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Author SHA1 Message Date
073963fc71 tic80pro image pull always
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2026-02-27 00:31:55 +01:00
99ace8a1e8 add minify to export
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2026-02-26 23:39:00 +01:00
15bf66f1ca minify.lua from github
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2026-02-26 23:27:41 +01:00
Zoltan Timar
41f75da8c3 feat: added minifier, added minify step to makefile, added unminify step to makefile
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2026-02-26 22:41:58 +01:00
e05018d637 Merge pull request 'feature/ldoc-return-fixes' (#20) from feature/ldoc-return-fixes into master
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Reviewed-on: #20
2026-02-26 16:50:14 +00:00
8e104b1ff9 Merge branch 'master' into feature/ldoc-return-fixes
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2026-02-26 17:49:21 +01:00
e07eeb466b vscode settings update
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2026-02-26 17:44:41 +01:00
337f1fc132 ldoc return fixes 2026-02-26 17:41:06 +01:00
e14160114b Merge pull request 'feature/imp-30-stat-screen' (#19) from feature/imp-30-stat-screen into master
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Reviewed-on: #19
2026-02-26 16:06:54 +00:00
Zoltan Timar
1b64fd2392 Merge branch 'master' into feature/imp-30-stat-screen
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2026-02-26 16:54:24 +01:00
Zoltan Timar
aaf1479a78 feat: stat screen on toilet with Focus overlay, screen draw callback added to manager, meter decay now only on timer revolution, timer visible on stat screen not minigames, Meter.get_timer_decay_percentage() added, Context.stat_screen_active flag added
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2026-02-26 16:54:00 +01:00
e56662f6ad linter and doc fix for Focus
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2026-02-26 16:21:25 +01:00
2d25537abb Merge pull request 'feature/imp-42-time-indicator' (#18) from feature/imp-42-time-indicator into master
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Reviewed-on: #18
2026-02-26 14:49:00 +00:00
Zoltan Timar
66af47c483 feat: ring timer drawn at top-left of screen, Meter.set_timer_duration(f) controls speed, Meter.set_timer_decay(a) controls decay amount, all decay pauses during any minigame window
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2026-02-26 15:43:39 +01:00
8f9e044a17 Merge pull request 'feature/imp-62-focus-handling' (#17) from feature/imp-62-focus-handling into master
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Reviewed-on: #17
2026-02-26 13:58:51 +00:00
Zoltan Timar
954a39aef1 feat: added new functionality with focus, added base background to screens, created Focus.close(), Focus.start(), Focus.driven() methods for different use-cases, added focus to screens
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2026-02-26 14:53:22 +01:00
Zsolt Tasnadi
226d75d905 return table details in docs
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2026-02-26 11:25:20 +01:00
Zsolt Tasnadi
8f34cbf875 docs for table properties
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2026-02-26 10:21:48 +01:00
64de41a940 Merge pull request 'section and within annotations for ldoc' (#16) from feature/ldoc-sections into master
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Reviewed-on: #16
2026-02-25 22:25:12 +00:00
777c27aa54 section and within annotations for ldoc
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2026-02-25 23:24:53 +01:00
297ee8b622 Merge pull request 'refact by claude' (#14) from claude-refact into master
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Reviewed-on: #14
2026-02-23 09:44:07 +00:00
Zsolt Tasnadi
7deeffa8d6 refact by claude
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2026-02-23 10:40:14 +01:00
42 changed files with 1107 additions and 255 deletions

2
.gitignore vendored
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@@ -1,4 +1,6 @@
.local
impostor.lua
impostor.original.lua
prompts
docs
minify.lua

View File

@@ -2,6 +2,7 @@
-- Configuration for luacheck
globals = {
"Focus",
"Util",
"Decision",
"Situation",
@@ -39,6 +40,8 @@ globals = {
"circb",
"cls",
"tri",
"pix",
"line",
"Songs",
"frame_from_beat",
"beats_to_pattern",

View File

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

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@@ -7,6 +7,7 @@ steps:
- name: build
image: git.teletype.hu/internal/tic80pro:latest
pull: true
environment:
XDG_RUNTIME_DIR: /tmp
commands:

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@@ -6,9 +6,13 @@ PROJECT = impostor
ORDER = $(PROJECT).inc
OUTPUT = $(PROJECT).lua
OUTPUT_ORIGINAL = $(PROJECT).original.lua
OUTPUT_ZIP = $(PROJECT).html.zip
OUTPUT_TIC = $(PROJECT).tic
MINIFY = minify.lua
MINIFY_URL = https://raw.githubusercontent.com/ztimar31/lua-minify-tic80/refs/heads/master/minify.lua
SRC_DIR = inc
SRC = $(shell sed 's|^|$(SRC_DIR)/|' $(ORDER))
@@ -39,7 +43,19 @@ $(OUTPUT): $(SRC) $(ORDER)
echo "" >> $(OUTPUT); \
done
export: build
$(MINIFY):
@echo "==> Downloading $(MINIFY)"
@curl -fsSL $(MINIFY_URL) -o $(MINIFY)
minify: $(OUTPUT_ORIGINAL)
$(OUTPUT_ORIGINAL): $(SRC) $(ORDER) $(MINIFY)
@$(MAKE) build
@echo "==> Minifying $(OUTPUT)"
@cp $(OUTPUT) $(OUTPUT_ORIGINAL)
@lua $(MINIFY) minify $(OUTPUT_ORIGINAL) > $(OUTPUT)
export: build minify
@if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; \
exit 1; \
@@ -58,8 +74,8 @@ 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 $(OUTPUT) &"; \
@@ -156,7 +172,7 @@ export_assets:
@$(call f_export_asset_awk,WAVES,$(OUTPUT),$(ASSETS_LUA))
clean:
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT)
@rm -f $(PROJECT)-*.tic $(PROJECT)-*.html.zip $(OUTPUT) $(OUTPUT_MIN) $(PROJECT).original.lua
@echo "==> Cleaned build artifacts"
# CI/CD Targets
@@ -219,12 +235,4 @@ docs: build
@ldoc ${OUTPUT} -d docs
@echo "==> Documentation generated."
.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
#-- <WAVES>
#-- 000:224578acdeeeeddcba95434567653100
#-- </WAVES>
#
#-- <SFX>
#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
#-- </SFX>
.PHONY: all build minify export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs

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@@ -3,11 +3,11 @@ 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
system/system.input.lua
system/system.focus.lua
system/system.ui.lua
audio/audio.manager.lua
audio/audio.songs.lua

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@@ -1,27 +1,43 @@
--- @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

View File

@@ -1,6 +1,7 @@
--- @section Songs
-- DDR Arrow Spawn Patterns
-- Each song defines when arrows should spawn, synced to music beats
Songs = {
-- Example song pattern
test_song = {
@@ -108,10 +109,11 @@ Songs = {
}
--- Converts beats to frames.
-- @param beat number The beat number.
-- @param bpm number Beats per minute.
-- @param[opt] fps number Frames per second (default: 60).
-- @return number The corresponding frame number.
--- @within Songs
--- @param beat number The beat number.
--- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60).
--- @return number The corresponding frame number.
function frame_from_beat(beat, bpm, fps)
fps = fps or 60
local seconds_per_beat = 60 / bpm
@@ -120,10 +122,16 @@ function frame_from_beat(beat, bpm, fps)
end
--- Converts beat notation to frame pattern.
-- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
-- @param bpm number Beats per minute.
-- @param[opt] fps number Frames per second (default: 60).
-- @return table The generated pattern.
--- @within Songs
--- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
--- @param beats.1 number The beat number.
--- @param beats.2 string Arrow direction ("left", "down", "up", or "right").
--- @param bpm number Beats per minute.
--- @param[opt] fps number Frames per second (default: 60).
--- @return result table The generated pattern or nil. </br>
--- Fields: </br>
--- * frame (number) The frame number when the arrow should spawn.<br/>
--- * dir (string) Arrow direction ("left", "down", "up", or "right").<br/>
function beats_to_pattern(beats, bpm, fps)
fps = fps or 60
local pattern = {}

View File

@@ -1,7 +1,13 @@
--- @section Decision
local _decisions = {}
--- Registers a decision definition.
-- @param decision table The decision data table.
--- @within Decision
--- @param decision table The decision data table.
--- @param decision.id string Unique decision identifier.
--- @param decision.label string Display text for the decision.
--- @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)!"})
@@ -25,21 +31,40 @@ function Decision.register(decision)
end
--- Gets a decision by ID.
-- @param id string The ID of the decision.
-- @return table The decision table or nil.
function Decision.get(id)
--- @within Decision
--- @param id string The ID of the decision.
--- @return table|nil result The decision table or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_by_id(id)
return _decisions[id]
end
--- Gets all registered decisions.
-- @return table A table of all registered decisions.
function Decision.get_all_registered()
--- @within Decision
--- @return result table A table of all registered decisions, indexed by their IDs. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.
function Decision.get_all()
return _decisions
end
--- Gets decision objects based on a screen's data.
-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
-- @return table A table containing decision objects relevant to the screen.
--- @within Decision
--- @param screen_data table The data for the screen.
--- @param screen_data.decisions table Array of decision ID strings.
--- @return result table An array of decision objects relevant to the screen or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.get_for_screen(screen_data)
if not screen_data or not screen_data.decisions then
return {}
@@ -47,7 +72,7 @@ function Decision.get_for_screen(screen_data)
local screen_decisions = {}
for _, decision_id in ipairs(screen_data.decisions) do
local decision = Decision.get(decision_id)
local decision = Decision.get_by_id(decision_id)
if decision then
table.insert(screen_decisions, decision)
end
@@ -56,8 +81,14 @@ function Decision.get_for_screen(screen_data)
end
--- Filters a list of decision objects based on their condition function.
-- @param decisions_list table A table of decision objects.
-- @return table A new table containing only the decisions for which condition() is true.
--- @within Decision
--- @param decisions_list table A table of decision objects.
--- @return result table An array of decisions for which condition() is true or nil. </br>
--- Fields: </br>
--- * id (string) Unique decision identifier.<br/>
--- * label (string) Display text for the decision.<br/>
--- * condition (function) Returns true if decision is available.<br/>
--- * handle (function) Called when the decision is selected.<br/>
function Decision.filter_available(decisions_list)
local available = {}
for _, decision in ipairs(decisions_list) do

View File

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

View File

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

View File

@@ -1,5 +1,7 @@
Config = {}
--- Return initial data for Config
--- @within Config
function Config.initial_data()
return {
screen = {
@@ -11,7 +13,7 @@ function Config.initial_data()
light_grey = 13,
dark_grey = 14,
red = 0,
green = 7,
light_blue = 7,
blue = 9,
white = 12,
item = 12,
@@ -24,6 +26,7 @@ function Config.initial_data()
end
--- Restores default configuration settings.
--- @within Config
function Config.reset()
local initial = Config.initial_data()
Config.screen = initial.screen
@@ -37,12 +40,14 @@ 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

@@ -3,10 +3,23 @@ local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
local SAVE_GAME_MAGIC_VALUE = 0xCA
--- Global game context.
--- @section Context
Context = {}
--- Gets initial data for Context.
-- @return table Initial context data.
--- @within Context
--- @return result table Initial context data or nil. </br>
--- Fields: </br>
--- * current_menu_item (number) Index of the currently selected menu item.<br/>
--- * 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/>
--- * 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,
@@ -16,6 +29,7 @@ function Context.initial_data()
content = {}
},
game_in_progress = false,
stat_screen_active = false,
minigame_ddr = Minigame.get_default_ddr(),
minigame_button_mash = Minigame.get_default_button_mash(),
minigame_rhythm = Minigame.get_default_rhythm(),
@@ -28,10 +42,12 @@ 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
@@ -41,6 +57,7 @@ function Context.reset()
end
--- Starts a new game.
--- @within Context
function Context.new_game()
Context.reset()
Context.game_in_progress = true
@@ -49,12 +66,14 @@ 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

@@ -1,19 +1,46 @@
--- @section Meter
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
-- 1800 frames = 30 seconds (1800 ÷ 60 = 30)
local meter_timer_duration = 1800
local meter_timer_decay_per_revolution = 20
-- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg
--- Sets the number of frames for one full timer revolution.
--- @within Meter
--- @param frames number Frames per revolution (controls degradation speed).
function Meter.set_timer_duration(frames)
meter_timer_duration = frames
end
--- Sets the degradation amount applied to all meters per revolution.
--- @within Meter
--- @param amount number Amount to subtract from each meter per revolution.
function Meter.set_timer_decay(amount)
meter_timer_decay_per_revolution = amount
end
--- Gets initial meter values.
-- @return table A table of initial meter values.
--- @within Meter
--- @return result table Initial meter values. </br>
--- Fields: </br>
--- * ism (number) Initial ISM meter value.<br/>
--- * wpm (number) Initial WPM meter value.<br/>
--- * bm (number) Initial BM meter value.<br/>
--- * combo (number) Current combo count.<br/>
--- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden.<br/>
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
function Meter.get_initial()
return {
ism = METER_DEFAULT,
@@ -22,27 +49,32 @@ function Meter.get_initial()
combo = 0,
combo_timer = 0,
hidden = false,
timer_progress = 0,
}
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.
-- @return number The maximum meter value.
--- @within Meter
--- @return number The maximum meter value.
function Meter.get_max()
return METER_MAX
end
--- Gets combo multiplier.
-- @return number The current combo multiplier.
--- @within Meter
--- @return number The current combo multiplier.
function Meter.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
@@ -51,12 +83,12 @@ 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
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
@@ -64,11 +96,20 @@ function Meter.update()
m.combo_timer = 0
end
end
m.timer_progress = m.timer_progress + (1 / meter_timer_duration)
if m.timer_progress >= 1 then
m.timer_progress = m.timer_progress - 1
m.ism = math.max(0, m.ism - meter_timer_decay_per_revolution)
m.wpm = math.max(0, m.wpm - meter_timer_decay_per_revolution)
m.bm = math.max(0, m.bm - meter_timer_decay_per_revolution)
end
end
end
--- Adds amount to a meter.
-- @param key string The meter key (e.g., "wpm", "ism", "bm").
-- @param amount number The amount to add.
--- @within Meter
--- @param key string The meter key (e.g., "wpm", "ism", "bm").
--- @param amount number The amount to add.
function Meter.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
@@ -77,7 +118,15 @@ function Meter.add(key, amount)
end
end
--- Gets the timer decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per revolution (e.g. 2 means -2%).
function Meter.get_timer_decay_percentage()
return math.floor(meter_timer_decay_per_revolution / METER_MAX * 100)
end
--- Called on minigame completion.
--- @within Meter
function Meter.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())

View File

@@ -1,10 +1,11 @@
-- Manages minigame configurations and initial states.
Minigame = {}
--- @section 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.
--- Applies parameters to defaults
--- @within Minigame
--- @param defaults table The default configuration table.
--- @param params table The parameters to apply.
--- @return table The updated configuration table.
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
@@ -14,7 +15,34 @@ local function apply_params(defaults, params)
end
--- Gets default DDR minigame configuration.
-- @return table The default DDR minigame configuration.
--- @within Minigame
--- @return result table The default DDR minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_hit (number) Fill gained per successful hit.<br/>
--- * miss_penalty (number) Fill lost per miss.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * arrow_size (number) Size of arrow sprites.<br/>
--- * arrow_spawn_timer (number) Timer for arrow spawning.<br/>
--- * arrow_spawn_interval (number) Frames between arrow spawns.<br/>
--- * arrow_fall_speed (number) Speed of falling arrows.<br/>
--- * arrows (table) Array of active arrow objects.<br/>
--- * target_y (number) Y position of the target line.<br/>
--- * target_arrows (table) Array of target arrow positions. Each entry has: `dir` (string) arrow direction, `x` (number) X position.<br/>
--- * hit_threshold (number) Pixel distance for a valid hit.<br/>
--- * button_pressed_timers (table) Per-button press animation timers.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * input_cooldowns (table) Per-direction cooldown timers (left, down, up, right).<br/>
--- * input_cooldown_duration (number) Frames of input cooldown.<br/>
--- * frame_counter (number) Global frame counter.<br/>
--- * current_song (table) Currently playing song data.<br/>
--- * pattern_index (number) Current index in song pattern.<br/>
--- * use_pattern (boolean) Whether to use song pattern for spawning.<br/>
--- * return_window (string) Window ID to return to after minigame.
function Minigame.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
@@ -55,7 +83,24 @@ function Minigame.get_default_ddr()
end
--- Gets default button mash minigame configuration.
-- @return table The default button mash minigame configuration.
--- @within Minigame
--- @return result table The default button mash minigame configuration. </br>
--- Fields: </br>
--- * bar_fill (number) Current fill level of the progress bar.<br/>
--- * max_fill (number) Maximum fill value to win.<br/>
--- * fill_per_press (number) Fill gained per button press.<br/>
--- * base_degradation (number) Base rate of bar degradation per frame.<br/>
--- * degradation_multiplier (number) Multiplier for degradation scaling.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
function Minigame.get_default_button_mash()
return {
bar_fill = 0,
@@ -72,12 +117,39 @@ function Minigame.get_default_button_mash()
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
button_size = 12,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Gets default rhythm minigame configuration.
-- @return table The default rhythm minigame configuration.
--- @within Minigame
--- @return result table The default rhythm minigame configuration. </br>
--- Fields: </br>
--- * line_position (number) Current position of the moving line (0-1).<br/>
--- * line_speed (number) Speed of the moving line per frame.<br/>
--- * line_direction (number) Direction of line movement (1 or -1).<br/>
--- * target_center (number) Center of the target zone (0-1).<br/>
--- * target_width (number) Current width of the target zone.<br/>
--- * initial_target_width (number) Starting width of the target zone.<br/>
--- * min_target_width (number) Minimum width the target zone can shrink to.<br/>
--- * target_shrink_rate (number) Multiplier applied to target width after each hit.<br/>
--- * score (number) Current score.<br/>
--- * max_score (number) Score needed to win.<br/>
--- * button_pressed_timer (number) Button press animation timer.<br/>
--- * button_press_duration (number) Duration of button press animation.<br/>
--- * return_window (string) Window ID to return to after minigame.<br/>
--- * bar_x (number) Progress bar X position.<br/>
--- * bar_y (number) Progress bar Y position.<br/>
--- * bar_width (number) Progress bar width.<br/>
--- * bar_height (number) Progress bar height.<br/>
--- * button_x (number) Button indicator X position.<br/>
--- * button_y (number) Button indicator Y position.<br/>
--- * button_size (number) Button indicator size.<br/>
--- * press_cooldown (number) Current cooldown timer.<br/>
--- * press_cooldown_duration (number) Frames of press cooldown.<br/>
function Minigame.get_default_rhythm()
return {
line_position = 0,
@@ -101,27 +173,95 @@ function Minigame.get_default_rhythm()
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15
press_cooldown_duration = 15,
focus_center_x = nil,
focus_center_y = nil,
focus_initial_radius = 0
}
end
--- Configures DDR minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured DDR minigame state.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_ddr).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_hit number Fill gained per successful hit.
--- @param[opt] params.miss_penalty number Fill lost per miss.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.arrow_size number Size of arrow sprites.
--- @param[opt] params.arrow_spawn_timer number Timer for arrow spawning.
--- @param[opt] params.arrow_spawn_interval number Frames between arrow spawns.
--- @param[opt] params.arrow_fall_speed number Speed of falling arrows.
--- @param[opt] params.arrows table Array of active arrow objects.
--- @param[opt] params.target_y number Y position of the target line.
--- @param[opt] params.target_arrows table Array of target arrow positions with dir and x fields.
--- @param[opt] params.hit_threshold number Pixel distance for a valid hit.
--- @param[opt] params.button_pressed_timers table Per-button press animation timers.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.input_cooldowns table Per-direction cooldown timers (left, down, up, right).
--- @param[opt] params.input_cooldown_duration number Frames of input cooldown.
--- @param[opt] params.frame_counter number Global frame counter.
--- @param[opt] params.current_song table Currently playing song data.
--- @param[opt] params.pattern_index number Current index in song pattern.
--- @param[opt] params.use_pattern boolean Whether to use song pattern for spawning.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @return result table The configured DDR minigame state (see Minigame.get_default_ddr for fields).
function Minigame.configure_ddr(params)
return apply_params(Minigame.get_default_ddr(), params)
end
--- Configures button mash minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured button mash minigame state.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_button_mash).
--- @param[opt] params.bar_fill number Current fill level of the progress bar.
--- @param[opt] params.max_fill number Maximum fill value to win.
--- @param[opt] params.fill_per_press number Fill gained per button press.
--- @param[opt] params.base_degradation number Base rate of bar degradation per frame.
--- @param[opt] params.degradation_multiplier number Multiplier for degradation scaling.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @return result table The configured button mash minigame state (see Minigame.get_default_button_mash for fields).
function Minigame.configure_button_mash(params)
return apply_params(Minigame.get_default_button_mash(), params)
end
--- Configures rhythm minigame.
-- @param params table Optional parameters to override defaults.
-- @return table The configured rhythm minigame state.
--- @within Minigame
--- @param params table Optional parameters to override defaults (see Minigame.get_default_rhythm).
--- @param[opt] params.line_position number Current position of the moving line (0-1).
--- @param[opt] params.line_speed number Speed of the moving line per frame.
--- @param[opt] params.line_direction number Direction of line movement (1 or -1).
--- @param[opt] params.target_center number Center of the target zone (0-1).
--- @param[opt] params.target_width number Current width of the target zone.
--- @param[opt] params.initial_target_width number Starting width of the target zone.
--- @param[opt] params.min_target_width number Minimum width the target zone can shrink to.
--- @param[opt] params.target_shrink_rate number Multiplier applied to target width after each hit.
--- @param[opt] params.score number Current score.
--- @param[opt] params.max_score number Score needed to win.
--- @param[opt] params.button_pressed_timer number Button press animation timer.
--- @param[opt] params.button_press_duration number Duration of button press animation.
--- @param[opt] params.return_window string Window ID to return to after minigame.
--- @param[opt] params.bar_x number Progress bar X position.
--- @param[opt] params.bar_y number Progress bar Y position.
--- @param[opt] params.bar_width number Progress bar width.
--- @param[opt] params.bar_height number Progress bar height.
--- @param[opt] params.button_x number Button indicator X position.
--- @param[opt] params.button_y number Button indicator Y position.
--- @param[opt] params.button_size number Button indicator size.
--- @param[opt] params.press_cooldown number Current cooldown timer.
--- @param[opt] params.press_cooldown_duration number Frames of press cooldown.
--- @return result table The configured rhythm minigame state (see Minigame.get_default_rhythm for fields).
function Minigame.configure_rhythm(params)
return apply_params(Minigame.get_default_rhythm(), params)
end

View File

@@ -11,3 +11,4 @@ Print = {}
Input = {}
Sprite = {}
Audio = {}
Focus = {}

View File

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

View File

@@ -1,7 +1,17 @@
--- @section Screen
local _screens = {}
--- Registers a screen definition.
-- @param screen_data table The screen data table.
--- @within Screen
--- @param screen_data table The screen data table.
--- @param screen_data.id string Unique screen identifier.
--- @param screen_data.name string Display name of the screen.
--- @param screen_data.decisions table Array of decision ID strings available on this screen.
--- @param screen_data.background string Map ID used as background.
--- @param[opt] screen_data.situations table Array of situation ID strings. Defaults to {}.
--- @param[opt] screen_data.init function Called when the screen is entered. Defaults to noop.
--- @param[opt] screen_data.update function Called each frame while screen is active. Defaults to noop.
--- @param[opt] screen_data.draw function Called after the focus overlay to draw screen-specific overlays. Defaults to noop.
function Screen.register(screen_data)
if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id)
@@ -15,18 +25,39 @@ function Screen.register(screen_data)
if not screen_data.update then
screen_data.update = function() end
end
if not screen_data.draw then
screen_data.draw = function() end
end
_screens[screen_data.id] = screen_data
end
--- Gets a screen by ID.
-- @param screen_id string The ID of the screen.
-- @return table The screen table or nil.
--- @within Screen
--- @param screen_id string The ID of the screen.
--- @return table|nil screen The screen table or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * name (string) Display name.<br/>
--- * decisions (table) Array of decision ID strings.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.
function Screen.get_by_id(screen_id)
return _screens[screen_id]
end
--- Gets all registered screens.
-- @return table A table containing all registered screen data, indexed by their IDs.
--- @within Screen
--- @return result table A table containing all registered screen data, indexed by their IDs or nil. </br>
--- Fields: </br>
--- * id (string) Unique screen identifier.<br/>
--- * name (string) Display name of the screen.<br/>
--- * decisions (table) Array of decision ID strings available on this screen.<br/>
--- * background (string) Map ID used as background.<br/>
--- * situations (table) Array of situation ID strings.<br/>
--- * init (function) Called when the screen is entered.<br/>
--- * update (function) Called each frame while screen is active.<br/>
function Screen.get_all()
return _screens
end

View File

@@ -1,6 +1,7 @@
Screen.register({
id = "office",
name = "Office",
background_color = Config.colors.dark_grey,
decisions = {
"play_button_mash",
"play_rhythm",

View File

@@ -3,5 +3,74 @@ Screen.register({
name = "Toilet",
decisions = {
"go_to_home",
},
background = "bedroom",
init = function()
Context.stat_screen_active = true
Meter.hide()
local cx = Config.screen.width * 0.75
local cy = Config.screen.height * 0.75
Focus.start_driven(cx, cy)
Focus.set_percentage(0.15)
end,
update = function()
if not Context.stat_screen_active then return end
if Input.select() or Input.player_interact() then
Focus.stop()
Context.stat_screen_active = false
Meter.show()
end
end,
draw = function()
if not Context.stat_screen_active then return end
local sw = Config.screen.width
local cx = sw / 2
local bar_w = math.floor(sw * 0.75)
local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4
-- TODO: Add day counter
Print.text_center("day 1", cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
local wrapped = UI.word_wrap(narrative, 38)
local text_y = 24
for _, line in ipairs(wrapped) do
Print.text_center(line, cx, text_y, Config.colors.light_grey)
text_y = text_y + 8
end
local m = Context.meters
local max_val = Meter.get_max()
local decay_pct = Meter.get_timer_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier()
local combo_pct = math.floor((combo_mult - 1) * 100)
local mult_text = string.format("+%d%%", combo_pct)
local meter_start_y = text_y + 10
local meter_list = {
{ key = "wpm", label = "Work Productivity Meter" },
{ key = "ism", label = "Impostor Syndrome Meter" },
{ key = "bm", label = "Burnout Meter" },
}
for i, meter in ipairs(meter_list) do
local y = meter_start_y + (i - 1) * 20
Print.text_center(meter.label, cx, y, Config.colors.white)
local bar_y = y + 8
local fill_w = math.max(0, math.floor((m[meter.key] / max_val) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, Config.colors.blue)
end
local decay_w = print(decay_text, 0, -6, 0, false, 1)
Print.text(decay_text, bar_x - decay_w - 4, bar_y, Config.colors.light_blue)
Print.text(mult_text, bar_x + bar_w + 4, bar_y, Config.colors.light_blue)
end
end,
})

View File

@@ -1,6 +1,7 @@
Screen.register({
id = "walking_to_home",
name = "Walking to home",
background_color = Config.colors.dark_grey,
decisions = {
"go_to_home",
"go_to_office",

View File

@@ -1,6 +1,7 @@
Screen.register({
id = "walking_to_office",
name = "Walking to office",
background_color = Config.colors.dark_grey,
decisions = {
"go_to_home",
"go_to_office",

View File

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

View File

@@ -1,8 +1,18 @@
--- @section Sprite
local _sprites = {}
local _active_sprites = {}
--- Registers a sprite definition.
-- @param sprite_data table A table containing the sprite definition.
--- @within Sprite
--- @param sprite_data table A table containing the sprite definition.
--- @param sprite_data.id string Unique sprite identifier.<br/>
--- @param[opt] sprite_data.s number Sprite index for single-sprite mode.<br/>
--- @param[opt] sprite_data.colorkey number Default color index for transparency.<br/>
--- @param[opt] sprite_data.scale number Default scaling factor.<br/>
--- @param[opt] sprite_data.flip_x number Set to 1 to flip horizontally by default.<br/>
--- @param[opt] sprite_data.flip_y number Set to 1 to flip vertically by default.<br/>
--- @param[opt] sprite_data.rot number Default rotation in degrees.<br/>
--- @param[opt] sprite_data.sprites table Array of sub-sprite tables for composite sprites. Each entry has: `s` (number) sprite index, `x_offset` (number) horizontal offset, `y_offset` (number) vertical offset, and optional `colorkey`, `scale`, `flip_x`, `flip_y`, `rot` overrides.<br/>
function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!")
@@ -15,14 +25,15 @@ function Sprite.register(sprite_data)
end
--- Schedules a sprite for drawing.
-- @param id string The unique identifier of the sprite.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param[opt] colorkey number The color index for transparency.
-- @param[opt] scale number The scaling factor.
-- @param[opt] flip_x number Set to 1 to flip horizontally.
-- @param[opt] flip_y number Set to 1 to flip vertically.
-- @param[opt] rot number The rotation in degrees.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
--- @param x number The x-coordinate.<br/>
--- @param y number The y-coordinate.<br/>
--- @param[opt] colorkey number The color index for transparency.<br/>
--- @param[opt] scale number The scaling factor.<br/>
--- @param[opt] flip_x number Set to 1 to flip horizontally.<br/>
--- @param[opt] flip_y number Set to 1 to flip vertically.<br/>
--- @param[opt] rot number The rotation in degrees.<br/>
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id)
@@ -42,12 +53,14 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
end
--- Hides a displayed sprite.
-- @param id string The unique identifier of the sprite.
--- @within Sprite
--- @param id string The unique identifier of the sprite.<br/>
function Sprite.hide(id)
_active_sprites[id] = nil
end
--- Draws all scheduled sprites.
--- @within Sprite
function Sprite.draw()
for id, params in pairs(_active_sprites) do
local sprite_data = _sprites[id]

166
inc/system/system.focus.lua Normal file
View File

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

View File

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

@@ -1,6 +1,9 @@
--- @section Main
local initialized_game = false
--- Initializes game state.
--- @within Main
--- @return boolean initialized_game True if game has been initialized, false otherwise.
local function init_game()
if initialized_game then return end
Context.reset()
@@ -10,6 +13,7 @@ local function init_game()
end
--- Main game loop (TIC-80 callback).
--- @within Main
function TIC()
init_game()
cls(Config.colors.black)
@@ -20,5 +24,6 @@ function TIC()
Meter.update()
if Context.game_in_progress then
UI.draw_meters()
UI.draw_timer()
end
end

View File

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

View File

@@ -1,34 +1,40 @@
--- @section UI
--- Draws the top bar.
-- @param title string The title text to display.
--- @within UI
--- @param title string The title text to display.<br/>
function UI.draw_top_bar(title)
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
Print.text(title, 3, 2, Config.colors.green)
Print.text(title, 3, 2, Config.colors.light_blue)
end
--- Draws dialog window.
--- @within UI
function UI.draw_dialog()
PopupWindow.draw()
end
--- Draws a menu.
-- @param items table A table of menu items.
-- @param selected_item number The index of the currently selected item.
-- @param x number The x-coordinate for the menu.
-- @param y number The y-coordinate for the menu.
--- @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 y number The y-coordinate for the menu.<br/>
function UI.draw_menu(items, selected_item, x, y)
for i, item in ipairs(items) do
local current_y = y + (i-1)*10
if i == selected_item then
Print.text(">", x - 8, current_y, Config.colors.green)
Print.text(">", x - 8, current_y, Config.colors.light_blue)
end
Print.text(item.label, x, current_y, Config.colors.green)
Print.text(item.label, x, current_y, Config.colors.light_blue)
end
end
--- Updates menu selection.
-- @param items table A table of menu items.
-- @param selected_item number The current index of the selected item.
-- @return number The updated index of the selected item.
--- @within UI
--- @param items table A table of menu items.<br/>
--- @param selected_item number The current index of the selected item.<br/>
--- @return number selected_item The updated index of the selected item.
function UI.update_menu(items, selected_item)
if Input.up() then
Audio.sfx_beep()
@@ -47,9 +53,10 @@ function UI.update_menu(items, selected_item)
end
--- Wraps text.
-- @param text string The text to wrap.
-- @param max_chars_per_line number The maximum characters per line.
-- @return table A table of wrapped lines.
--- @within UI
--- @param text string The text to wrap.<br/>
--- @param max_chars_per_line number The maximum characters per line.<br/>
--- @return result table A table of wrapped lines.
function UI.word_wrap(text, max_chars_per_line)
if text == nil then return {""} end
local lines = {}
@@ -80,14 +87,24 @@ function UI.word_wrap(text, max_chars_per_line)
end
--- Creates a numeric stepper.
-- @param label string The label for the stepper.
-- @param value_getter function Function to get the current value.
-- @param value_setter function Function to set the current value.
-- @param min number The minimum value.
-- @param max number The maximum value.
-- @param step number The step increment.
-- @param[opt] format string The format string for displaying the value.
-- @return table A numeric stepper control definition.
--- @within UI
--- @param label string The label for the stepper.<br/>
--- @param value_getter function Function to get the current value.<br/>
--- @param value_setter function Function to set the current value.<br/>
--- @param min number The minimum value.<br/>
--- @param max number The maximum value.<br/>
--- @param step number The step increment.<br/>
--- @param[opt] format string The format string for displaying the value.<br/>
--- @return result table A numeric stepper control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the stepper.<br/>
--- * get (function) Function to get the current value.<br/>
--- * set (function) Function to set the current value.<br/>
--- * min (number) The minimum value.<br/>
--- * max (number) The maximum value.<br/>
--- * step (number) The step increment.<br/>
--- * format (string) The format string for displaying the value.<br/>
--- * type (string) Control type identifier ("numeric_stepper").<br/>
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
return {
label = label,
@@ -102,9 +119,14 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
end
--- Creates an action item.
-- @param label string The label for the action item.
-- @param action function The function to execute when the item is selected.
-- @return table An action item control definition.
--- @within UI
--- @param label string The label for the action item.<br/>
--- @param action function The function to execute when the item is selected.<br/>
--- @return result table An action item control definition or nil. </br>
--- Fields: </br>
--- * label (string) The label for the action item.<br/>
--- * action (function) The function to execute when the item is selected.<br/>
--- * type (string) Control type identifier ("action_item").<br/>
function UI.create_action_item(label, action)
return {
label = label,
@@ -114,8 +136,9 @@ function UI.create_action_item(label, action)
end
--- Draws decision selector.
-- @param decisions table A table of decision items.
-- @param selected_decision_index number The index of the selected decision.
--- @within UI
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
@@ -123,13 +146,71 @@ 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("<", 2, text_y, Config.colors.light_blue)
Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
end
end
--- Draws the clock timer indicator as a circular progress bar in the top-left area.
--- Color transitions: white (0-50%), yellow (50-75%), red (75-100%).
--- @within UI
function UI.draw_timer()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local m = Context.meters
local cx = 10
local cy = 20
local r_outer = 5
local r_inner = 3
local progress = m.timer_progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.white
elseif progress <= 0.5 then
fg_color = Config.colors.light_blue
elseif progress <= 0.75 then
fg_color = Config.colors.blue
elseif progress <= 1 then
fg_color = Config.colors.red
end
local bg_color = Config.colors.dark_grey
local start_angle = -math.pi * 0.5
local progress_angle = progress * 2 * math.pi
local r_outer_sq = r_outer * r_outer
local r_inner_sq = r_inner * r_inner
for dy = -r_outer, r_outer do
for dx = -r_outer, r_outer do
local dist_sq = dx * dx + dy * dy
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
local angle = math.atan(dy, dx)
local relative = angle - start_angle
if relative < 0 then relative = relative + 2 * math.pi end
if relative <= progress_angle then
pix(cx + dx, cy + dy, fg_color)
else
pix(cx + dx, cy + dy, bg_color)
end
end
end
end
local hand_angle = start_angle + progress_angle
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
line(cx, cy, hand_x, hand_y, Config.colors.white)
end
--- Draws meters.
--- @within UI
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
@@ -163,9 +244,10 @@ function UI.draw_meters()
end
--- Updates decision selector.
-- @param decisions table A table of decision items.
-- @param selected_decision_index number The current index of the selected decision.
-- @return number The updated index of the selected decision.
--- @within UI
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The current index of the selected decision.<br/>
--- @return number selected_decision_index The updated index of the selected decision.
function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()

View File

@@ -1,32 +1,33 @@
--- Utility functions.
Util = {}
--- @section Util
--- Safely wraps an index for an array.
-- @param array table The array to index.
-- @param index number The desired index (can be out of bounds).
-- @return number The wrapped index within the array's bounds.
--- @within Util
--- @param array table The array to index.
--- @param index number The desired index (can be out of bounds).
--- @return number index The wrapped index within the array's bounds.
function Util.safeindex(array, index)
return ((index - 1 + #array) % #array) + 1
end
--- Navigates to a screen by its ID.
-- @param screen_id string The ID of the screen to go to.
--- @within Util
--- @param screen_id string The ID of the screen to go to.<br/>
function Util.go_to_screen_by_id(screen_id)
local screen = Screen.get_by_id(screen_id)
if screen then
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.
-- @param t table The table to check.
-- @param value any The value to look for.
--- Checks if a table contains a specific value.
--- @within Util
--- @param t table The table to check.
--- @param value any The value to look for.<br/>
--- @return boolean true if the value is found, false otherwise.
function Util.contains(t, value)
for i = 1, #t do
if t[i] == value then

View File

@@ -1,3 +1,4 @@
--- @section AudioTestWindow
AudioTestWindow = {
index_menu = 1,
index_func = 1,
@@ -7,9 +8,13 @@ AudioTestWindow = {
}
--- Generates menu items for audio test.
-- @param list_func table List of audio functions.
-- @param index_func number Current index of selected function.
-- @return table Generated menu items.
--- @within AudioTestWindow
--- @param list_func table List of audio functions.<br/>
--- @param index_func number Current index of selected function.<br/>
--- @return result table Generated menu items, an array of menu item tables or nil. </br>
--- Fields: </br>
--- * label (string) Display text for the menu item.<br/>
--- * decision (function) Called when the menu item is selected.<br/>
function AudioTestWindow.generate_menuitems(list_func, index_func)
return {
{
@@ -19,7 +24,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
if current_func then
current_func()
else
trace("Invalid Audio function: " .. list_func[index_menu])
trace("Invalid Audio function: " .. list_func[index_func])
end
end
},
@@ -39,7 +44,8 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
end
--- Generates list of audio functions.
-- @return table A sorted list of audio function names.
--- @within AudioTestWindow
--- @return result table A sorted list of audio function names.
function AudioTestWindow.generate_listfunc()
local result = {}
@@ -55,12 +61,14 @@ function AudioTestWindow.generate_listfunc()
end
--- Navigates back from audio test window.
--- @within AudioTestWindow
function AudioTestWindow.back()
Audio.sfx_deselect()
GameWindow.set_state("menu")
end
--- Initializes audio test window.
--- @within AudioTestWindow
function AudioTestWindow.init()
AudioTestWindow.last_pressed = false
AudioTestWindow.index_menu = 1
@@ -72,12 +80,14 @@ function AudioTestWindow.init()
end
--- Draws audio test window.
--- @within AudioTestWindow
function AudioTestWindow.draw()
UI.draw_top_bar("Audio test")
UI.draw_menu(AudioTestWindow.menuitems, AudioTestWindow.index_menu, 20, 50)
end
--- Updates audio test window logic.
--- @within AudioTestWindow
function AudioTestWindow.update()
if Input.up() then
AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu - 1)

View File

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

View File

@@ -1,21 +1,31 @@
--- @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)
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 #_available_decisions > 0 then
if not Context.stat_screen_active and #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
end
Sprite.draw()
Focus.draw()
screen.draw()
end
--- Updates the game window logic.
--- @within GameWindow
function GameWindow.update()
Focus.update()
if Input.menu_back() then
Context.current_window = "menu"
Window.set_current("menu")
MenuWindow.refresh_menu_items()
return
end
@@ -23,7 +33,7 @@ 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
@@ -31,12 +41,18 @@ function GameWindow.update()
end
end
if Context.stat_screen_active then return end
-- Fetch and filter decisions locally
local all_decisions_for_screen = Decision.get_for_screen(screen)
_available_decisions = Decision.filter_available(all_decisions_for_screen)
if #_available_decisions == 0 then return end
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
@@ -53,10 +69,13 @@ function GameWindow.update()
selected_decision.handle()
end
end
end
--- Sets the active window.
-- @param new_state number The ID of the new active window.
--- @within GameWindow
--- @param new_state string The ID of the new active window.</br>
function GameWindow.set_state(new_state)
Context.current_window = new_state
Window.set_current(new_state)
end

View File

@@ -1,3 +1,4 @@
--- @section IntroWindow
IntroWindow.y = Config.screen.height
IntroWindow.speed = 0.5
IntroWindow.text = [[
@@ -14,12 +15,14 @@ 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)
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
@@ -29,10 +32,10 @@ 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

@@ -1,34 +1,44 @@
--- @section Window
local _windows = {}
--- Registers a window table.
-- @param id string The ID of the window (e.g., "splash", "menu").
-- @param window_table table The actual window module table (e.g., SplashWindow).
--- @within Window
--- @param id string The ID of the window (e.g., "splash", "menu").</br>
--- @param window_table table The actual window module table (e.g., SplashWindow).</br>
function Window.register(id, window_table)
_windows[id] = window_table
end
--- Retrieves a registered window table by its ID.
-- @param id string The ID of the window.
-- @return table The window module table.
--- @within Window
--- @param id string The ID of the window.
--- @return result table The window module table or nil. </br>
--- Fields: </br>
--- * update (function) Called each frame to update window logic.<br/>
--- * draw (function) Called each frame to draw the window.<br/>
function Window.get(id)
return _windows[id]
end
--- Sets the currently active window.
-- @param id string The ID of the window to activate.
--- @within Window
--- @param id string The ID of the window to activate.</br>
function Window.set_current(id)
Context.current_window = id
end
--- Gets the ID of the currently active window.
-- @return string The ID of the active window.
--- This function is used by the main game loop to update and draw the active window.
--- @within Window
--- @return string The ID of the active window.
function Window.get_current_id()
return Context.current_window
end
--- Gets the handler function for the currently active window.
-- This function is used by the main game loop to update and draw the active window.
-- @return function A function that updates and draws the current window.
--- @within Window
--- @return function A function that updates and draws the current window.
function Window.get_current_handler()
local window_table = Window.get(Context.current_window)
if window_table and window_table.update and window_table.draw then

View File

@@ -1,12 +1,15 @@
--- @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)
@@ -20,42 +23,53 @@ 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

@@ -1,13 +1,17 @@
--- @section MinigameDDRWindow
--- Initializes DDR minigame state.
-- @param params table Optional parameters for configuration.
--- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigame.configure_ddr(params)
end
--- Starts the DDR 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.
--- @within MinigameDDRWindow
--- @param return_window string The window ID to return to after the minigame.</br>
--- @param[opt] song_key string The key of the song to play.</br>
--- @param[opt] params table Optional parameters for minigame configuration.</br>
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
Context.minigame_ddr.return_window = return_window or "game"
@@ -25,10 +29,11 @@ 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.
--- @within MinigameDDRWindow
local function spawn_arrow()
local mg = Context.minigame_ddr
local target = mg.target_arrows[math.random(1, 4)]
@@ -40,7 +45,8 @@ local function spawn_arrow()
end
--- Spawns an arrow in a specific direction.
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
--- @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
for _, target in ipairs(mg.target_arrows) do
@@ -56,8 +62,9 @@ local function spawn_arrow_dir(direction)
end
--- Checks if an arrow is hit.
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is hit, false otherwise.
--- @within MinigameDDRWindow
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is hit, false otherwise.
local function check_hit(arrow)
local mg = Context.minigame_ddr
local distance = math.abs(arrow.y - mg.target_y)
@@ -65,18 +72,20 @@ local function check_hit(arrow)
end
--- Checks if an arrow is missed.
-- @param arrow table The arrow data.
-- @return boolean True if the arrow is missed, false otherwise.
--- @within MinigameDDRWindow
--- @param arrow table The arrow data.
--- @return boolean True if the arrow is missed, false otherwise.
local function check_miss(arrow)
local mg = Context.minigame_ddr
return arrow.y > mg.target_y + mg.hit_threshold
end
--- Draws an arrow.
-- @param x number The x-coordinate.
-- @param y number The y-coordinate.
-- @param direction string The direction of the arrow.
-- @param color number The color of the arrow.
--- @within MinigameDDRWindow
--- @param x number The x-coordinate.
--- @param y number The y-coordinate.
--- @param direction string The direction of the arrow.
--- @param color number The color of the arrow.
local function draw_arrow(x, y, direction, color)
local size = 12
local half = size / 2
@@ -96,12 +105,13 @@ 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()
Context.current_window = mg.return_window
Window.set_current(mg.return_window)
return
end
mg.frame_counter = mg.frame_counter + 1
@@ -109,7 +119,7 @@ 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
@@ -189,6 +199,7 @@ function MinigameDDRWindow.update()
end
--- Draws DDR minigame.
--- @within MinigameDDRWindow
function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr
if not mg then
@@ -196,7 +207,7 @@ 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
@@ -208,7 +219,7 @@ function MinigameDDRWindow.draw()
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
if fill_width > 0 then
local bar_color = Config.colors.green
local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then
bar_color = Config.colors.item
elseif mg.bar_fill > 33 then
@@ -221,7 +232,7 @@ function MinigameDDRWindow.draw()
if mg.target_arrows then
for _, target in ipairs(mg.target_arrows) do
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
local color = is_pressed and Config.colors.green or Config.colors.light_grey
local color = is_pressed and Config.colors.light_blue or Config.colors.light_grey
draw_arrow(target.x, mg.target_y, target.dir, color)
end
end
@@ -241,14 +252,14 @@ function MinigameDDRWindow.draw()
"PATTERN MODE - Frame:" .. mg.frame_counter,
Config.screen.width / 2,
debug_y,
Config.colors.green
Config.colors.light_blue
)
if mg.current_song and mg.current_song.pattern then
Print.text_center(
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
Config.screen.width / 2,
debug_y + 10,
Config.colors.green
Config.colors.light_blue
)
end
else

View File

@@ -1,19 +1,28 @@
--- Initializes button mash minigame state.
-- @param params table Optional parameters for configuration.
--- @within MinigameButtonMashWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigame.configure_button_mash(params)
end
--- Starts the button mash minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
--- @within MinigameButtonMashWindow
--- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
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"
local mg = Context.minigame_button_mash
mg.return_window = return_window or "game"
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("minigame_button_mash")
end
--- Updates button mash minigame logic.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash
if Input.select() then
@@ -26,7 +35,8 @@ function MinigameButtonMashWindow.update()
if mg.bar_fill >= mg.max_fill then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return
end
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
@@ -37,20 +47,26 @@ function MinigameButtonMashWindow.update()
if mg.button_pressed_timer > 0 then
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)
end
end
--- Draws button mash minigame.
--- @within MinigameButtonMashWindow
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
if mg.return_window == "game" then
GameWindow.draw()
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
if fill_width > 0 then
local bar_color = Config.colors.green
local bar_color = Config.colors.light_blue
if mg.bar_fill > 66 then
bar_color = Config.colors.item
elseif mg.bar_fill > 33 then
@@ -60,7 +76,7 @@ function MinigameButtonMashWindow.draw()
end
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then
button_color = Config.colors.green
button_color = Config.colors.light_blue
end
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then

View File

@@ -1,19 +1,30 @@
--- @section MinigameRhythmWindow
--- Initializes rhythm minigame state.
-- @param params table Optional parameters for configuration.
--- @within MinigameRhythmWindow
--- @param params table Optional parameters for configuration.<br/>
function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigame.configure_rhythm(params)
end
--- Starts the rhythm minigame.
-- @param return_window number The window ID to return to after the minigame.
-- @param[opt] params table Optional parameters for minigame configuration.
--- @within MinigameRhythmWindow
--- @param return_window string The window ID to return to after the minigame.<br/>
--- @param[opt] params table Optional parameters for minigame configuration.<br/>
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or "game"
Context.current_window = "minigame_rhythm"
local mg = Context.minigame_rhythm
mg.return_window = return_window or "game"
if mg.focus_center_x then
Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
initial_radius = mg.focus_initial_radius
})
end
Window.set_current("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)
@@ -48,28 +59,35 @@ function MinigameRhythmWindow.update()
if mg.score >= mg.max_score then
Meter.on_minigame_complete()
Meter.show()
Context.current_window = mg.return_window
if mg.focus_center_x then Focus.stop() end
Window.set_current(mg.return_window)
return
end
if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1
end
if mg.focus_center_x then
Focus.set_percentage(1 - mg.score / mg.max_score)
end
end
--- Draws rhythm minigame.
--- @within MinigameRhythmWindow
function MinigameRhythmWindow.draw()
local mg = Context.minigame_rhythm
if mg.return_window == "game" then
GameWindow.draw()
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)
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
local target_left = mg.target_center - (mg.target_width / 2)
local target_x = mg.bar_x + (target_left * mg.bar_width)
local target_width_pixels = mg.target_width * mg.bar_width
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
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
@@ -82,7 +100,7 @@ function MinigameRhythmWindow.draw()
)
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then
button_color = Config.colors.green
button_color = Config.colors.light_blue
end
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
if mg.button_pressed_timer > 0 then

View File

@@ -1,3 +1,4 @@
--- @section PopupWindow
local POPUP_X = 40
local POPUP_Y = 40
local POPUP_WIDTH = 160
@@ -5,30 +6,40 @@ 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.
--- @within PopupWindow
--- @param content_strings table A table of strings to display in the popup.</br>
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)
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.green)
rectb(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.light_blue)
local current_y = TEXT_MARGIN_Y
for _, line in ipairs(Context.popup.content) do
@@ -36,6 +47,6 @@ function PopupWindow.draw()
current_y = current_y + LINE_HEIGHT
end
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.green)
Print.text("[A] Close", TEXT_MARGIN_X, POPUP_Y + POPUP_HEIGHT - LINE_HEIGHT - 2, Config.colors.light_blue)
end
end

View File

@@ -1,16 +1,16 @@
--- Draws the splash window.
--- @within SplashWindow
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.
--- @within SplashWindow
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