GameWindow
--- @param underlay_draw function A draw callback rendered after the background but before overlays.<br/>
function GameWindow.draw_with_underlay(underlay_draw)
draw_game_scene(underlay_draw)
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
Focus.update()
if Input.menu_back() then
Context.current_window = "menu"
Window.set_current("menu")
MenuWindow.refresh_menu_items()
return
end
local screen = Screen.get_by_id(Context.game.current_screen)
if not screen or not screen.update then return end
screen.update()
-- Handle situations (Context.game.current_situation is still present)
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then
if current_situation_obj and type(current_situation_obj.update) == "function" then
current_situation_obj.update()
end
end
if Context.stat_screen_active then return end
-- Fetch and filter decisions locally
local all_decisions_for_screen = Decision.get_for_screen(screen)
_available_decisions = Decision.filter_available(all_decisions_for_screen)
if #_available_decisions == 0 then return end
local new_selected_decision_index = UI.update_decision_selector(
if _selected_decision_index > #_available_decisions then
_selected_decision_index = 1
end
local new_selected_decision_index = Decision.update(
_available_decisions,
_selected_decision_index
)
@@ -53,10 +84,13 @@ function GameWindow.update()
selected_decision.handle()
end
end
end
--- Sets the active window.
-- @param new_state number The ID of the new active window.
--- @within GameWindow
--- @param new_state string The ID of the new active window.</br>
function GameWindow.set_state(new_state)
Context.current_window = new_state
Window.set_current(new_state)
end

View File

@@ -0,0 +1,37 @@
--- @section BriefIntroWindow
BriefIntroWindow.y = Config.screen.height
BriefIntroWindow.speed = 0.5
BriefIntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the brief intro window.
--- @within BriefIntroWindow
function BriefIntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(BriefIntroWindow.text, x, BriefIntroWindow.y, Config.colors.light_blue)
end
--- Updates the brief intro window logic.
--- @within BriefIntroWindow
function BriefIntroWindow.update()
BriefIntroWindow.y = BriefIntroWindow.y - BriefIntroWindow.speed
local lines = 1
for _ in string.gmatch(BriefIntroWindow.text, "\n") do
lines = lines + 1
end
if BriefIntroWindow.y < -lines * 8 or Input.select() or Input.menu_confirm() then
Window.set_current("menu")
end
end

View File

@@ -1,38 +0,0 @@
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the intro window.
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green)
end
--- Updates the intro window logic.
function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed
local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1
end
if IntroWindow.y < -lines * 8 then
GameWindow.set_state("menu")
end
if Input.menu_confirm() then
GameWindow.set_state("menu")
end
end

View File

@@ -0,0 +1,36 @@
--- @section TitleIntroWindow
TitleIntroWindow.timer = 180 -- 3 seconds at 60fps
TitleIntroWindow.text = [[
## ### ### ### ### ### ### ### # # #
# # # # # # # # # # # # #
# # ### ### # # # # # ### # #
# # # # # # # # # # # #
## ### # ### # # ### # ### ## #
# # ### ### ## # #
## # # # # # # ## #
# ## # # # #### # ##
# # # # # # # # #
# # ### # # # # #
### # # ### #### ### ### #### ###
# ## ## # # # # # # # # # #
# # # # ### # # ### # # # ###
# # # # # # # # # # # #
### # # # #### ### # #### # #
]]
--- Draws the title intro window.
--- @within TitleIntroWindow
function TitleIntroWindow.draw()
AsciiArt.draw(TitleIntroWindow.text, {})
end
--- Updates the title intro window logic.
--- @within TitleIntroWindow
function TitleIntroWindow.update()
TitleIntroWindow.timer = TitleIntroWindow.timer - 1
if TitleIntroWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Window.set_current("intro_ttg")
end
end

View File

@@ -0,0 +1,46 @@
--- @section TTGIntroWindow
TTGIntroWindow.timer = 180
TTGIntroWindow.glitch_started = false
TTGIntroWindow.space_count = 0
TTGIntroWindow.space_timer = 0
TTGIntroWindow.text = [[
###### ###### ######
## ## #
## ## # ####
## ## # #
## ## ######
]]
--- Draws the TTG intro window.
--- @within TTGIntroWindow
function TTGIntroWindow.draw()
local bounds = AsciiArt.draw(TTGIntroWindow.text, {})
if not bounds then return end
Print.text_center("Teletype Games", (Config.screen.width / 2 + 3) , (bounds.bottom + 4), Config.colors.light_blue)
end
--- Updates the TTG intro window logic.
--- @within TTGIntroWindow
function TTGIntroWindow.update()
if not TTGIntroWindow.glitch_started then
Glitch.show()
TTGIntroWindow.glitch_started = true
end
-- Count menu_back presses during the intro
if Input.menu_back() then
TTGIntroWindow.space_count = TTGIntroWindow.space_count + 1
end
TTGIntroWindow.timer = TTGIntroWindow.timer - 1
if TTGIntroWindow.timer <= 0 or Input.menu_confirm() then
-- Evaluate exactly 3 presses at the end of the intro
if TTGIntroWindow.space_count == 3 then
Context.test_mode = true
MenuWindow.refresh_menu_items()
Audio.sfx_success()
end
Glitch.hide()
Window.set_current("intro_brief")
end
end

View File

@@ -1,34 +1,44 @@
--- @section Window
local _windows = {}
--- Registers a window table.
-- @param id string The ID of the window (e.g., "splash", "menu").
-- @param window_table table The actual window module table (e.g., SplashWindow).
--- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., GameWindow).</br>
function Window.register(id, window_table)
_windows[id] = window_table
end
--- Retrieves a registered window table by its ID.
-- @param id string The ID of the window.
-- @return table The window module table.
--- @within Window
--- @param id string The ID of the window.
--- @return result table The window module table or nil. </br>
--- Fields: </br>
--- * update (function) Called each frame to update window logic.<br/>
--- * draw (function) Called each frame to draw the window.<br/>
function Window.get(id)
return _windows[id]
end
--- Sets the currently active window.
-- @param id string The ID of the window to activate.
--- @within Window
--- @param id string The ID of the window to activate.</br>
function Window.set_current(id)
Context.current_window = id
end
--- Gets the ID of the currently active window.
-- @return string The ID of the active window.
--- This function is used by the main game loop to update and draw the active window.
--- @within Window
--- @return string The ID of the active window.
function Window.get_current_id()
return Context.current_window
end
--- Gets the handler function for the currently active window.
-- This function is used by the main game loop to update and draw the active window.
-- @return function A function that updates and draws the current window.
--- @within Window
--- @return function A function that updates and draws the current window.
function Window.get_current_handler()
local window_table = Window.get(Context.current_window)
if window_table and window_table.update and window_table.draw then
@@ -41,24 +51,3 @@ function Window.get_current_handler()
return function() trace("Error: No handler for window: " .. tostring(Context.current_window)) end
end
end
SplashWindow = {}
IntroWindow = {}
MenuWindow = {}
GameWindow = {}
PopupWindow = {}
ConfigurationWindow = {}
AudioTestWindow = {}
MinigameButtonMashWindow = {}
MinigameRhythmWindow = {}
MinigameDDRWindow = {}
-- Registration of all window modules
Window.register("splash", SplashWindow)
Window.register("intro", IntroWindow)
Window.register("menu", MenuWindow)
Window.register("game", GameWindow)
Window.register("popup", PopupWindow)
Window.register("configuration", ConfigurationWindow)
Window.register("audiotest", AudioTestWindow)
Window.register("minigame_button_mash", MinigameButtonMashWindow)
Window.register("minigame_rhythm", MinigameRhythmWindow)
Window.register("minigame_ddr", MinigameDDRWindow)

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