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Author SHA1 Message Date
Zsolt Tasnadi
39e06d1d09 refact by claude
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2026-02-23 10:22:41 +01:00
27 changed files with 48 additions and 229 deletions

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@@ -1,43 +1,28 @@
--- @section Audio
--- Stops current music.
--- @within Audio
function Audio.music_stop() music() end
--- Plays main menu music.
--- @within Audio
function Audio.music_play_mainmenu() 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.
-- TODO: function name is incomplete, determine the correct room identifier
--- @within Audio
function Audio.music_play_room_() end
--- Plays room work music.
--- @within Audio
function Audio.music_play_room_work() 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

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@@ -1,7 +1,6 @@
--- @section Songs
-- DDR Arrow Spawn Patterns
-- Each song defines when arrows should spawn, synced to music beats
Songs = {
-- Example song pattern
test_song = {
@@ -109,7 +108,6 @@ Songs = {
}
--- Converts beats to frames.
--- @within Songs
-- @param beat number The beat number.
-- @param bpm number Beats per minute.
-- @param[opt] fps number Frames per second (default: 60).
@@ -122,7 +120,6 @@ function frame_from_beat(beat, bpm, fps)
end
--- Converts beat notation to frame pattern.
--- @within Songs
-- @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).

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@@ -1,8 +1,6 @@
--- @section Decision
local _decisions = {}
--- Registers a decision definition.
--- @within Decision
-- @param decision table The decision data table.
function Decision.register(decision)
if not decision or not decision.id then
@@ -27,22 +25,19 @@ function Decision.register(decision)
end
--- Gets a decision by ID.
--- @within Decision
-- @param id string The ID of the decision.
-- @return table The decision table or nil.
function Decision.get_by_id(id)
function Decision.get(id)
return _decisions[id]
end
--- Gets all registered decisions.
--- @within Decision
-- @return table A table of all registered decisions.
function Decision.get_all()
function Decision.get_all_registered()
return _decisions
end
--- Gets decision objects based on a screen's data.
--- @within Decision
-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
-- @return table A table containing decision objects relevant to the screen.
function Decision.get_for_screen(screen_data)
@@ -52,7 +47,7 @@ function Decision.get_for_screen(screen_data)
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get_by_id(decision_id)
local decision = Decision.get(decision_id)
if decision then
table.insert(screen_decisions, decision)
end
@@ -61,7 +56,6 @@ function Decision.get_for_screen(screen_data)
end
--- Filters a list of decision objects based on their condition function.
--- @within Decision
-- @param decisions_list table A table of decision objects.
-- @return table A new table containing only the decisions for which condition() is true.
function Decision.filter_available(decisions_list)

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@@ -1,7 +1,5 @@
Config = {}
--- Return initial data for Config
--- @within Config
function Config.initial_data()
return {
screen = {
@@ -26,7 +24,6 @@ function Config.initial_data()
end
--- Restores default configuration settings.
--- @within Config
function Config.reset()
local initial = Config.initial_data()
Config.screen = initial.screen
@@ -40,14 +37,12 @@ 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)

View File

@@ -3,11 +3,9 @@ local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA
--- Global game context.
--- @section Context
Context = {}
--- Gets initial data for Context.
--- @within Context
-- @return table Initial context data.
function Context.initial_data()
return {
@@ -30,12 +28,10 @@ function Context.initial_data()
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
@@ -45,7 +41,6 @@ function Context.reset()
end
--- Starts a new game.
--- @within Context
function Context.new_game()
Context.reset()
Context.game_in_progress = true
@@ -54,14 +49,12 @@ function Context.new_game()
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()

View File

@@ -1,4 +1,3 @@
--- @section Meter
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
@@ -14,7 +13,6 @@ Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- Gets initial meter values.
--- @within Meter
-- @return table A table of initial meter values.
function Meter.get_initial()
return {
@@ -28,26 +26,22 @@ function Meter.get_initial()
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
--- 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
@@ -57,7 +51,6 @@ function Meter.get_combo_multiplier()
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
@@ -74,7 +67,6 @@ function Meter.update()
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)
@@ -86,7 +78,6 @@ function Meter.add(key, amount)
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())

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@@ -1,8 +1,7 @@
-- Manages minigame configurations and initial states.
--- @section Minigame
Minigame = {}
--- Applies parameters to defaults
--- @within 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.
@@ -15,7 +14,6 @@ local function apply_params(defaults, params)
end
--- Gets default DDR minigame configuration.
--- @within Minigame
-- @return table The default DDR minigame configuration.
function Minigame.get_default_ddr()
local arrow_size = 12
@@ -57,7 +55,6 @@ function Minigame.get_default_ddr()
end
--- Gets default button mash minigame configuration.
--- @within Minigame
-- @return table The default button mash minigame configuration.
function Minigame.get_default_button_mash()
return {
@@ -80,7 +77,6 @@ function Minigame.get_default_button_mash()
end
--- Gets default rhythm minigame configuration.
--- @within Minigame
-- @return table The default rhythm minigame configuration.
function Minigame.get_default_rhythm()
return {
@@ -110,7 +106,6 @@ function Minigame.get_default_rhythm()
end
--- Configures DDR minigame.
--- @within Minigame
-- @param params table Optional parameters to override defaults.
-- @return table The configured DDR minigame state.
function Minigame.configure_ddr(params)
@@ -118,7 +113,6 @@ function Minigame.configure_ddr(params)
end
--- Configures button mash minigame.
--- @within Minigame
-- @param params table Optional parameters to override defaults.
-- @return table The configured button mash minigame state.
function Minigame.configure_button_mash(params)
@@ -126,7 +120,6 @@ function Minigame.configure_button_mash(params)
end
--- Configures rhythm minigame.
--- @within Minigame
-- @param params table Optional parameters to override defaults.
-- @return table The configured rhythm minigame state.
function Minigame.configure_rhythm(params)

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@@ -1,11 +1,8 @@
-- Manages game maps.
--- @section Map
local _maps = {}
--- Gets all registered maps as an array.
--- @within Map
-- @return table An array of registered map data.
function Map.get_maps_array()
local maps_array = {}
@@ -16,7 +13,6 @@ function Map.get_maps_array()
end
--- Registers a map definition.
--- @within Map
-- @param map_data table The map data table.
function Map.register(map_data)
if _maps[map_data.id] then
@@ -26,7 +22,6 @@ function Map.register(map_data)
end
--- Gets a map by ID.
--- @within Map
-- @param map_id string The ID of the map.
-- @return table The map data table or nil.
function Map.get_by_id(map_id)
@@ -34,7 +29,6 @@ function Map.get_by_id(map_id)
end
--- Draws a map.
--- @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)

View File

@@ -1,8 +1,6 @@
--- @section Screen
local _screens = {}
--- Registers a screen definition.
--- @within Screen
-- @param screen_data table The screen data table.
function Screen.register(screen_data)
if _screens[screen_data.id] then
@@ -21,7 +19,6 @@ function Screen.register(screen_data)
end
--- Gets a screen by ID.
--- @within Screen
-- @param screen_id string The ID of the screen.
-- @return table The screen table or nil.
function Screen.get_by_id(screen_id)
@@ -29,7 +26,6 @@ function Screen.get_by_id(screen_id)
end
--- Gets all registered screens.
--- @within Screen
-- @return table A table containing all registered screen data, indexed by their IDs.
function Screen.get_all()
return _screens

View File

@@ -1,8 +1,6 @@
--- @section Situation
local _situations = {}
--- Registers a situation definition.
--- @within Situation
-- @param situation table The situation data table.
function Situation.register(situation)
if not situation or not situation.id then
@@ -22,7 +20,6 @@ function Situation.register(situation)
end
--- Gets a situation by ID.
--- @within Situation
-- @param id string The situation ID.
-- @return table The situation table or nil.
function Situation.get_by_id(id)
@@ -30,7 +27,6 @@ function Situation.get_by_id(id)
end
--- Gets all registered situations, optionally filtered by screen ID.
--- @within Situation
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
function Situation.get_all(screen_id)
@@ -47,7 +43,6 @@ function Situation.get_all(screen_id)
end
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
--- @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.

View File

@@ -1,9 +1,7 @@
--- @section Sprite
local _sprites = {}
local _active_sprites = {}
--- Registers a sprite definition.
--- @within Sprite
-- @param sprite_data table A table containing the sprite definition.
function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then
@@ -17,7 +15,6 @@ function Sprite.register(sprite_data)
end
--- Schedules a sprite for drawing.
--- @within Sprite
-- @param id string The unique identifier of the sprite.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
@@ -45,14 +42,12 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
end
--- Hides a displayed sprite.
--- @within Sprite
-- @param id string The unique identifier of the sprite.
function Sprite.hide(id)
_active_sprites[id] = nil
end
--- Draws all scheduled sprites.
--- @within Sprite
function Sprite.draw()
for id, params in pairs(_active_sprites) do
local sprite_data = _sprites[id]

View File

@@ -1,39 +1,27 @@
--- @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 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

@@ -1,8 +1,6 @@
--- @section Main
local initialized_game = false
--- Initializes game state.
--- @within Main
local function init_game()
if initialized_game then return end
Context.reset()
@@ -12,7 +10,6 @@ local function init_game()
end
--- Main game loop (TIC-80 callback).
--- @within Main
function TIC()
init_game()
cls(Config.colors.black)

View File

@@ -1,7 +1,4 @@
--- @section Print
--- Prints text with shadow.
--- @within Print
-- @param text string The text to print.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
@@ -17,7 +14,6 @@ function Print.text(text, x, y, color, fixed, scale)
end
--- Prints centered text with shadow.
--- @within Print
-- @param text string The text to print.
-- @param x number The x-coordinate for centering.
-- @param y number The y-coordinate.

View File

@@ -1,7 +1,4 @@
--- @section UI
--- Draws the top bar.
--- @within UI
-- @param title string The title text to display.
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
@@ -9,13 +6,11 @@ function UI.draw_top_bar(title)
end
--- Draws dialog window.
--- @within UI
function UI.draw_dialog()
PopupWindow.draw()
end
--- Draws a menu.
--- @within UI
-- @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.
@@ -31,7 +26,6 @@ function UI.draw_menu(items, selected_item, x, y)
end
--- Updates menu selection.
--- @within UI
-- @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.
@@ -53,7 +47,6 @@ function UI.update_menu(items, selected_item)
end
--- Wraps text.
--- @within UI
-- @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.
@@ -87,7 +80,6 @@ function UI.word_wrap(text, max_chars_per_line)
end
--- Creates a numeric stepper.
--- @within UI
-- @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.
@@ -110,7 +102,6 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
end
--- Creates an action item.
--- @within UI
-- @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.
@@ -123,7 +114,6 @@ function UI.create_action_item(label, action)
end
--- Draws decision selector.
--- @within UI
-- @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)
@@ -143,7 +133,6 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
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
@@ -177,7 +166,6 @@ function UI.draw_meters()
end
--- Updates decision selector.
--- @within UI
-- @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.

View File

@@ -1,8 +1,7 @@
--- @section Util
--- Utility functions.
Util = {}
--- Safely wraps an index for an array.
--- @within Util
-- @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.
@@ -11,20 +10,21 @@ function Util.safeindex(array, index)
end
--- Navigates to a screen by its ID.
--- @within Util
-- @param screen_id string The ID of the screen to go to.
function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id)
if screen then
Context.game.current_screen = screen_id
screen.init()
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
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end
end
--- Checks if a table contains a specific value.
--- @within Util
-- Checks if a table contains a specific value.
-- @param t table The table to check.
-- @param value any The value to look for.
function Util.contains(t, value)

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@@ -1,4 +1,3 @@
--- @section AudioTestWindow
AudioTestWindow = {
index_menu = 1,
index_func = 1,
@@ -8,7 +7,6 @@ AudioTestWindow = {
}
--- Generates menu items for audio test.
--- @within AudioTestWindow
-- @param list_func table List of audio functions.
-- @param index_func number Current index of selected function.
-- @return table Generated menu items.
@@ -41,7 +39,6 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
end
--- Generates list of audio functions.
--- @within AudioTestWindow
-- @return table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc()
local result = {}
@@ -58,14 +55,12 @@ 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
@@ -77,14 +72,12 @@ 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)

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@@ -1,11 +1,9 @@
--- @section ConfigurationWindow
ConfigurationWindow = {
controls = {},
selected_control = 1,
}
--- Initializes configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_action_item(
@@ -20,7 +18,6 @@ function ConfigurationWindow.init()
end
--- Draws configuration window.
--- @within ConfigurationWindow
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
@@ -63,7 +60,6 @@ function ConfigurationWindow.draw()
end
--- Updates configuration window logic.
--- @within ConfigurationWindow
function ConfigurationWindow.update()
if Input.menu_back() then
GameWindow.set_state("menu")

View File

@@ -1,12 +1,10 @@
--- @section GameWindow
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen)
if screen.background then Map.draw(screen.background) end
Map.draw(screen.background)
UI.draw_top_bar(screen.name)
if #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
@@ -15,7 +13,6 @@ function GameWindow.draw()
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
if Input.menu_back() then
Window.set_current("menu")
@@ -26,7 +23,7 @@ function GameWindow.update()
local screen = Screen.get_by_id(Context.game.current_screen)
screen.update()
-- Handle current situation updates
-- Handle situations (Context.game.current_situation is still present)
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
@@ -40,10 +37,6 @@ function GameWindow.update()
if #_available_decisions == 0 then return end
if _selected_decision_index > #_available_decisions then
_selected_decision_index = 1
end
local new_selected_decision_index = UI.update_decision_selector(
_available_decisions,
_selected_decision_index
@@ -63,8 +56,7 @@ function GameWindow.update()
end
--- Sets the active window.
--- @within GameWindow
-- @param new_state string The ID of the new active window.
-- @param new_state number The ID of the new active window.
function GameWindow.set_state(new_state)
Window.set_current(new_state)
Context.current_window = new_state
end

View File

@@ -1,4 +1,3 @@
--- @section IntroWindow
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
@@ -15,14 +14,12 @@ on than meets the eye.
]]
--- Draws the intro window.
--- @within IntroWindow
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.
--- @within IntroWindow
function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed
@@ -32,10 +29,10 @@ function IntroWindow.update()
end
if IntroWindow.y < -lines * 8 then
Window.set_current("menu")
GameWindow.set_state("menu")
end
if Input.menu_confirm() then
Window.set_current("menu")
GameWindow.set_state("menu")
end
end

View File

@@ -1,8 +1,6 @@
--- @section Window
local _windows = {}
--- Registers a window table.
--- @within Window
-- @param id string The ID of the window (e.g., "splash", "menu").
-- @param window_table table The actual window module table (e.g., SplashWindow).
function Window.register(id, window_table)
@@ -10,7 +8,6 @@ function Window.register(id, window_table)
end
--- Retrieves a registered window table by its ID.
--- @within Window
-- @param id string The ID of the window.
-- @return table The window module table.
function Window.get(id)
@@ -18,14 +15,12 @@ function Window.get(id)
end
--- Sets the currently active window.
--- @within Window
-- @param id string The ID of the window to activate.
function Window.set_current(id)
Context.current_window = id
end
--- Gets the ID of the currently active window.
--- @within Window
-- @return string The ID of the active window.
function Window.get_current_id()
return Context.current_window
@@ -33,7 +28,6 @@ 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.
--- @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)

View File

@@ -1,15 +1,12 @@
--- @section MenuWindow
local _menu_items = {}
--- Draws the menu window.
--- @within MenuWindow
function MenuWindow.draw()
UI.draw_top_bar("Main Menu")
UI.draw_menu(_menu_items, Context.current_menu_item, 108, 70)
end
--- Updates the menu window logic.
--- @within MenuWindow
function MenuWindow.update()
Context.current_menu_item = UI.update_menu(_menu_items, Context.current_menu_item)
@@ -23,53 +20,42 @@ function MenuWindow.update()
end
--- Starts a new game from the menu.
--- @within MenuWindow
function MenuWindow.new_game()
Context.new_game()
GameWindow.set_state("game")
Context.new_game() GameWindow.set_state("game")
end
--- Loads a game from the menu.
--- @within MenuWindow
function MenuWindow.load_game()
Context.load_game()
GameWindow.set_state("game")
Context.load_game() GameWindow.set_state("game")
end
--- Saves the current game from the menu.
--- @within MenuWindow
function MenuWindow.save_game()
Context.save_game()
end
Context.save_game() end
--- Resumes the game from the menu.
--- @within MenuWindow
function MenuWindow.resume_game()
GameWindow.set_state("game")
end
--- Exits the game.
--- @within MenuWindow
function MenuWindow.exit()
exit()
end
--- Opens the configuration menu.
--- @within MenuWindow
function MenuWindow.configuration()
ConfigurationWindow.init()
GameWindow.set_state("configuration")
end
--- Opens the audio test menu.
--- @within MenuWindow
function MenuWindow.audio_test()
AudioTestWindow.init()
GameWindow.set_state("audiotest")
end
--- Refreshes menu items.
--- @within MenuWindow
function MenuWindow.refresh_menu_items()
_menu_items = {}
if Context.game_in_progress then

View File

@@ -1,15 +1,11 @@
--- @section MinigameDDRWindow
--- Initializes DDR minigame state.
--- @within MinigameDDRWindow
-- @param params table Optional parameters for configuration.
function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigame.configure_ddr(params)
end
--- Starts the DDR minigame.
--- @within MinigameDDRWindow
-- @param return_window string The window ID to return to after the minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param[opt] song_key string The key of the song to play.
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameDDRWindow.start(return_window, song_key, params)
@@ -29,11 +25,10 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.debug_status = "Random mode"
end
end
Window.set_current("minigame_ddr")
Context.current_window = "minigame_ddr"
end
--- Spawns a random arrow.
--- @within MinigameDDRWindow
local function spawn_arrow()
local mg = Context.minigame_ddr
local target = mg.target_arrows[math.random(1, 4)]
@@ -45,7 +40,6 @@ local function spawn_arrow()
end
--- Spawns an arrow in a specific direction.
--- @within MinigameDDRWindow
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction)
local mg = Context.minigame_ddr
@@ -62,7 +56,6 @@ local function spawn_arrow_dir(direction)
end
--- Checks if an arrow is hit.
--- @within MinigameDDRWindow
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is hit, false otherwise.
local function check_hit(arrow)
@@ -72,7 +65,6 @@ local function check_hit(arrow)
end
--- Checks if an arrow is missed.
--- @within MinigameDDRWindow
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is missed, false otherwise.
local function check_miss(arrow)
@@ -81,7 +73,6 @@ local function check_miss(arrow)
end
--- Draws an arrow.
--- @within MinigameDDRWindow
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param direction string The direction of the arrow.
@@ -105,13 +96,12 @@ local function draw_arrow(x, y, direction, color)
end
--- Updates DDR minigame logic.
--- @within MinigameDDRWindow
function MinigameDDRWindow.update()
local mg = Context.minigame_ddr
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
Context.current_window = mg.return_window
return
end
mg.frame_counter = mg.frame_counter + 1
@@ -119,7 +109,7 @@ function MinigameDDRWindow.update()
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
Context.current_window = mg.return_window
return
end
end
@@ -199,7 +189,6 @@ function MinigameDDRWindow.update()
end
--- Draws DDR minigame.
--- @within MinigameDDRWindow
function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr
if not mg then
@@ -207,7 +196,7 @@ function MinigameDDRWindow.draw()
print("DDR ERROR: Context not initialized", 10, 10, 12)
print("Press Z to return", 10, 20, 12)
if Input.select() then
Window.set_current("game")
Context.current_window = "game"
end
return
end

View File

@@ -1,24 +1,19 @@
--- @section MinigameButtonMashWindow
--- Initializes button mash minigame state.
--- @within MinigameButtonMashWindow
-- @param params table Optional parameters for configuration.
function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigame.configure_button_mash(params)
end
--- Starts the button mash minigame.
--- @within MinigameButtonMashWindow
-- @param return_window string The window ID to return to after the minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or "game"
Window.set_current("minigame_button_mash")
Context.current_window = "minigame_button_mash"
end
--- Updates button mash minigame logic.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash
if Input.select() then
@@ -31,7 +26,7 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
Context.current_window = mg.return_window
return
end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
@@ -45,7 +40,6 @@ function MinigameButtonMashWindow.update()
end
--- Draws button mash minigame.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
if mg.return_window == "game" then

View File

@@ -1,24 +1,19 @@
--- @section MinigameRhythmWindow
--- Initializes rhythm minigame state.
--- @within MinigameRhythmWindow
-- @param params table Optional parameters for configuration.
function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigame.configure_rhythm(params)
end
--- Starts the rhythm minigame.
--- @within MinigameRhythmWindow
-- @param return_window string The window ID to return to after the minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or "game"
Window.set_current("minigame_rhythm")
Context.current_window = "minigame_rhythm"
end
--- Updates rhythm minigame logic.
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.update()
local mg = Context.minigame_rhythm
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
@@ -53,7 +48,7 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then
Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
Context.current_window = mg.return_window
return
end
if mg.button_pressed_timer > 0 then
@@ -62,7 +57,6 @@ function MinigameRhythmWindow.update()
end
--- Draws rhythm minigame.
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
if mg.return_window == "game" then

View File

@@ -1,4 +1,3 @@
--- @section PopupWindow
local POPUP_X = 40
local POPUP_Y = 40
local POPUP_WIDTH = 160
@@ -6,36 +5,26 @@ local POPUP_HEIGHT = 80
local TEXT_MARGIN_X = POPUP_X + 10
local TEXT_MARGIN_Y = POPUP_Y + 10
local LINE_HEIGHT = 8
--- Displays a popup window.
--- @within PopupWindow
-- @param content_strings table A table of strings to display in the popup.
function PopupWindow.show(content_strings)
Context.popup.show = true
Context.popup.content = content_strings or {}
GameWindow.set_state("popup")
end
Context.popup.content = content_strings or {} GameWindow.set_state("popup") end
--- Hides the popup window.
--- @within PopupWindow
function PopupWindow.hide()
Context.popup.show = false
Context.popup.content = {}
GameWindow.set_state("game")
end
Context.popup.content = {} GameWindow.set_state("game") end
--- Updates popup window logic.
--- @within PopupWindow
function PopupWindow.update()
if Context.popup.show then
if Input.menu_confirm() or Input.menu_back() then
PopupWindow.hide()
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
end
end
end
--- Draws the popup window.
--- @within PopupWindow
function PopupWindow.draw()
if Context.popup.show then
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)

View File

@@ -1,18 +1,16 @@
--- @section SplashWindow
--- Draws the splash window.
--- @within SplashWindow
function SplashWindow.draw()
local txt = "Definitely not an Impostor"
local y = (Config.screen.height - 6) / 2
Print.text_center(txt, Config.screen.width / 2, y, Config.colors.white)
local w = #txt * 6
local x = (240 - w) / 2
local y = (136 - 6) / 2
print(txt, x, y, 12)
end
--- Updates the splash window logic.
--- @within SplashWindow
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then
Window.set_current("intro")
GameWindow.set_state("intro")
end
end