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Author SHA1 Message Date
e9ac5c757e Add the street background.
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-03-01 10:48:02 +01:00
39 changed files with 851 additions and 965 deletions

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@@ -3,9 +3,6 @@
globals = { globals = {
"Focus", "Focus",
"Day",
"Timer",
"Trigger",
"Util", "Util",
"Decision", "Decision",
"Situation", "Situation",
@@ -30,7 +27,6 @@ globals = {
"MinigameButtonMashWindow", "MinigameButtonMashWindow",
"MinigameRhythmWindow", "MinigameRhythmWindow",
"MinigameDDRWindow", "MinigameDDRWindow",
"MysteriousManWindow",
"mset", "mset",
"mget", "mget",
"btnp", "btnp",

8
.vscode/tasks.json vendored
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@@ -11,19 +11,17 @@
{ {
"label": "Build & Run TIC80", "label": "Build & Run TIC80",
"type": "shell", "type": "shell",
"command": "make build && tic80 --fs=. impostor.lua", "command": "make build && tic80 --fs=. impostor.lua"
"problemMatcher": []
}, },
{ {
"label": "Export assets", "label": "Export assets",
"type": "shell", "type": "shell",
"command": "make export_assets", "command": "make export_assets"
"problemMatcher": []
}, },
{ {
"label": "Make build", "label": "Make build",
"type": "shell", "type": "shell",
"command": "make build" "command": "make build"
} },
] ]
} }

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@@ -53,7 +53,7 @@ steps:
- name: update - name: update
image: alpine image: alpine
environment: environment:
UPDATE_SERVER: https://games.teletype.hu UPDATE_SERVER: https://games.vps.teletype.hu
UPDATE_SECRET: UPDATE_SECRET:
from_secret: update_secret_key from_secret: update_secret_key
commands: commands:

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@@ -30,7 +30,7 @@ DROPAREA_HOST ?= vps.teletype.hu
DROPAREA_PORT ?= 2223 DROPAREA_PORT ?= 2223
DROPAREA_TARGET_PATH ?= /home/drop DROPAREA_TARGET_PATH ?= /home/drop
DROPAREA_USER ?= drop DROPAREA_USER ?= drop
UPDATE_SERVER ?= https://games.teletype.hu UPDATE_SERVER ?= https://games.vps.teletype.hu
all: build all: build
@@ -164,8 +164,6 @@ export_assets:
@$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA)) @$(call f_export_asset_awk,MAP,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,SFX,$(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,WAVES,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,PATTERNS,$(OUTPUT),$(ASSETS_LUA))
@$(call f_export_asset_awk,TRACKS,$(OUTPUT),$(ASSETS_LUA))
clean: clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(PROJECT)-*-docs.zip $(PROJECT)-docs.zip $(OUTPUT) $(OUTPUT_ORIGINAL) @rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(PROJECT)-*-docs.zip $(PROJECT)-docs.zip $(OUTPUT) $(OUTPUT_ORIGINAL)

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@@ -1,17 +1,13 @@
meta/meta.header.lua meta/meta.header.lua
init/init.module.lua init/init.module.lua
init/init.config.lua init/init.config.lua
init/init.minigame.lua
init/init.meter.lua
init/init.context.lua init/init.context.lua
system/system.util.lua system/system.util.lua
system/system.print.lua system/system.print.lua
system/system.input.lua system/system.input.lua
logic/logic.meter.lua system/system.focus.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
system/system.ui.lua system/system.ui.lua
audio/audio.manager.lua audio/audio.manager.lua
audio/audio.songs.lua audio/audio.songs.lua
@@ -25,10 +21,10 @@ decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua decision/decision.go_to_walking_to_office.lua
decision/decision.go_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.go_to_walking_to_home.lua
decision/decision.go_to_sleep.lua decision/decision.play_button_mash.lua
decision/decision.do_work.lua decision/decision.play_rhythm.lua
decision/decision.play_ddr.lua
map/map.manager.lua map/map.manager.lua
map/map.bedroom.lua map/map.bedroom.lua
map/map.street.lua map/map.street.lua
@@ -39,10 +35,8 @@ screen/screen.toilet.lua
screen/screen.walking_to_office.lua screen/screen.walking_to_office.lua
screen/screen.office.lua screen/screen.office.lua
screen/screen.walking_to_home.lua screen/screen.walking_to_home.lua
screen/screen.work.lua
window/window.manager.lua window/window.manager.lua
window/window.register.lua window/window.register.lua
window/window.end.lua
window/window.splash.lua window/window.splash.lua
window/window.intro.lua window/window.intro.lua
window/window.menu.lua window/window.menu.lua
@@ -52,7 +46,6 @@ window/window.popup.lua
window/window.minigame.mash.lua window/window.minigame.mash.lua
window/window.minigame.rhythm.lua window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua window/window.minigame.ddr.lua
window/window.mysterious_man.lua
window/window.game.lua window/window.game.lua
system/system.main.lua system/system.main.lua
meta/meta.assets.lua meta/meta.assets.lua

View File

@@ -19,11 +19,12 @@ function Audio.music_play_room_street_1() end
--- @within Audio --- @within Audio
function Audio.music_play_room_street_2() end function Audio.music_play_room_street_2() end
--- Plays room music. --- Plays room music.
-- TODO: function name is incomplete, determine the correct room identifier
--- @within Audio --- @within Audio
function Audio.music_play_room_() end function Audio.music_play_room_() end
--- Plays room work music. --- Plays room work music.
--- @within Audio --- @within Audio
function Audio.music_play_room_work() music(0) end function Audio.music_play_room_work() end
--- Plays select sound effect. --- Plays select sound effect.
--- @within Audio --- @within Audio

View File

@@ -1,15 +0,0 @@
Decision.register({
id = "do_work",
label = "Do Work",
handle = function()
Meter.hide()
Util.go_to_screen_by_id("work")
MinigameDDRWindow.start("game", nil, {
on_win = function()
Meter.show()
Util.go_to_screen_by_id("office")
Window.set_current("game")
end,
})
end,
})

View File

@@ -1,7 +0,0 @@
Decision.register({
id = "go_to_end",
label = "Break the cycle",
handle = function()
Window.set_current("end")
end,
})

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@@ -2,7 +2,6 @@ Decision.register({
id = "go_to_office", id = "go_to_office",
label = "Go to Office", label = "Go to Office",
handle = function() handle = function()
Glitch.show()
Util.go_to_screen_by_id("office") Util.go_to_screen_by_id("office")
end, end,
}) })

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@@ -1,16 +0,0 @@
Decision.register({
id = "go_to_sleep",
label = "Go to Sleep",
handle = function()
Meter.hide()
Day.increase()
MinigameRhythmWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0,
on_win = function()
MysteriousManWindow.start()
end,
})
end,
})

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@@ -10,11 +10,11 @@ local _decisions = {}
--- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop. --- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop.
function Decision.register(decision) function Decision.register(decision)
if not decision or not decision.id then if not decision or not decision.id then
trace("Error: Invalid decision object registered (missing id)!") PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
return return
end end
if not decision.label then if not decision.label then
trace("Error: Invalid decision object registered (missing label)!") PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
return return
end end
@@ -92,45 +92,9 @@ end
function Decision.filter_available(decisions_list) function Decision.filter_available(decisions_list)
local available = {} local available = {}
for _, decision in ipairs(decisions_list) do for _, decision in ipairs(decisions_list) do
if decision and (not decision.condition or decision.condition()) then if decision and decision.condition() then
table.insert(available, decision) table.insert(available, decision)
end end
end end
return available return available
end 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 = 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.light_blue)
Print.text(decision_label, text_x, 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

@@ -9,19 +9,18 @@ function Config.initial_data()
height = 136 height = 136
}, },
colors = { colors = {
black = 0, black = 2,
light_grey = 2, light_grey = 13,
dark_grey = 1, dark_grey = 14,
red = 13, red = 0,
light_blue = 9, light_blue = 7,
blue = 3, blue = 9,
white = 4, white = 12,
item = 7, item = 12,
meter_bg = 1 meter_bg = 12
}, },
timing = { timing = {
splash_duration = 120, splash_duration = 120
minigame_win_duration = 180
} }
} }
end end

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@@ -18,7 +18,6 @@ Context = {}
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<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/> --- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/> --- * meters (table) Meter values (see Meter.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/> --- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<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() function Context.initial_data()
@@ -31,26 +30,14 @@ function Context.initial_data()
}, },
game_in_progress = false, game_in_progress = false,
stat_screen_active = false, stat_screen_active = false,
minigame_ddr = {}, minigame_ddr = Minigame.get_default_ddr(),
minigame_button_mash = {}, minigame_button_mash = Minigame.get_default_button_mash(),
minigame_rhythm = {}, minigame_rhythm = Minigame.get_default_rhythm(),
meters = Meter.get_initial(), meters = Meter.get_initial(),
timer = Timer.get_initial(),
triggers = {},
game = { game = {
current_screen = "home", current_screen = "home",
current_situation = nil, current_situation = nil,
}, }
day_count = 1,
glitch = {
enabled = false,
state = "active",
timer = 0,
},
_end = {
state = "choice",
selection = 1,
},
} }
end end

View File

@@ -2,17 +2,34 @@
local METER_MAX = 1000 local METER_MAX = 1000
local METER_DEFAULT = 500 local METER_DEFAULT = 500
local METER_GAIN_PER_CHORE = 100 local METER_GAIN_PER_CHORE = 100
local METER_DECAY_PER_DAY = 20
local COMBO_BASE_BONUS = 0.02 local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16 local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600 local COMBO_TIMEOUT_FRAMES = 600
-- 1800 frames = 30 seconds (1800 ÷ 60 = 30)
local meter_timer_duration = 1800
local meter_timer_decay_per_revolution = 20
-- Internal meters for tracking game progress and player stats. -- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg Meter.COLOR_BG = Config.colors.meter_bg
--- Sets the number of frames for one full timer revolution.
--- @within Meter
--- @param frames number Frames per revolution (controls degradation speed).
function Meter.set_timer_duration(frames)
meter_timer_duration = frames
end
--- Sets the degradation amount applied to all meters per revolution.
--- @within Meter
--- @param amount number Amount to subtract from each meter per revolution.
function Meter.set_timer_decay(amount)
meter_timer_decay_per_revolution = amount
end
--- Gets initial meter values. --- Gets initial meter values.
--- @within Meter --- @within Meter
--- @return result table Initial meter values. </br> --- @return result table Initial meter values. </br>
@@ -22,7 +39,8 @@ Meter.COLOR_BG = Config.colors.meter_bg
--- * bm (number) Initial BM meter value.<br/> --- * bm (number) Initial BM meter value.<br/>
--- * combo (number) Current combo count.<br/> --- * combo (number) Current combo count.<br/>
--- * combo_timer (number) Frames since last combo action.<br/> --- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden. --- * hidden (boolean) Whether meters are hidden.<br/>
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
function Meter.get_initial() function Meter.get_initial()
return { return {
ism = METER_DEFAULT, ism = METER_DEFAULT,
@@ -31,6 +49,7 @@ function Meter.get_initial()
combo = 0, combo = 0,
combo_timer = 0, combo_timer = 0,
hidden = false, hidden = false,
timer_progress = 0,
} }
end end
@@ -53,20 +72,6 @@ function Meter.get_max()
return METER_MAX return METER_MAX
end 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. --- Gets combo multiplier.
--- @within Meter --- @within Meter
--- @return number The current combo multiplier. --- @return number The current combo multiplier.
@@ -91,6 +96,13 @@ function Meter.update()
m.combo_timer = 0 m.combo_timer = 0
end end
end end
m.timer_progress = m.timer_progress + (1 / meter_timer_duration)
if m.timer_progress >= 1 then
m.timer_progress = m.timer_progress - 1
m.ism = math.max(0, m.ism - meter_timer_decay_per_revolution)
m.wpm = math.max(0, m.wpm - meter_timer_decay_per_revolution)
m.bm = math.max(0, m.bm - meter_timer_decay_per_revolution)
end
end end
end end
@@ -106,6 +118,13 @@ function Meter.add(key, amount)
end end
end end
--- Gets the timer decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per revolution (e.g. 2 means -2%).
function Meter.get_timer_decay_percentage()
return math.floor(meter_timer_decay_per_revolution / METER_MAX * 100)
end
--- Called on minigame completion. --- Called on minigame completion.
--- @within Meter --- @within Meter
function Meter.on_minigame_complete() function Meter.on_minigame_complete()
@@ -117,39 +136,3 @@ function Meter.on_minigame_complete()
m.combo = m.combo + 1 m.combo = m.combo + 1
m.combo_timer = 0 m.combo_timer = 0
end 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
end

267
inc/init/init.minigame.lua Normal file
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@@ -0,0 +1,267 @@
-- Manages minigame configurations and initial states.
--- @section Minigame
--- Applies parameters to defaults
--- @within Minigame
--- @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.
--- @within Minigame
--- @return result table The default DDR minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_hit (number) Fill gained per successful hit.<br/>
--- * miss_penalty (number) Fill lost per miss.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * arrow_size (number) Size of arrow sprites.<br/>
--- * arrow_spawn_timer (number) Timer for arrow spawning.<br/>
--- * arrow_spawn_interval (number) Frames between arrow spawns.<br/>
--- * arrow_fall_speed (number) Speed of falling arrows.<br/>
--- * arrows (table) Array of active arrow objects.<br/>
--- * target_y (number) Y position of the target line.<br/>
--- * target_arrows (table) Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.<br/>
--- * hit_threshold (number) Pixel distance for a valid hit.<br/>
--- * button_pressed_timers (table) Per-button press animation timers.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * input_cooldowns (table) Per-direction cooldown timers (left, down, up, right).<br/>
--- * input_cooldown_duration (number) Frames of input cooldown.<br/>
--- * frame_counter (number) Global frame counter.<br/>
--- * current_song (table) Currently playing song data.<br/>
--- * pattern_index (number) Current index in song pattern.<br/>
--- * use_pattern (boolean) Whether to use song pattern for spawning.<br/>
--- * return_window (string) Window ID to return to after minigame.
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.
--- @within Minigame
--- @return result table The default button mash minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_press (number) Fill gained per button press.<br/>
--- * base_degradation (number) Base rate of bar degradation per frame.<br/>
--- * degradation_multiplier (number) Multiplier for degradation scaling.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
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,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Gets default rhythm minigame configuration.
--- @within Minigame
--- @return result table The default rhythm minigame configuration. </br>
--- Fields: </br>
--- * line_position (number) Current position of the moving line (0-1).<br/>
--- * line_speed (number) Speed of the moving line per frame.<br/>
--- * line_direction (number) Direction of line movement (1 or -1).<br/>
--- * target_center (number) Center of the target zone (0-1).<br/>
--- * target_width (number) Current width of the target zone.<br/>
--- * initial_target_width (number) Starting width of the target zone.<br/>
--- * min_target_width (number) Minimum width the target zone can shrink to.<br/>
--- * target_shrink_rate (number) Multiplier applied to target width after each hit.<br/>
--- * score (number) Current score.<br/>
--- * max_score (number) Score needed to win.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
--- * press_cooldown (number) Current cooldown timer.<br/>
--- * press_cooldown_duration (number) Frames of press cooldown.<br/>
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,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Configures DDR minigame.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_ddr).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_hit number Fill gained per successful hit.
--- @param[opt] params.miss_penalty number Fill lost per miss.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.arrow_size number Size of arrow sprites.
--- @param[opt] params.arrow_spawn_timer number Timer for arrow spawning.
--- @param[opt] params.arrow_spawn_interval number Frames between arrow spawns.
--- @param[opt] params.arrow_fall_speed number Speed of falling arrows.
--- @param[opt] params.arrows table Array of active arrow objects.
--- @param[opt] params.target_y number Y position of the target line.
--- @param[opt] params.target_arrows table Array of target arrow positions with dir and x fields.
--- @param[opt] params.hit_threshold number Pixel distance for a valid hit.
--- @param[opt] params.button_pressed_timers table Per-button press animation timers.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.input_cooldowns table Per-direction cooldown timers (left, down, up, right).
--- @param[opt] params.input_cooldown_duration number Frames of input cooldown.
--- @param[opt] params.frame_counter number Global frame counter.
--- @param[opt] params.current_song table Currently playing song data.
--- @param[opt] params.pattern_index number Current index in song pattern.
--- @param[opt] params.use_pattern boolean Whether to use song pattern for spawning.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @return result table The configured DDR minigame state (see Minigame.get_default_ddr for fields).
function Minigame.configure_ddr(params)
return apply_params(Minigame.get_default_ddr(), params)
end
--- Configures button mash minigame.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_button_mash).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_press number Fill gained per button press.
--- @param[opt] params.base_degradation number Base rate of bar degradation per frame.
--- @param[opt] params.degradation_multiplier number Multiplier for degradation scaling.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @return result table The configured button mash minigame state (see Minigame.get_default_button_mash for fields).
function Minigame.configure_button_mash(params)
return apply_params(Minigame.get_default_button_mash(), params)
end
--- Configures rhythm minigame.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_rhythm).
--- @param[opt] params.line_position number Current position of the moving line (0-1).
--- @param[opt] params.line_speed number Speed of the moving line per frame.
--- @param[opt] params.line_direction number Direction of line movement (1 or -1).
--- @param[opt] params.target_center number Center of the target zone (0-1).
--- @param[opt] params.target_width number Current width of the target zone.
--- @param[opt] params.initial_target_width number Starting width of the target zone.
--- @param[opt] params.min_target_width number Minimum width the target zone can shrink to.
--- @param[opt] params.target_shrink_rate number Multiplier applied to target width after each hit.
--- @param[opt] params.score number Current score.
--- @param[opt] params.max_score number Score needed to win.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @param[opt] params.press_cooldown number Current cooldown timer.
--- @param[opt] params.press_cooldown_duration number Frames of press cooldown.
--- @return result table The configured rhythm minigame state (see Minigame.get_default_rhythm for fields).
function Minigame.configure_rhythm(params)
return apply_params(Minigame.get_default_rhythm(), params)
end

View File

@@ -12,6 +12,3 @@ Input = {}
Sprite = {} Sprite = {}
Audio = {} Audio = {}
Focus = {} Focus = {}
Day = {}
Timer = {}
Trigger = {}

View File

@@ -1,25 +0,0 @@
--- @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
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)

View File

@@ -1,57 +0,0 @@
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 i = 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

View File

@@ -1,19 +0,0 @@
-- Manages minigame configurations and initial states.
--- @section Minigame
--- Draws a unified win message overlay.
--- @within Minigame
function Minigame.draw_win_overlay()
local text = "SUCCESS"
local tw = #text * 4
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

View File

@@ -1,88 +0,0 @@
--- @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
Day.increase()
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

View File

@@ -1,135 +0,0 @@
--- @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

@@ -305,15 +305,13 @@
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004 -- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00 -- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00 -- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
-- 048:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900400000000000 -- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100580000000600 -- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100100000080800
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000c40000000004 -- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000400000000000
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100400000080800
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000200000000000
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000 -- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000 -- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000 -- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000200000000000 -- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000405000000000
-- </SFX> -- </SFX>
-- <WAVES> -- <WAVES>
-- 000:bcceefceedddddc84333121268abaa99 -- 000:bcceefceedddddc84333121268abaa99
@@ -327,11 +325,3 @@
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f -- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff -- 009:fff000fff000fff000fff000fff000ff
-- </WAVES> -- </WAVES>
-- <PATTERNS>
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- </PATTERNS>
-- <TRACKS>
-- 000:100001200001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS>

View File

@@ -4,8 +4,6 @@ Screen.register({
decisions = { decisions = {
"go_to_toilet", "go_to_toilet",
"go_to_walking_to_office", "go_to_walking_to_office",
"go_to_sleep",
"go_to_end",
}, },
background = "bedroom" background = "bedroom"
}) })

View File

@@ -2,7 +2,9 @@ Screen.register({
id = "office", id = "office",
name = "Office", name = "Office",
decisions = { decisions = {
"do_work", "play_button_mash",
"play_rhythm",
"play_ddr",
"go_to_walking_to_home", "go_to_walking_to_home",
"have_a_coffee", "have_a_coffee",
}, },

View File

@@ -30,7 +30,8 @@ Screen.register({
local bar_x = math.floor((sw - bar_w) / 2) local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4 local bar_h = 4
Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white) -- TODO: Add day counter
Print.text_center("day 1", cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed." local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
local wrapped = UI.word_wrap(narrative, 38) local wrapped = UI.word_wrap(narrative, 38)
@@ -42,7 +43,7 @@ Screen.register({
local m = Context.meters local m = Context.meters
local max_val = Meter.get_max() local max_val = Meter.get_max()
local decay_pct = Meter.get_decay_percentage() local decay_pct = Meter.get_timer_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct) local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier() local combo_mult = Meter.get_combo_multiplier()
local combo_pct = math.floor((combo_mult - 1) * 100) local combo_pct = math.floor((combo_mult - 1) * 100)

View File

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

View File

@@ -22,11 +22,8 @@ function TIC()
handler() handler()
end end
Meter.update() Meter.update()
Timer.update()
Trigger.update()
if Context.game_in_progress then if Context.game_in_progress then
Meter.draw() UI.draw_meters()
Timer.draw() UI.draw_timer()
Glitch.draw()
end end
end end

View File

@@ -8,6 +8,12 @@ function UI.draw_top_bar(title)
Print.text(title, 3, 2, Config.colors.light_blue) Print.text(title, 3, 2, Config.colors.light_blue)
end end
--- Draws dialog window.
--- @within UI
function UI.draw_dialog()
PopupWindow.draw()
end
--- Draws a menu. --- Draws a menu.
--- @within UI --- @within UI
--- @param items table A table of menu items.<br/> --- @param items table A table of menu items.<br/>
@@ -79,3 +85,176 @@ function UI.word_wrap(text, max_chars_per_line)
end end
return lines return lines
end end
--- Creates a numeric stepper.
--- @within UI
--- @param label string The label for the stepper.<br/>
--- @param value_getter function Function to get the current value.<br/>
--- @param value_setter function Function to set the current value.<br/>
--- @param min number The minimum value.<br/>
--- @param max number The maximum value.<br/>
--- @param step number The step increment.<br/>
--- @param[opt] format string The format string for displaying the value.<br/>
--- @return result table A numeric stepper control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the stepper.<br/>
--- * get (function) Function to get the current value.<br/>
--- * set (function) Function to set the current value.<br/>
--- * min (number) The minimum value.<br/>
--- * max (number) The maximum value.<br/>
--- * step (number) The step increment.<br/>
--- * format (string) The format string for displaying the value.<br/>
--- * type (string) Control type identifier ("numeric_stepper").<br/>
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
--- Creates an action item.
--- @within UI
--- @param label string The label for the action item.<br/>
--- @param action function The function to execute when the item is selected.<br/>
--- @return result table An action item control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the action item.<br/>
--- * action (function) The function to execute when the item is selected.<br/>
--- * type (string) Control type identifier ("action_item").<br/>
function UI.create_action_item(label, action)
return {
label = label,
action = action,
type = "action_item"
}
end
--- Draws decision selector.
--- @within UI
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
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.light_blue)
Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end
end
--- Draws the clock timer indicator as a circular progress bar in the top-left area.
--- Color transitions: white (0-50%), yellow (50-75%), red (75-100%).
--- @within UI
function UI.draw_timer()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local m = Context.meters
local cx = 10
local cy = 20
local r_outer = 5
local r_inner = 3
local progress = m.timer_progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.white
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.dark_grey
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
--- Draws meters.
--- @within UI
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
end
--- Updates decision selector.
--- @within UI
--- @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 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)
end
return selected_decision_index
end

View File

@@ -1,9 +1,11 @@
--- @section AudioTestWindow --- @section AudioTestWindow
AudioTestWindow.index_menu = 1 AudioTestWindow = {
AudioTestWindow.index_func = 1 index_menu = 1,
AudioTestWindow.list_func = {} index_func = 1,
AudioTestWindow.menuitems = {} list_func = {},
AudioTestWindow.last_pressed = false menuitems = {},
last_pressed = false
}
--- Generates menu items for audio test. --- Generates menu items for audio test.
--- @within AudioTestWindow --- @within AudioTestWindow

View File

@@ -1,21 +1,21 @@
--- @section ConfigurationWindow --- @section ConfigurationWindow
ConfigurationWindow.controls = {} ConfigurationWindow = {
ConfigurationWindow.selected_control = 1 controls = {},
selected_control = 1,
}
--- Initializes configuration window. --- Initializes configuration window.
--- @within ConfigurationWindow --- @within ConfigurationWindow
function ConfigurationWindow.init() function ConfigurationWindow.init()
ConfigurationWindow.controls = { ConfigurationWindow.controls = {
{ UI.create_action_item(
label = "Save", "Save",
action = function() Config.save() end, function() Config.save() end
type = "action_item" ),
}, UI.create_action_item(
{ "Restore Defaults",
label = "Restore Defaults", function() Config.reset() end
action = function() Config.reset() end, ),
type = "action_item"
},
} }
end end

View File

@@ -1,75 +0,0 @@
--- 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()
Context.game.current_screen = "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

@@ -6,14 +6,14 @@ local _selected_decision_index = 1
--- @within GameWindow --- @within GameWindow
function GameWindow.draw() function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen) local screen = Screen.get_by_id(Context.game.current_screen)
if not screen then return end
if screen.background then if screen.background then
Map.draw(screen.background) Map.draw(screen.background)
elseif screen.background_color then elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color) rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end end
UI.draw_top_bar(screen.name)
if not Context.stat_screen_active and #_available_decisions > 0 then if not Context.stat_screen_active and #_available_decisions > 0 then
Decision.draw(_available_decisions, _selected_decision_index) UI.draw_decision_selector(_available_decisions, _selected_decision_index)
end end
Sprite.draw() Sprite.draw()
Focus.draw() Focus.draw()
@@ -53,7 +53,7 @@ function GameWindow.update()
_selected_decision_index = 1 _selected_decision_index = 1
end end
local new_selected_decision_index = Decision.update( local new_selected_decision_index = UI.update_decision_selector(
_available_decisions, _available_decisions,
_selected_decision_index _selected_decision_index
) )

View File

@@ -1,60 +1,10 @@
--- @section MinigameDDRWindow --- @section MinigameDDRWindow
--- Gets initial DDR minigame configuration.
--- @within MinigameDDRWindow
--- @return result table The default DDR minigame configuration.
function MinigameDDRWindow.init_context()
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,
win_timer = 0,
on_win = nil
}
end
--- Initializes DDR minigame state. --- Initializes DDR minigame state.
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration.<br/> --- @param params table Optional parameters for configuration.<br/>
function MinigameDDRWindow.init(params) function MinigameDDRWindow.init(params)
local defaults = MinigameDDRWindow.init_context() Context.minigame_ddr = Minigame.configure_ddr(params)
if params then
for k, v in pairs(params) do
defaults[k] = v
end
end
Context.minigame_ddr = defaults
end end
--- Starts the DDR minigame. --- Starts the DDR minigame.
@@ -158,29 +108,18 @@ end
--- @within MinigameDDRWindow --- @within MinigameDDRWindow
function MinigameDDRWindow.update() function MinigameDDRWindow.update()
local mg = Context.minigame_ddr local mg = Context.minigame_ddr
if mg.win_timer > 0 then
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
Meter.on_minigame_complete()
if mg.on_win then
mg.on_win()
else
Meter.show()
Window.set_current(mg.return_window)
end
end
return
end
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
mg.win_timer = Config.timing.minigame_win_duration Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
return return
end end
mg.frame_counter = mg.frame_counter + 1 mg.frame_counter = mg.frame_counter + 1
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
mg.win_timer = Config.timing.minigame_win_duration Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
return return
end end
end end
@@ -326,7 +265,4 @@ function MinigameDDRWindow.draw()
else else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue) Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end end
if mg.win_timer > 0 then
Minigame.draw_win_overlay()
end
end end

View File

@@ -1,42 +1,8 @@
--- Gets initial button mash minigame configuration.
--- @within MinigameButtonMashWindow
--- @return result table The default button mash minigame configuration.
function MinigameButtonMashWindow.init_context()
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,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0,
win_timer = 0,
on_win = nil
}
end
--- Initializes button mash minigame state. --- Initializes button mash minigame state.
--- @within MinigameButtonMashWindow --- @within MinigameButtonMashWindow
--- @param params table Optional parameters for configuration.<br/> --- @param params table Optional parameters for configuration.<br/>
function MinigameButtonMashWindow.init(params) function MinigameButtonMashWindow.init(params)
local defaults = MinigameButtonMashWindow.init_context() Context.minigame_button_mash = Minigame.configure_button_mash(params)
if params then
for k, v in pairs(params) do
defaults[k] = v
end
end
Context.minigame_button_mash = defaults
end end
--- Starts the button mash minigame. --- Starts the button mash minigame.
@@ -59,22 +25,6 @@ end
--- @within MinigameButtonMashWindow --- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.update() function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash local mg = Context.minigame_button_mash
if mg.win_timer > 0 then
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
Meter.on_minigame_complete()
if mg.focus_center_x then Focus.stop() end
if mg.on_win then
mg.on_win()
else
Meter.show()
Window.set_current(mg.return_window)
end
end
return
end
if Input.select() then if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration mg.button_pressed_timer = mg.button_press_duration
@@ -83,7 +33,10 @@ function MinigameButtonMashWindow.update()
end end
end end
if mg.bar_fill >= mg.max_fill then if mg.bar_fill >= mg.max_fill then
mg.win_timer = Config.timing.minigame_win_duration Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return return
end end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier) local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
@@ -133,8 +86,4 @@ function MinigameButtonMashWindow.draw()
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100) local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black) Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
if mg.win_timer > 0 then
Minigame.draw_win_overlay()
end
end end

View File

@@ -1,51 +1,10 @@
--- @section MinigameRhythmWindow --- @section MinigameRhythmWindow
--- Gets initial rhythm minigame configuration.
--- @within MinigameRhythmWindow
--- @return result table The default rhythm minigame configuration.
function MinigameRhythmWindow.init_context()
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,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0,
win_timer = 0,
on_win = nil
}
end
--- Initializes rhythm minigame state. --- Initializes rhythm minigame state.
--- @within MinigameRhythmWindow --- @within MinigameRhythmWindow
--- @param params table Optional parameters for configuration.<br/> --- @param params table Optional parameters for configuration.<br/>
function MinigameRhythmWindow.init(params) function MinigameRhythmWindow.init(params)
local defaults = MinigameRhythmWindow.init_context() Context.minigame_rhythm = Minigame.configure_rhythm(params)
if params then
for k, v in pairs(params) do
defaults[k] = v
end
end
Context.minigame_rhythm = defaults
end end
--- Starts the rhythm minigame. --- Starts the rhythm minigame.
@@ -68,22 +27,6 @@ end
--- @within MinigameRhythmWindow --- @within MinigameRhythmWindow
function MinigameRhythmWindow.update() function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm local mg = Context.minigame_rhythm
if mg.win_timer > 0 then
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
Meter.on_minigame_complete()
if mg.focus_center_x then Focus.stop() end
if mg.on_win then
mg.on_win()
else
Meter.show()
Window.set_current(mg.return_window)
end
end
return
end
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction) mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
if mg.line_position > 1 then if mg.line_position > 1 then
mg.line_position = 1 mg.line_position = 1
@@ -114,7 +57,10 @@ function MinigameRhythmWindow.update()
end end
end end
if mg.score >= mg.max_score then if mg.score >= mg.max_score then
mg.win_timer = Config.timing.minigame_win_duration Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return return
end end
if mg.button_pressed_timer > 0 then if mg.button_pressed_timer > 0 then
@@ -161,8 +107,4 @@ function MinigameRhythmWindow.draw()
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end end
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color) Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
if mg.win_timer > 0 then
Minigame.draw_win_overlay()
end
end end

View File

@@ -1,132 +0,0 @@
--- @section MysteriousManWindow
local STATE_TEXT = "text"
local STATE_DAY = "day"
local STATE_CHOICE = "choice"
local state = STATE_TEXT
local text_y = Config.screen.height
local text_speed = 0.4
local day_timer = 0
local day_display_frames = 120
local selected_choice = 1
local choices = {
{
label = "Wake Up",
},
{
label = "Stay in Bed",
},
}
local text = [[
Misterious man appears
during your sleep.
He says nothing.
He doesn't need to.
He says nothing.
]]
--- Sets the scrolling text content.
--- @within MysteriousManWindow
--- @param new_text string The text to display.
function MysteriousManWindow.set_text(new_text)
text = new_text
end
--- Starts the mysterious man window.
--- @within MysteriousManWindow
function MysteriousManWindow.start()
state = STATE_TEXT
text_y = Config.screen.height
day_timer = 0
selected_choice = 1
Meter.hide()
Window.set_current("mysterious_man")
end
local function wake_up()
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_initial_radius = 0,
on_win = function()
Meter.show()
Window.set_current("game")
end,
})
end
local function stay_in_bed()
Day.increase()
state = STATE_DAY
day_timer = day_display_frames
end
--- Updates the mysterious man window logic.
--- @within MysteriousManWindow
function MysteriousManWindow.update()
if state == STATE_TEXT 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
state = STATE_DAY
day_timer = day_display_frames
end
if Input.select() then
state = STATE_DAY
day_timer = day_display_frames
end
elseif state == STATE_DAY then
day_timer = day_timer - 1
if day_timer <= 0 or Input.select() then
state = STATE_CHOICE
selected_choice = 1
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
--- Draws the mysterious man window.
--- @within MysteriousManWindow
function MysteriousManWindow.draw()
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
if state == STATE_TEXT then
local x = (Config.screen.width - 132) / 2
Print.text(text, x, text_y, Config.colors.light_grey)
elseif state == STATE_DAY then
local day_text = "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

@@ -27,9 +27,3 @@ Window.register("minigame_rhythm", MinigameRhythmWindow)
MinigameDDRWindow = {} MinigameDDRWindow = {}
Window.register("minigame_ddr", MinigameDDRWindow) Window.register("minigame_ddr", MinigameDDRWindow)
MysteriousManWindow = {}
Window.register("mysterious_man", MysteriousManWindow)
EndWindow = {}
Window.register("end", EndWindow)

289
infra.md Normal file
View File

@@ -0,0 +1,289 @@
# Server
```mermaid
graph TD
Internet --> Nginx
Nginx --> Traefik
Traefik --> Gitea
Gitea --> GiteaDB[(Gitea data / SQLite)]
Traefik --> WoodpeckerServer
WoodpeckerServer --> WoodpeckerDB[(Woodpecker data / SQLite)]
WoodpeckerServer --> WoodpeckerAgent
WoodpeckerAgent --> DockerSocket[(Docker)]
Traefik --> WebApp
WebApp --> MySQL[(MySQL)]
WebApp --> Softwares[(Volume)]
Droparea --> Softwares
Nginx --> Discourse
Discourse --> ForumDB[(Postgres)]
Discourse --> Redis[(Redis)]
Nginx --> Wiki
Wiki --> WikiDB[(Postgres)]
```
# TIC-80 Pipeline
This document describes the Woodpecker CI pipeline used to build, export, upload, and publish a TIC-80 game project.
---
## Overview
The pipeline performs the following steps:
1. **Build** the TIC-80 project using a custom Docker image
2. **Export** the game to `.tic` and HTML formats
3. **Upload artifacts** to a remote server via SCP
4. **Notify an update server** to publish the new version
The pipeline is driven by environment variables so it can be reused across projects.
---
## Global Environment
```yaml
environment: &environment
GAME_NAME: mranderson
GAME_LANG: lua
```
- **GAME_NAME**: Project name (used for all outputs)
- **GAME_LANG**: Source language used by TIC-80 (Lua)
The anchor (`&environment`) allows reuse across steps.
---
## Step 1: Build & Export
```yaml
- name: build
image: git.teletype.hu/internal/tic80pro:latest
environment:
<<: *environment
XDG_RUNTIME_DIR: /tmp
commands:
- make build
- make export
```
**What it does:**
- Uses a custom TIC-80 Pro Docker image hosted in Gitea
- Runs the Makefile `build` target to assemble source files
- Runs the `export` target to generate:
- `.tic` cartridge
- `.html.zip` web build
---
## Step 2: Artifact Upload
```yaml
- name: artifact
image: alpine
environment:
<<: *environment
DROPAREA_HOST: vps.teletype.hu
DROPAREA_PORT: 2223
DROPAREA_TARGET_PATH: /home/drop
DROPAREA_USER: drop
DROPAREA_SSH_PASSWORD:
from_secret: droparea_ssh_password
commands:
- apk add --no-cache openssh-client sshpass
- mkdir -p /root/.ssh
- sshpass -p $DROPAREA_SSH_PASSWORD scp -o StrictHostKeyChecking=no -P $DROPAREA_PORT \
$GAME_NAME.$GAME_LANG \
$GAME_NAME.tic \
$GAME_NAME.html.zip \
$DROPAREA_USER@$DROPAREA_HOST:$DROPAREA_TARGET_PATH
```
**What it does:**
- Installs SCP tooling in a minimal Alpine container
- Uploads:
- Source file
- TIC-80 cartridge
- HTML export ZIP
- Uses secrets for SSH authentication
---
## Step 3: Update Notification
```yaml
- name: update
image: alpine
environment:
<<: *environment
UPDATE_SERVER: https://games.vps.teletype.hu
UPDATE_SECRET:
from_secret: update_secret_key
commands:
- apk add --no-cache curl
- curl "$UPDATE_SERVER/update?secret=$UPDATE_SECRET&name=$GAME_NAME&platform=tic80"
```
**What it does:**
- Sends an HTTP request to the update server
- Notifies that a new TIC-80 build is available
- Uses a secret key to authorize the update
---
## Result
After a successful run:
- The game is built and exported
- Artifacts are uploaded to the server
- The public game index is updated automatically
This pipeline enables **fully automated TIC-80 releases** using open tools and infrastructure.
# TIC-80 Makefile Project Builder
This Makefile provides a simple, reproducible workflow for building **TIC-80 Lua projects** from multiple source files. It is designed for small indie or experimental projects where the source code is split into logical parts and then merged into a single `.lua` cartridge.
---
## Overview
The workflow is based on four core ideas:
- Source code is split into multiple Lua files inside an `inc/` directory
- A project-specific `.inc` file defines the **build order**
- All source files are concatenated into one final `.lua` file
- TIC-80 is used in CLI mode to export runnable artifacts
This approach keeps the codebase modular while remaining compatible with TIC-80s single-file cartridge model.
---
## Project Structure
```text
project-root/
├── inc/
│ ├── core.lua
│ ├── player.lua
│ └── world.lua
├── mranderson.inc
├── Makefile
└── README.md
```
- `inc/` contains all Lua source fragments
- `<project>.inc` defines the order in which files are merged
- `<project>.lua` is generated automatically
---
## The `.inc` File
The `.inc` file is a **plain text file** listing Lua source files in build order:
```text
core.lua
player.lua
world.lua
```
The order matters. Files listed earlier are concatenated first and must define any globals used later.
---
## Usage
### Build (default)
```sh
make build
```
- Reads `mranderson.inc`
- Concatenates files from `inc/`
- Produces `mranderson.lua`
### Export (TIC-80)
```sh
make export
```
- Loads the generated Lua file into TIC-80 (CLI mode)
- Saves a `.tic` cartridge
- Exports an HTML build
### Export Assets
```sh
make export_assets
```
- **Purpose**: Extracts asset sections (PALETTE, TILES, SPRITES, MAP, SFX, MUSIC) from the compiled `<project>.lua` file.
- **Mechanism**: Uses `sed` to directly parse the generated `<project>.lua` and saves the extracted data into `inc/meta/meta.assets.lua`. This file can then be used to embed the asset data directly into other parts of the project or for version control of visual assets.
### Import Assets
The `import_assets` target was considered during development but is currently not part of the build workflow. Asset handling for TIC-80 projects within this Makefile relies solely on direct extraction (`export_assets`) from the built Lua cartridge, rather than importing external asset definitions. This target may be implemented in the future if a need for pre-build asset injection arises.
### Watch Mode
```sh
make watch
```
- Performs an initial build
- Watches the `inc/` directory and `.inc` file
- Rebuilds automatically on any change
Requires `fswatch` to be installed.
---
## Generated Artifacts
| File | Description |
|-----|-------------|
| `<project>.lua` | Merged Lua source (input for TIC-80) |
| `<project>.tic` | TIC-80 cartridge |
| `<project>.html` | Web export |
| `<project>.html.zip` | Packaged HTML build |
---
## Design Goals
- Keep TIC-80 projects modular
- Avoid manual copy-paste between files
- Enable fast iteration and experimentation
- Remain fully compatible with open-source tooling
This Makefile is intentionally minimal and transparent, favoring simplicity over abstraction.
---
## Requirements
- `make`
- `tic80` available in PATH
- `fswatch` (only for watch mode)
---
## License
MIT License — free to use, modify, and redistribute.