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Author SHA1 Message Date
eb30ac0b0b AsciiArt
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2026-03-17 23:04:33 +01:00
cd85a7214c continued window
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2026-03-17 22:12:45 +01:00
a00db92703 main title typo fix, remove glitch and end_game decision
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2026-03-17 21:53:47 +01:00
9c18812e95 Merge pull request 'ttg-logo' (#35) from ttg-logo into master
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Reviewed-on: #35
2026-03-17 00:04:11 +00:00
10b7dfd24b main menu tweaks
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2026-03-17 01:03:33 +01:00
4d8f01187b intro screens 2026-03-17 00:58:22 +01:00
mr.one
a208f0d27a New music: work activity
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2026-03-15 09:03:44 +01:00
e2c5b38ecc Merge pull request 'feature/imp-90-new-intro-sequence' (#34) from feature/imp-90-new-intro-sequence into master
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Reviewed-on: #34
2026-03-12 17:17:53 +00:00
Zoltan Timar
e40214c45b fix: lint fix
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2026-03-12 18:14:42 +01:00
Zoltan Timar
b349ded281 feat: added intro sequence, fixed norman's sprite, placed him in various places
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2026-03-12 18:10:50 +01:00
c897cdcbd5 Merge pull request 'feature/imp-89-textbox-impl' (#33) from feature/imp-89-textbox-impl into master
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Reviewed-on: #33
2026-03-12 16:11:44 +00:00
Zoltan Timar
5346281c5c fix: lint fix
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2026-03-12 17:10:24 +01:00
Zoltan Timar
5daf98fd06 feat: added new discussion functionality, implemented textbox draw functionality, added first discussion with sumphore to the street
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2026-03-12 17:08:08 +01:00
5a0c8ef19d set version to 0.8
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2026-03-12 07:52:42 +01:00
1c25a077a5 lint fixes
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2026-03-12 07:49:36 +01:00
fd983dd6e1 doc fixes
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2026-03-12 07:42:11 +01:00
220ca27128 Merge pull request 'glitch' (#32) from feature/glitch into master
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Reviewed-on: #32
2026-03-11 23:59:18 +00:00
3bb1fb7941 glitch
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2026-03-12 00:58:38 +01:00
24ce240f97 Merge pull request 'feature/end-window' (#31) from feature/end-window into master
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Reviewed-on: #31
2026-03-11 23:45:51 +00:00
5d78cffc99 end window
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2026-03-12 00:44:26 +01:00
d1e7704d66 Day documentation 2026-03-11 23:41:27 +01:00
71a21f3f86 remove top bar in game window 2026-03-11 23:41:27 +01:00
5383fa3240 Merge pull request 'feature/imp-x-implement-standard-day-cycle' (#30) from feature/imp-x-implement-standard-day-cycle into master
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Reviewed-on: #30
2026-03-09 15:26:26 +00:00
Zoltan Timar
f3846a283e fix: fixing linter
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2026-03-09 16:25:11 +01:00
Zoltan Timar
732c8b34c8 feat: added standard day cycle, added mysterious man screen, added work screen, added new decisions, placed minigames in their proposed space
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2026-03-09 16:20:50 +01:00
53a3f37c8e Merge pull request 'feature/imp-61-time-based-trigger' (#29) from feature/imp-61-time-based-trigger into master
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Reviewed-on: #29
2026-03-05 19:39:36 +00:00
Zoltan Timar
9b49e13a5d fix: adding Trigger to luacheckrc
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2026-03-05 20:38:16 +01:00
Zoltan Timar
3f2df7d512 feat: trigger logic implementation
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2026-03-05 20:26:23 +01:00
3db1ae1064 Merge pull request 'minigame init refact' (#28) from feature/minigames-init-refact into master
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Reviewed-on: #28
2026-03-05 18:17:30 +00:00
49 changed files with 1404 additions and 200 deletions

View File

@@ -5,6 +5,9 @@ globals = {
"Focus",
"Day",
"Timer",
"Glitch",
"Trigger",
"Discussion",
"Util",
"Decision",
"Situation",
@@ -14,13 +17,16 @@ globals = {
"Print",
"Input",
"Audio",
"AsciiArt",
"Config",
"Context",
"Meter",
"Minigame",
"Window",
"SplashWindow",
"IntroWindow",
"ContinuedWindow",
"TTGIntroWindow",
"BriefIntroWindow",
"TitleIntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
@@ -29,6 +35,9 @@ globals = {
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"MysteriousManWindow",
"DiscussionWindow",
"EndWindow",
"mset",
"mget",
"btnp",

View File

@@ -5,11 +5,15 @@ init/init.context.lua
system/system.util.lua
system/system.print.lua
system/system.input.lua
system/system.asciiart.lua
logic/logic.meter.lua
logic/logic.focus.lua
logic/logic.day.lua
logic/logic.timer.lua
logic/logic.trigger.lua
logic/logic.minigame.lua
logic/logic.glitch.lua
logic/logic.discussion.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.songs.lua
@@ -23,10 +27,12 @@ decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua
decision/decision.go_to_office.lua
decision/decision.go_to_end.lua
decision/decision.go_to_walking_to_home.lua
decision/decision.play_button_mash.lua
decision/decision.play_rhythm.lua
decision/decision.play_ddr.lua
decision/decision.go_to_sleep.lua
decision/decision.do_work.lua
decision/decision.start_discussion.lua
discussion/discussion.sumphore.lua
map/map.manager.lua
map/map.bedroom.lua
map/map.street.lua
@@ -37,10 +43,13 @@ screen/screen.toilet.lua
screen/screen.walking_to_office.lua
screen/screen.office.lua
screen/screen.walking_to_home.lua
screen/screen.work.lua
window/window.manager.lua
window/window.register.lua
window/window.splash.lua
window/window.intro.lua
window/window.end.lua
window/window.intro.title.lua
window/window.intro.ttg.lua
window/window.intro.brief.lua
window/window.menu.lua
window/window.configuration.lua
window/window.audiotest.lua
@@ -48,6 +57,9 @@ window/window.popup.lua
window/window.minigame.mash.lua
window/window.minigame.rhythm.lua
window/window.minigame.ddr.lua
window/window.mysterious_man.lua
window/window.discussion.lua
window/window.continued.lua
window/window.game.lua
system/system.main.lua
meta/meta.assets.lua

View File

@@ -24,6 +24,9 @@ function Audio.music_play_room_() end
--- Plays room work music.
--- @within Audio
function Audio.music_play_room_work() music(0) end
--- Plays activity work music.
--- @within Audio
function Audio.music_play_activity_work() music(1) end
--- Plays select sound effect.
--- @within Audio
@@ -40,3 +43,6 @@ function Audio.sfx_success() sfx(16, 'C-7', 60) end
--- Plays bloop sound effect.
--- @within Audio
function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
--- Plays alarm sound effect.
--- @within Audio
function Audio.sfx_alarm() sfx(61) end

View File

@@ -0,0 +1,15 @@
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,
})

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

View File

@@ -0,0 +1,16 @@
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) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
on_win = function()
MysteriousManWindow.start()
end,
})
end,
})

View File

@@ -5,16 +5,16 @@ local _decisions = {}
--- @within Decision
--- @param decision table The decision data table.
--- @param decision.id string Unique decision identifier.
--- @param decision.label string Display text for the decision.
--- @param decision.label string|function Display text for the decision, or a function returning it.
--- @param[opt] decision.condition function Returns true if decision is available. Defaults to always true.
--- @param[opt] decision.handle function Called when the decision is selected. Defaults to noop.
function Decision.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
trace("Error: Invalid decision object registered (missing id)!")
return
end
if not decision.label then
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
trace("Error: Invalid decision object registered (missing label)!")
return
end
@@ -30,6 +30,18 @@ function Decision.register(decision)
_decisions[decision.id] = decision
end
--- Gets the display label for a decision.
--- @within Decision
--- @param decision table The decision data table.
--- @return string result The resolved decision label.
function Decision.get_label(decision)
if not decision then return "" end
if type(decision.label) == "function" then
return decision.label() or ""
end
return decision.label or ""
end
--- Gets a decision by ID.
--- @within Decision
--- @param id string The ID of the decision.
@@ -92,7 +104,7 @@ end
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do
if decision and decision.condition() then
if decision and (not decision.condition or decision.condition()) then
table.insert(available, decision)
end
end
@@ -109,12 +121,10 @@ function Decision.draw(decisions, selected_decision_index)
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 decision_label = Decision.get_label(selected_decision)
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_center(decision_label, Config.screen.width / 2, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end
end

View File

@@ -4,8 +4,8 @@ Decision.register({
handle = function()
Meter.hide()
MinigameButtonMashWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
})
end,

View File

@@ -4,8 +4,8 @@ Decision.register({
handle = function()
Meter.hide()
MinigameRhythmWindow.start("game", {
focus_center_x = Config.screen.width / 2,
focus_center_y = Config.screen.height / 2,
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
})
end,

View File

@@ -0,0 +1,18 @@
Decision.register({
id = "start_discussion",
label = function()
if Context.day_count >= 3 then
return "Talk to Sumphore"
end
return "Talk to the homeless guy"
end,
handle = function()
if Context.day_count < 3 then
Discussion.start("homeless_guy", "game")
end
if Context.day_count >= 3 then
Discussion.start("sumphore_day_3", "game")
return
end
end,
})

View File

@@ -0,0 +1,59 @@
Discussion.register({
id = "sumphore_day_3",
steps = {
{
question = "Are you still seeking the ox?",
answers = {
{ label = "Huh? What ox?", next_step = 2 },
{ label = "Are you drunk, old man?", next_step = nil },
},
},
{
question = "Did you never think there would be more to this?",
answers = {
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
},
})
Discussion.register({
id = "homeless_guy",
steps = {
{
question = "Sup bro, how are you?",
answers = {
{ label = "I'm doing great, thanks!", next_step = 2 },
{ label = "Not as good as you", next_step = nil },
},
},
{
question = "What's your name?",
answers = {
{ label = "Norman Reds, nice to meet you.", next_step = 3 },
{ label = "Mom told me not to talk to strangers.", next_step = nil },
},
},
{
question = "That name ... could it be? I know a guy with that name...",
answers = {
{ label = "Never met you before.", next_step = 4 },
{ label = "I'm not sure what you mean.", next_step = nil },
},
},
{
question = "My name is Sumphore, nice to meet you.",
answers = {
{ label = "Nice to meet you, Sumphore.", next_step = 5 },
},
},
{
question = "You're a good guy, I can tell. You abide by the rules. Life would be so much easier if more people were like you ...",
answers = {
{ label = "Thanks, I try my best.", next_step = nil },
},
},
},
})

View File

@@ -20,7 +20,6 @@ function Config.initial_data()
meter_bg = 1
},
timing = {
splash_duration = 120,
minigame_win_duration = 180
}
}
@@ -37,21 +36,19 @@ end
local CONFIG_SAVE_BANK = 7
local CONFIG_MAGIC_VALUE_ADDRESS = 2
local CONFIG_SPLASH_DURATION_ADDRESS = 3
local CONFIG_MAGIC_VALUE = 0xDE
--- Saves the current configuration.
--- @within Config
function Config.save()
mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
end
--- Loads saved configuration.
--- @within Config
function Config.load()
if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
return
else
Config.reset()
end

View File

@@ -11,19 +11,18 @@ Context = {}
--- @return result table Initial context data or nil. </br>
--- Fields: </br>
--- * current_menu_item (number) Index of the currently selected menu item.<br/>
--- * splash_timer (number) Remaining frames for the splash screen timer.<br/>
--- * popup (table) Popup window state. Contains: `show` (boolean) whether popup is visible, `content` (table) array of strings to display.<br/>
--- * game_in_progress (boolean) Whether a game is currently active.<br/>
--- * minigame_ddr (table) DDR minigame state (see Minigame.get_default_ddr).<br/>
--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
--- * meters (table) Meter values (see Meter.get_initial).<br/>
--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<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/>
function Context.initial_data()
return {
current_menu_item = 1,
splash_timer = Config.timing.splash_duration,
popup = {
show = false,
content = {}
@@ -35,11 +34,32 @@ function Context.initial_data()
minigame_rhythm = {},
meters = Meter.get_initial(),
timer = Timer.get_initial(),
triggers = {},
home_norman_visible = false,
game = {
current_screen = "home",
current_situation = nil,
},
day_count = 1,
glitch = {
enabled = false,
state = "active",
timer = 0,
},
_end = {
state = "choice",
selection = 1,
},
discussion = {
active = false,
id = nil,
step = 1,
selected_answer = 1,
scroll_y = 0,
scroll_timer = 0,
auto_scroll = true,
return_window = nil,
},
}
end
@@ -65,6 +85,34 @@ function Context.new_game()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Screen.get_by_id(Context.game.current_screen).init()
MysteriousManWindow.start({
text = [[
Norman was never a bad
simulation engineer, but
we need to be careful in
letting him improve. We
need to distract him.
]],
on_text_complete = function()
Audio.sfx_alarm()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Context.home_norman_visible = true
Meter.show()
Window.set_current("game")
end,
})
end,
})
end
--- Saves the current game state.

View File

@@ -14,3 +14,6 @@ Audio = {}
Focus = {}
Day = {}
Timer = {}
Trigger = {}
Discussion = {}
AsciiArt = {}

View File

@@ -1,11 +1,18 @@
--- @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

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@@ -0,0 +1,103 @@
--- @section Discussion
local _discussions = {}
--- Registers a discussion definition.
--- @within Discussion
--- @param discussion table The discussion data table.
--- @param discussion.id string Unique discussion identifier.
--- @param discussion.steps table Array of step tables, each with `question` (string) and `answers` (array of {label, next_step} tables).
--- @param[opt] discussion.on_end function Called when the discussion ends. Defaults to noop.
function Discussion.register(discussion)
if not discussion or not discussion.id then
trace("Error: Invalid discussion registered (missing id)!")
return
end
if not discussion.steps or #discussion.steps == 0 then
trace("Error: Discussion '" .. discussion.id .. "' has no steps!")
return
end
if not discussion.on_end then
discussion.on_end = function() end
end
if _discussions[discussion.id] then
trace("Warning: Overwriting discussion with id: " .. discussion.id)
end
_discussions[discussion.id] = discussion
end
--- Gets a discussion by ID.
--- @within Discussion
--- @param id string The discussion ID.
--- @return table|nil result The discussion table or nil.
function Discussion.get_by_id(id)
return _discussions[id]
end
--- Starts a discussion, switching to the discussion window.
--- @within Discussion
--- @param id string The discussion ID to start.
--- @param return_window string The window ID to return to after the discussion.
function Discussion.start(id, return_window)
local discussion = _discussions[id]
if not discussion then
trace("Error: Discussion not found: " .. tostring(id))
return
end
Context.discussion.active = true
Context.discussion.id = id
Context.discussion.step = 1
Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
Context.discussion.return_window = return_window or "game"
Meter.hide()
Window.set_current("discussion")
end
--- Gets the current step data for the active discussion.
--- @within Discussion
--- @return table|nil result The current step table or nil.
function Discussion.get_current_step()
if not Context.discussion.active or not Context.discussion.id then return nil end
local discussion = _discussions[Context.discussion.id]
if not discussion then return nil end
return discussion.steps[Context.discussion.step]
end
--- Advances to a specific step or ends the discussion.
--- @within Discussion
--- @param next_step number|nil The step index to go to, or nil to end.
function Discussion.go_to_step(next_step)
if not next_step then
Discussion.finish()
return
end
local discussion = _discussions[Context.discussion.id]
if not discussion or not discussion.steps[next_step] then
Discussion.finish()
return
end
Context.discussion.step = next_step
Context.discussion.selected_answer = 1
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
end
--- Ends the active discussion and returns to the previous window.
--- @within Discussion
function Discussion.finish()
local discussion = _discussions[Context.discussion.id]
local return_window = Context.discussion.return_window or "game"
Context.discussion.active = false
Context.discussion.id = nil
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
Context.discussion.auto_scroll = true
Meter.show()
if discussion and discussion.on_end then
discussion.on_end()
end
Window.set_current(return_window)
end

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

View File

@@ -131,7 +131,9 @@ function Meter.draw()
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local start_y = 1
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {

View File

@@ -4,7 +4,7 @@
--- Draws a unified win message overlay.
--- @within Minigame
function Minigame.draw_win_overlay()
local text = "WELL DONE!"
local text = "SUCCESS"
local tw = #text * 4
local th = 6
local padding = 4

View File

@@ -43,14 +43,14 @@ function Timer.draw()
if Context.meters.hidden and not Context.stat_screen_active then return end
local cx = 10
local cy = 20
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.white
fg_color = Config.colors.dark_grey
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
@@ -59,7 +59,7 @@ function Timer.draw()
fg_color = Config.colors.red
end
local bg_color = Config.colors.dark_grey
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

135
inc/logic/logic.trigger.lua Normal file
View File

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

@@ -306,10 +306,10 @@
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
-- 048:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900400000000000
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100580000000600
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000c40000000004
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100400000080800
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000200000000000
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f10058a000000600
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100500000080800
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
@@ -331,7 +331,10 @@
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
-- 004:40088d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
-- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
-- </PATTERNS>
-- <TRACKS>
-- 000:100001200001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </TRACKS>

View File

@@ -1,8 +1,8 @@
-- title: Definitely not an Impostor
-- name: impostor
-- author: Teletype Games
-- desc: Life of a programmer in the Vector
-- desc: Life of a programmer
-- site: https://git.teletype.hu/games/impostor
-- license: MIT License
-- version: 0.1
-- version: 0.8
-- script: lua

View File

@@ -4,6 +4,12 @@ Screen.register({
decisions = {
"go_to_toilet",
"go_to_walking_to_office",
"go_to_sleep",
},
background = "bedroom"
background = "bedroom",
draw = function()
if Context.home_norman_visible and Window.get_current_id() == "game" then
Sprite.draw_at("norman", 100, 80)
end
end
})

View File

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

View File

@@ -26,10 +26,14 @@ Screen.register({
local sw = Config.screen.width
local cx = sw / 2
local norman_x = math.floor(sw * 0.75)
local norman_y = math.floor(Config.screen.height * 0.75)
local bar_w = math.floor(sw * 0.75)
local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4
Sprite.draw_at("norman", norman_x, norman_y)
Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."

View File

@@ -4,6 +4,7 @@ Screen.register({
decisions = {
"go_to_home",
"go_to_office",
"start_discussion",
},
background = "street"
})

View File

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

View File

@@ -2,6 +2,32 @@
local _sprites = {}
local _active_sprites = {}
local function draw_sprite_instance(sprite_data, params)
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end
--- Registers a sprite definition.
--- @within Sprite
--- @param sprite_data table A table containing the sprite definition.
@@ -59,6 +85,34 @@ function Sprite.hide(id)
_active_sprites[id] = nil
end
--- Draws a sprite immediately without scheduling it.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.draw_at(id, x, y, colorkey, scale, flip_x, flip_y, rot)
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Attempted to draw non-registered sprite with id: " .. id)
return
end
draw_sprite_instance(sprite_data, {
x = x,
y = y,
colorkey = colorkey,
scale = scale,
flip_x = flip_x,
flip_y = flip_y,
rot = rot,
})
end
--- Draws all scheduled sprites.
--- @within Sprite
function Sprite.draw()
@@ -68,29 +122,8 @@ function Sprite.draw()
trace("Error: Sprite id " .. id .. " in _active_sprites is not registered.")
_active_sprites[id] = nil
end
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
if sprite_data then
draw_sprite_instance(sprite_data, params)
end
end
end

View File

@@ -1,17 +1,23 @@
Sprite.register({
id = "norman",
sprites = {
-- Body (sprite index 0)
{ s = 0, x_offset = 0, y_offset = 0 },
-- Head (sprite index 1)
{ s = 1, x_offset = 0, y_offset = -8 },
-- Left Arm (sprite index 2)
{ s = 2, x_offset = -4, y_offset = 4 },
-- Right Arm (sprite index 3, flipped)
{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
-- Left Leg (sprite index 4)
{ s = 4, x_offset = -2, y_offset = 8 },
-- Right Leg (sprite index 5, flipped)
{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
{ s = 272, x_offset = -4, y_offset = -4 },
{ s = 273, x_offset = 4, y_offset = -4 },
{ s = 288, x_offset = -4, y_offset = 4 },
{ s = 289, x_offset = 4, y_offset = 4 },
{ s = 304, x_offset = -4, y_offset = 12 },
{ s = 305, x_offset = 4, y_offset = 12 }
}
})
Sprite.register({
id = "sleeping_norman",
sprites = {
{ s = 272, x_offset = 12, y_offset = -4, flip_y = 1 },
{ s = 273, x_offset = 12, y_offset = 4, flip_y = 1 },
{ s = 288, x_offset = 4, y_offset = -4, flip_y = 1 },
{ s = 289, x_offset = 4, y_offset = 4, flip_y = 1 },
{ s = 304, x_offset = -4, y_offset = -4, flip_y = 1 },
{ s = 305, x_offset = -4, y_offset = 4, flip_y = 1 }
}
})

View File

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

View File

@@ -5,11 +5,12 @@ local initialized_game = false
--- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game()
if initialized_game then return end
if initialized_game then return false end
Context.reset()
Window.set_current("splash") -- Set initial window using new manager
Window.set_current("intro_title") -- Set initial window using new manager
MenuWindow.refresh_menu_items()
initialized_game = true
return true
end
--- Main game loop (TIC-80 callback).
@@ -23,6 +24,8 @@ function TIC()
end
Meter.update()
Timer.update()
Trigger.update()
Glitch.draw()
if Context.game_in_progress then
Meter.draw()
Timer.draw()

View File

@@ -12,9 +12,19 @@ end
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The index of the currently selected item.<br/>
--- @param x number The x-coordinate for the menu.<br/>
--- @param x number The x-coordinate for the menu (ignored if centered is true).<br/>
--- @param y number The y-coordinate for the menu.<br/>
function UI.draw_menu(items, selected_item, x, y)
--- @param[opt] centered boolean Whether to center the menu block horizontally. Defaults to false.<br/>
function UI.draw_menu(items, selected_item, x, y, centered)
if centered then
local max_w = 0
for _, item in ipairs(items) do
local w = print(item.label, 0, -10, 0, false, 1, false)
if w > max_w then max_w = w end
end
x = (Config.screen.width - max_w) / 2
end
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
if i == selected_item then
@@ -46,36 +56,108 @@ function UI.update_menu(items, selected_item)
return selected_item
end
--- Draws a bordered textbox with scrolling text.
--- @within UI
--- @param text string The text to display (multi-line supported).<br/>
--- @param box_x number The x-coordinate of the box.<br/>
--- @param box_y number The y-coordinate of the box.<br/>
--- @param box_w number The width of the box.<br/>
--- @param box_h number The height of the box.<br/>
--- @param scroll_y number The vertical scroll offset for the text (0 = top, increases to scroll up).<br/>
--- @param[opt] color number The text color (default: Config.colors.white).<br/>
--- @param[opt] bg_color number The background fill color (default: Config.colors.dark_grey).<br/>
--- @param[opt] border_color number The border color (default: Config.colors.white).<br/>
--- @param[opt] center_text boolean Whether to center each line inside the box. Defaults to false.<br/>
function UI.draw_textbox(text, box_x, box_y, box_w, box_h, scroll_y, color, bg_color, border_color, center_text)
color = color or Config.colors.white
bg_color = bg_color or Config.colors.dark_grey
border_color = border_color or Config.colors.white
center_text = center_text or false
local padding = 4
local line_height = 8
local inner_x = box_x + padding
local inner_y = box_y + padding
local inner_center_x = box_x + (box_w / 2)
local visible_height = box_h - padding * 2
local lines = UI.word_wrap(text, 30)
local text_height = #lines * line_height
local base_y = inner_y
if center_text and text_height < visible_height then
base_y = inner_y + math.floor((visible_height - text_height) / 2)
end
rect(box_x, box_y, box_w, box_h, bg_color)
for i, line in ipairs(lines) do
local ly = base_y + (i - 1) * line_height - scroll_y
if ly >= inner_y and ly + line_height <= inner_y + visible_height then
if center_text then
Print.text_center(line, inner_center_x, ly, color)
else
Print.text(line, inner_x, ly, color)
end
end
end
rectb(box_x, box_y, box_w, box_h, border_color)
end
--- Wraps text.
--- @within UI
--- @param text string The text to wrap.<br/>
--- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end
local lines = {}
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local current_line = ""
local words_in_line = 0
for word in input_line:gmatch("%S+") do
words_in_line = words_in_line + 1
if #current_line == 0 then
current_line = word
elseif #current_line + #word + 1 <= max_chars_per_line then
current_line = current_line .. " " .. word
else
table.insert(lines, current_line)
current_line = word
end
end
if words_in_line > 0 then
table.insert(lines, current_line)
else
table.insert(lines, "")
end
if text == nil then return {""} end
local lines = {}
local function trim(s)
return (s:gsub("^%s+", ""):gsub("%s+$", ""))
end
local function previous_whitespace_index(s, target)
if s:sub(target, target):match("%s") then
return target
end
if #lines == 0 then
return {""}
for i = target - 1, 1, -1 do
if s:sub(i, i):match("%s") then
return i
end
end
return lines
return nil
end
for input_line in (text .. "\n"):gmatch("(.-)\n") do
local remaining = trim(input_line)
if remaining == "" then
table.insert(lines, "")
else
while #remaining > max_chars_per_line do
local split_at = previous_whitespace_index(remaining, max_chars_per_line)
local line = trim(remaining:sub(1, split_at))
if not split_at or line == "" then
line = remaining:sub(1, max_chars_per_line)
split_at = max_chars_per_line
end
table.insert(lines, line)
remaining = trim(remaining:sub(split_at + 1))
end
table.insert(lines, remaining)
end
end
if #lines == 0 then
return {""}
end
return lines
end

View File

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

View File

@@ -0,0 +1,107 @@
--- @section DiscussionWindow
local TEXTBOX_W = math.floor(Config.screen.width * 0.7)
local TEXTBOX_H = math.floor(Config.screen.height * 0.3)
local TEXTBOX_X = math.floor((Config.screen.width - TEXTBOX_W) / 2)
local TEXTBOX_Y = math.floor((Config.screen.height - TEXTBOX_H) / 2 - 8)
local TEXTBOX_MAX_CHARS = 30
local DISCUSSION_LINE_HEIGHT = 8
local PADDING = 4
local AUTO_SCROLL_DELAY = 12
local AUTO_SCROLL_STEP = 1
--- Draws the discussion window.
--- @within DiscussionWindow
function DiscussionWindow.draw()
GameWindow.draw()
local step = Discussion.get_current_step()
if not step then return end
UI.draw_textbox(
step.question,
TEXTBOX_X, TEXTBOX_Y,
TEXTBOX_W, TEXTBOX_H,
Context.discussion.scroll_y,
Config.colors.white,
Config.colors.dark_grey,
Config.colors.light_blue,
true
)
local answers = step.answers
if #answers > 0 then
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
local selected = answers[Context.discussion.selected_answer]
local label = selected.label
local answer_text_y = bar_y + 4
Print.text("<", 2, answer_text_y, Config.colors.light_blue)
Print.text_center(label, Config.screen.width / 2, answer_text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, answer_text_y, Config.colors.light_blue)
end
end
--- Updates the discussion window logic.
--- @within DiscussionWindow
function DiscussionWindow.update()
local step = Discussion.get_current_step()
if not step then return end
local lines = UI.word_wrap(step.question, TEXTBOX_MAX_CHARS)
local text_height = #lines * DISCUSSION_LINE_HEIGHT
local visible_height = TEXTBOX_H - PADDING * 2
local max_scroll = text_height - visible_height
if max_scroll < 0 then max_scroll = 0 end
if max_scroll > 0 then
if Context.discussion.auto_scroll then
Context.discussion.scroll_timer = Context.discussion.scroll_timer + 1
if Context.discussion.scroll_timer >= AUTO_SCROLL_DELAY then
Context.discussion.scroll_timer = 0
Context.discussion.scroll_y = Context.discussion.scroll_y + AUTO_SCROLL_STEP
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
end
else
Context.discussion.scroll_y = 0
Context.discussion.scroll_timer = 0
end
if Input.up() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y - DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y < 0 then
Context.discussion.scroll_y = 0
end
elseif Input.down() then
Context.discussion.auto_scroll = false
Context.discussion.scroll_y = Context.discussion.scroll_y + DISCUSSION_LINE_HEIGHT
if Context.discussion.scroll_y > max_scroll then
Context.discussion.scroll_y = max_scroll
end
end
local answers = step.answers
if #answers > 0 then
if Input.left() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer - 1)
elseif Input.right() then
Audio.sfx_beep()
Context.discussion.selected_answer = Util.safeindex(answers, Context.discussion.selected_answer + 1)
end
if Input.select() then
Audio.sfx_select()
local selected = answers[Context.discussion.selected_answer]
if selected.on_select then
selected.on_select()
end
Discussion.go_to_step(selected.next_step)
end
end
end

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

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

@@ -2,16 +2,17 @@
local _available_decisions = {}
local _selected_decision_index = 1
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
local function draw_game_scene(underlay_draw)
local screen = Screen.get_by_id(Context.game.current_screen)
if not screen then return end
if screen.background then
Map.draw(screen.background)
elseif screen.background_color then
rect(0, 0, Config.screen.width, Config.screen.height, screen.background_color)
end
UI.draw_top_bar(screen.name)
if underlay_draw then
underlay_draw()
end
if not Context.stat_screen_active and #_available_decisions > 0 then
Decision.draw(_available_decisions, _selected_decision_index)
end
@@ -20,6 +21,19 @@ function GameWindow.draw()
screen.draw()
end
--- Draws the game window.
--- @within GameWindow
function GameWindow.draw()
draw_game_scene()
end
--- Draws the game window with a custom underlay.
--- @within GameWindow
--- @param underlay_draw function A draw callback rendered after the background but before overlays.<br/>
function GameWindow.draw_with_underlay(underlay_draw)
draw_game_scene(underlay_draw)
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
@@ -31,12 +45,13 @@ function GameWindow.update()
end
local screen = Screen.get_by_id(Context.game.current_screen)
if not screen or not screen.update then return end
screen.update()
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then
if current_situation_obj and type(current_situation_obj.update) == "function" then
current_situation_obj.update()
end
end

View File

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

View File

@@ -1,41 +0,0 @@
--- @section IntroWindow
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
Norman Reds everyday life
seems ordinary: work,
meetings, coffee, and
endless notifications.
But beneath him, or around
him — something is
constantly building, and
it soon becomes clear
that there is more going
on than meets the eye.
]]
--- Draws the intro window.
--- @within IntroWindow
function IntroWindow.draw()
local x = (Config.screen.width - 132) / 2
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.light_blue)
end
--- Updates the intro window logic.
--- @within IntroWindow
function IntroWindow.update()
IntroWindow.y = IntroWindow.y - IntroWindow.speed
local lines = 1
for _ in string.gmatch(IntroWindow.text, "\n") do
lines = lines + 1
end
if IntroWindow.y < -lines * 8 then
Window.set_current("menu")
end
if Input.menu_confirm() then
Window.set_current("menu")
end
end

View File

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

View File

@@ -0,0 +1,33 @@
--- @section TTGIntroWindow
TTGIntroWindow.timer = 180
TTGIntroWindow.glitch_started = false
TTGIntroWindow.text = [[
###### ###### ######
## ## #
## ## # ####
## ## # #
## ## ######
]]
--- Draws the TTG intro window.
--- @within TTGIntroWindow
function TTGIntroWindow.draw()
local bounds = AsciiArt.draw(TTGIntroWindow.text, {})
if not bounds then return end
Print.text_center("Teletype Games", (Config.screen.width / 2 + 3) , (bounds.bottom + 4), Config.colors.light_blue)
end
--- Updates the TTG intro window logic.
--- @within TTGIntroWindow
function TTGIntroWindow.update()
if not TTGIntroWindow.glitch_started then
Glitch.show()
TTGIntroWindow.glitch_started = true
end
TTGIntroWindow.timer = TTGIntroWindow.timer - 1
if TTGIntroWindow.timer <= 0 or Input.select() or Input.menu_confirm() then
Glitch.hide()
Window.set_current("intro_brief")
end
end

View File

@@ -4,7 +4,7 @@ local _windows = {}
--- Registers a window table.
--- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., SplashWindow).</br>
--- @param window_table table The actual window module table (e.g., GameWindow).</br>
function Window.register(id, window_table)
_windows[id] = window_table
end

View File

@@ -4,8 +4,15 @@ 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)
UI.draw_top_bar("Definitely not an Impostor")
local menu_h = #_menu_items * 10
local y = 10 + (Config.screen.height - 10 - 10 - menu_h) / 2
UI.draw_menu(_menu_items, Context.current_menu_item, 0, y, true)
local ttg_text = "TTG"
local ttg_w = print(ttg_text, 0, -10, 0, false, 1, false)
Print.text(ttg_text, Config.screen.width - ttg_w - 5, Config.screen.height - 10, Config.colors.light_blue)
end
--- Updates the menu window logic.
@@ -26,7 +33,6 @@ end
--- @within MenuWindow
function MenuWindow.new_game()
Context.new_game()
GameWindow.set_state("game")
end
--- Loads a game from the menu.
@@ -68,6 +74,13 @@ function MenuWindow.audio_test()
GameWindow.set_state("audiotest")
end
--- Opens the continued screen.
--- @within MenuWindow
function MenuWindow.continued()
ContinuedWindow.timer = 300
GameWindow.set_state("continued")
end
--- Refreshes menu items.
--- @within MenuWindow
function MenuWindow.refresh_menu_items()
@@ -81,6 +94,7 @@ function MenuWindow.refresh_menu_items()
table.insert(_menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(_menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(_menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(_menu_items, {label = "To Be Continued...", decision = MenuWindow.continued})
table.insert(_menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.current_menu_item = 1

View File

@@ -39,7 +39,8 @@ function MinigameDDRWindow.init_context()
pattern_index = 1,
use_pattern = false,
return_window = nil,
win_timer = 0
win_timer = 0,
on_win = nil
}
end
@@ -162,8 +163,12 @@ function MinigameDDRWindow.update()
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
Meter.on_minigame_complete()
Meter.show()
Window.set_current(mg.return_window)
if mg.on_win then
mg.on_win()
else
Meter.show()
Window.set_current(mg.return_window)
end
end
return
end

View File

@@ -4,12 +4,14 @@
function MinigameButtonMashWindow.init_context()
return {
bar_fill = 0,
max_fill = 100,
target_points = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
instruction_text = "MASH Z!",
show_progress_text = true,
return_window = nil,
bar_x = 20,
bar_y = 10,
@@ -21,7 +23,8 @@ function MinigameButtonMashWindow.init_context()
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0,
win_timer = 0
win_timer = 0,
on_win = nil
}
end
@@ -34,6 +37,9 @@ function MinigameButtonMashWindow.init(params)
for k, v in pairs(params) do
defaults[k] = v
end
if params.max_fill and not params.target_points then
defaults.target_points = params.max_fill
end
end
Context.minigame_button_mash = defaults
end
@@ -63,9 +69,13 @@ function MinigameButtonMashWindow.update()
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
if mg.on_win then
mg.on_win()
else
Meter.show()
Window.set_current(mg.return_window)
end
end
return
end
@@ -73,11 +83,11 @@ function MinigameButtonMashWindow.update()
if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
if mg.bar_fill > mg.target_points then
mg.bar_fill = mg.target_points
end
end
if mg.bar_fill >= mg.max_fill then
if mg.bar_fill >= mg.target_points then
mg.win_timer = Config.timing.minigame_win_duration
return
end
@@ -90,7 +100,7 @@ function MinigameButtonMashWindow.update()
mg.button_pressed_timer = mg.button_pressed_timer - 1
end
if mg.focus_center_x then
Focus.set_percentage(mg.bar_fill / mg.max_fill)
Focus.set_percentage(mg.bar_fill / mg.target_points)
end
end
@@ -99,14 +109,16 @@ end
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
if mg.return_window == "game" then
GameWindow.draw()
GameWindow.draw_with_underlay(function()
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
end)
end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
end
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
local fill_width = (mg.bar_fill / mg.target_points) * mg.bar_width
if fill_width > 0 then
local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then
@@ -124,10 +136,12 @@ function MinigameButtonMashWindow.draw()
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, 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)
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color)
Print.text_center(mg.instruction_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
if mg.show_progress_text then
local points_text = math.floor(mg.bar_fill) .. "/" .. mg.target_points
Print.text_center(points_text, mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
end
if mg.win_timer > 0 then
Minigame.draw_win_overlay()

View File

@@ -30,7 +30,8 @@ function MinigameRhythmWindow.init_context()
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0,
win_timer = 0
win_timer = 0,
on_win = nil
}
end
@@ -72,9 +73,13 @@ function MinigameRhythmWindow.update()
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
Meter.on_minigame_complete()
Meter.show()
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
if mg.on_win then
mg.on_win()
else
Meter.show()
Window.set_current(mg.return_window)
end
end
return
end
@@ -125,7 +130,9 @@ end
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
if mg.return_window == "game" then
GameWindow.draw()
GameWindow.draw_with_underlay(function()
Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
end)
end
if not mg.focus_center_x then
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
@@ -139,12 +146,10 @@ function MinigameRhythmWindow.draw()
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
Print.text_center(
"Press Z when line is in green!",
"Sleep Norman ... Sleep!",
Config.screen.width / 2,
mg.bar_y + mg.bar_height + 20,
mg.bar_y + mg.bar_height + 14,
Config.colors.light_grey
)
local button_color = Config.colors.light_grey
@@ -155,7 +160,7 @@ function MinigameRhythmWindow.draw()
if mg.button_pressed_timer > 0 then
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
end
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color)
if mg.win_timer > 0 then
Minigame.draw_win_overlay()

View File

@@ -0,0 +1,160 @@
--- @section MysteriousManWindow
local STATE_TEXT = "text"
local STATE_DAY = "day"
local STATE_CHOICE = "choice"
local DEFAULT_TEXT = [[
Misterious man appears
during your sleep.
He says nothing.
He doesn't need to.
He says nothing.
]]
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 text = DEFAULT_TEXT
local day_text_override = nil
local on_text_complete = nil
local choices = {
{
label = "Wake Up",
},
{
label = "Stay in Bed",
},
}
--- 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
--- @param[opt] options table Optional window configuration.</br>
--- Fields: </br>
--- * text (string) Override for the scrolling text.<br/>
--- * day_text (string) Override for the centered day label.<br/>
--- * on_text_complete (function) Callback fired once when the text phase ends.<br/>
function MysteriousManWindow.start(options)
options = options or {}
state = STATE_TEXT
text_y = Config.screen.height
day_timer = 0
selected_choice = 1
text = options.text or DEFAULT_TEXT
day_text_override = options.day_text
on_text_complete = options.on_text_complete
Meter.hide()
Window.set_current("mysterious_man")
end
local function go_to_day_state()
if on_text_complete then
on_text_complete()
on_text_complete = nil
end
if Window.get_current_id() ~= "mysterious_man" then
return
end
state = STATE_DAY
day_timer = day_display_frames
end
local function wake_up()
Context.home_norman_visible = false
Util.go_to_screen_by_id("home")
MinigameButtonMashWindow.start("game", {
focus_center_x = (Config.screen.width / 2) - 22,
focus_center_y = (Config.screen.height / 2) - 18,
focus_initial_radius = 0,
target_points = 100,
instruction_text = "Wake up Norman!",
show_progress_text = false,
on_win = function()
Audio.music_play_wakingup()
Context.home_norman_visible = true
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
go_to_day_state()
end
if Input.select() then
go_to_day_state()
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_text_override or ("Day " .. Context.day_count)
Print.text_center(
day_text,
Config.screen.width / 2,
Config.screen.height / 2 - 3,
Config.colors.white
)
elseif state == STATE_CHOICE then
local menu_x = (Config.screen.width - 60) / 2
local menu_y = (Config.screen.height - 20) / 2
UI.draw_menu(choices, selected_choice, menu_x, menu_y)
end
end

View File

@@ -1,8 +1,11 @@
SplashWindow = {}
Window.register("splash", SplashWindow)
TitleIntroWindow = {}
Window.register("intro_title", TitleIntroWindow)
IntroWindow = {}
Window.register("intro", IntroWindow)
TTGIntroWindow = {}
Window.register("intro_ttg", TTGIntroWindow)
BriefIntroWindow = {}
Window.register("intro_brief", BriefIntroWindow)
MenuWindow = {}
Window.register("menu", MenuWindow)
@@ -27,3 +30,15 @@ Window.register("minigame_rhythm", MinigameRhythmWindow)
MinigameDDRWindow = {}
Window.register("minigame_ddr", MinigameDDRWindow)
MysteriousManWindow = {}
Window.register("mysterious_man", MysteriousManWindow)
EndWindow = {}
Window.register("end", EndWindow)
DiscussionWindow = {}
Window.register("discussion", DiscussionWindow)
ContinuedWindow = {}
Window.register("continued", ContinuedWindow)

View File

@@ -1,16 +0,0 @@
--- 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)
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")
end
end