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Author SHA1 Message Date
Zsolt Tasnadi
7deeffa8d6 refact by claude
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2026-02-23 10:40:14 +01:00
20 changed files with 85 additions and 77 deletions

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@@ -58,8 +58,8 @@ export: build
@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
watch:
make build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
$(MAKE) build
fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
import_assets: $(OUTPUT)
@TIC_CMD="load $(OUTPUT) &"; \
@@ -221,10 +221,3 @@ docs: build
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100
#-- </WAVES>
#
#-- <SFX>
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
#-- </SFX>

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@@ -3,7 +3,6 @@ init/init.module.lua
init/init.config.lua
init/init.minigame.lua
init/init.meter.lua
init/init.window.lua
init/init.context.lua
system/system.util.lua
system/system.print.lua

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@@ -11,6 +11,7 @@ function Audio.music_play_room_street_1() end
--- Plays room street 2 music.
function Audio.music_play_room_street_2() end
--- Plays room music.
-- TODO: function name is incomplete, determine the correct room identifier
function Audio.music_play_room_() end
--- Plays room work music.
function Audio.music_play_room_work() end

View File

@@ -27,13 +27,13 @@ end
--- Gets a decision by ID.
-- @param id string The ID of the decision.
-- @return table The decision table or nil.
function Decision.get(id)
function Decision.get_by_id(id)
return _decisions[id]
end
--- Gets all registered decisions.
-- @return table A table of all registered decisions.
function Decision.get_all_registered()
function Decision.get_all()
return _decisions
end
@@ -47,7 +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(decision_id)
local decision = Decision.get_by_id(decision_id)
if decision then
table.insert(screen_decisions, decision)
end

View File

@@ -31,7 +31,8 @@ end
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

View File

@@ -1,5 +1,4 @@
-- Manages minigame configurations and initial states.
Minigame = {}
--- Applies parameters to defaults.
-- @param defaults table The default configuration table.

View File

@@ -2,7 +2,9 @@ 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

View File

@@ -123,10 +123,13 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label
local text_width = #decision_label * 4 local text_y = bar_y + 4
local text_width = #decision_label * 4
local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.green)
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.green)
end
end
--- Draws meters.

View File

@@ -1,5 +1,3 @@
--- Utility functions.
Util = {}
--- Safely wraps an index for an array.
-- @param array table The array to index.
@@ -15,16 +13,13 @@ 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
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
screen.init()
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
end
end
-- Checks if a table contains a specific value.
--- 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)

View File

@@ -19,7 +19,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
if current_func then
current_func()
else
trace("Invalid Audio function: " .. list_func[index_menu])
trace("Invalid Audio function: " .. list_func[index_func])
end
end
},

View File

@@ -6,13 +6,13 @@ ConfigurationWindow = {
--- Initializes configuration window.
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_decision_item(
UI.create_action_item(
"Save",
function() Config.save() end
),
UI.create_decision_item(
UI.create_action_item(
"Restore Defaults",
function() Config.restore_defaults() end
function() Config.reset() end
),
}
end
@@ -21,7 +21,8 @@ end
function ConfigurationWindow.draw()
UI.draw_top_bar("Configuration")
local x_start = 10 local y_start = 40
local x_start = 10
local y_start = 40
local x_value_right_align = Config.screen.width - 10
local char_width = 4
for i, control in ipairs(ConfigurationWindow.controls) do
@@ -31,18 +32,19 @@ function ConfigurationWindow.draw()
local value = control.get()
local label_text = control.label
local value_text = string.format(control.format, value)
local value_x = x_value_right_align - (#value_text * char_width)
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
Print.text("<", x_start - 8, current_y, color)
Print.text(label_text, x_start, current_y, color) Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color) else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
Print.text(">", x_value_right_align + 4, current_y, color)
else
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "decision_item" then
elseif control.type == "action_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
@@ -80,14 +82,16 @@ function ConfigurationWindow.update()
if control then
if control.type == "numeric_stepper" then
local current_value = control.get()
if btnp(2) then local new_value = math.max(control.min, current_value - control.step)
if Input.left() then
local new_value = math.max(control.min, current_value - control.step)
control.set(new_value)
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
elseif Input.right() then
local new_value = math.min(control.max, current_value + control.step)
control.set(new_value)
end
elseif control.type == "decision_item" then
elseif control.type == "action_item" then
if Input.menu_confirm() then
control.decision()
control.action()
end
end
end

View File

@@ -4,7 +4,7 @@ local _selected_decision_index = 1
--- Draws the game window.
function GameWindow.draw()
local screen = Screen.get_by_id(Context.game.current_screen)
Map.draw(screen.background)
if screen.background then Map.draw(screen.background) end
UI.draw_top_bar(screen.name)
if #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
@@ -15,7 +15,7 @@ end
--- Updates the game window logic.
function GameWindow.update()
if Input.menu_back() then
Context.current_window = "menu"
Window.set_current("menu")
MenuWindow.refresh_menu_items()
return
end
@@ -23,7 +23,7 @@ function GameWindow.update()
local screen = Screen.get_by_id(Context.game.current_screen)
screen.update()
-- Handle situations (Context.game.current_situation is still present)
-- Handle current situation updates
if Context.game.current_situation then
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
if current_situation_obj and current_situation_obj.update then
@@ -37,6 +37,10 @@ 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
@@ -56,7 +60,7 @@ function GameWindow.update()
end
--- Sets the active window.
-- @param new_state number The ID of the new active window.
-- @param new_state string The ID of the new active window.
function GameWindow.set_state(new_state)
Context.current_window = new_state
Window.set_current(new_state)
end

View File

@@ -29,10 +29,10 @@ function IntroWindow.update()
end
if IntroWindow.y < -lines * 8 then
GameWindow.set_state("menu")
Window.set_current("menu")
end
if Input.menu_confirm() then
GameWindow.set_state("menu")
Window.set_current("menu")
end
end

View File

@@ -21,17 +21,20 @@ end
--- Starts a new game from the menu.
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.
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.
function MenuWindow.save_game()
Context.save_game() end
Context.save_game()
end
--- Resumes the game from the menu.
function MenuWindow.resume_game()

View File

@@ -5,7 +5,7 @@ function MinigameDDRWindow.init(params)
end
--- Starts the DDR minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param return_window string 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)
@@ -25,7 +25,7 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.debug_status = "Random mode"
end
end
Context.current_window = "minigame_ddr"
Window.set_current("minigame_ddr")
end
--- Spawns a random arrow.
@@ -101,7 +101,7 @@ function MinigameDDRWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
mg.frame_counter = mg.frame_counter + 1
@@ -109,7 +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()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
end
@@ -196,7 +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
Context.current_window = "game"
Window.set_current("game")
end
return
end

View File

@@ -5,12 +5,12 @@ function MinigameButtonMashWindow.init(params)
end
--- Starts the button mash minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param return_window string 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"
Context.current_window = "minigame_button_mash"
Window.set_current("minigame_button_mash")
end
--- Updates button mash minigame logic.
@@ -26,7 +26,7 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)

View File

@@ -5,12 +5,12 @@ function MinigameRhythmWindow.init(params)
end
--- Starts the rhythm minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param return_window string 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"
Context.current_window = "minigame_rhythm"
Window.set_current("minigame_rhythm")
end
--- Updates rhythm minigame logic.
@@ -48,7 +48,7 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
if mg.button_pressed_timer > 0 then

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@@ -5,21 +5,27 @@ 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.
-- @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.
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.
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

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@@ -1,16 +1,14 @@
--- Draws the splash window.
function SplashWindow.draw()
local txt = "Definitely not an Impostor"
local w = #txt * 6
local x = (240 - w) / 2
local y = (136 - 6) / 2
print(txt, x, y, 12)
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.
function SplashWindow.update()
Context.splash_timer = Context.splash_timer - 1
if Context.splash_timer <= 0 or Input.menu_confirm() then
GameWindow.set_state("intro")
Window.set_current("intro")
end
end