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3 Commits
feature/ot
...
feature/ld
| Author | SHA1 | Date | |
|---|---|---|---|
| 777c27aa54 | |||
| 297ee8b622 | |||
|
|
7deeffa8d6 |
11
Makefile
11
Makefile
@@ -58,8 +58,8 @@ export: build
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@ls -lh $(PROJECT)-$(VERSION).* $(PROJECT).tic $(PROJECT).html.zip 2>/dev/null || true
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watch:
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make build
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fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do make build; done
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$(MAKE) build
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fswatch -o $(SRC_DIR) $(ORDER) assets | while read; do $(MAKE) build; done
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import_assets: $(OUTPUT)
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@TIC_CMD="load $(OUTPUT) &"; \
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@@ -221,10 +221,3 @@ docs: build
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.PHONY: all build export watch import_assets export_assets clean lint ci-version ci-export ci-upload ci-update install_precommit_hook docs
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#-- <WAVES>
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#-- 000:224578acdeeeeddcba95434567653100
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#-- </WAVES>
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#
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#-- <SFX>
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#-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
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#-- </SFX>
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@@ -3,7 +3,6 @@ init/init.module.lua
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init/init.config.lua
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init/init.minigame.lua
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init/init.meter.lua
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init/init.window.lua
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init/init.context.lua
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system/system.util.lua
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system/system.print.lua
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@@ -1,27 +1,43 @@
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--- @section Audio
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--- Stops current music.
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--- @within Audio
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function Audio.music_stop() music() end
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--- Plays main menu music.
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--- @within Audio
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function Audio.music_play_mainmenu() end
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--- Plays waking up music.
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--- @within Audio
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function Audio.music_play_wakingup() end
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--- Plays room morning music.
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--- @within Audio
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function Audio.music_play_room_morning() end
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--- Plays room street 1 music.
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--- @within Audio
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function Audio.music_play_room_street_1() end
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--- Plays room street 2 music.
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--- @within Audio
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function Audio.music_play_room_street_2() end
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--- Plays room music.
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-- TODO: function name is incomplete, determine the correct room identifier
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--- @within Audio
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function Audio.music_play_room_() end
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--- Plays room work music.
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--- @within Audio
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function Audio.music_play_room_work() end
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--- Plays select sound effect.
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--- @within Audio
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function Audio.sfx_select() sfx(17, 'C-7', 30) end
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--- Plays deselect sound effect.
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--- @within Audio
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function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
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--- Plays beep sound effect.
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--- @within Audio
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function Audio.sfx_beep() sfx(19, 'C-6', 30) end
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--- Plays success sound effect.
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--- @within Audio
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function Audio.sfx_success() sfx(16, 'C-7', 60) end
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--- Plays bloop sound effect.
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--- @within Audio
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function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
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@@ -1,6 +1,7 @@
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--- @section Songs
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-- DDR Arrow Spawn Patterns
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-- Each song defines when arrows should spawn, synced to music beats
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Songs = {
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-- Example song pattern
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test_song = {
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@@ -108,6 +109,7 @@ Songs = {
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}
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--- Converts beats to frames.
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--- @within Songs
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-- @param beat number The beat number.
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-- @param bpm number Beats per minute.
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-- @param[opt] fps number Frames per second (default: 60).
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@@ -120,6 +122,7 @@ function frame_from_beat(beat, bpm, fps)
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end
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--- Converts beat notation to frame pattern.
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--- @within Songs
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-- @param beats table A table of beat data, e.g., {{1, "left"}, {2, "down"}}.
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-- @param bpm number Beats per minute.
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-- @param[opt] fps number Frames per second (default: 60).
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@@ -1,6 +1,8 @@
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--- @section Decision
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local _decisions = {}
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--- Registers a decision definition.
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--- @within Decision
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-- @param decision table The decision data table.
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function Decision.register(decision)
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if not decision or not decision.id then
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@@ -25,19 +27,22 @@ function Decision.register(decision)
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end
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--- Gets a decision by ID.
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--- @within Decision
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-- @param id string The ID of the decision.
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-- @return table The decision table or nil.
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function Decision.get(id)
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function Decision.get_by_id(id)
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return _decisions[id]
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end
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--- Gets all registered decisions.
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--- @within Decision
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-- @return table A table of all registered decisions.
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function Decision.get_all_registered()
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function Decision.get_all()
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return _decisions
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end
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--- Gets decision objects based on a screen's data.
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--- @within Decision
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-- @param screen_data table The data for the screen, containing a 'decisions' field (list of decision IDs).
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-- @return table A table containing decision objects relevant to the screen.
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function Decision.get_for_screen(screen_data)
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@@ -47,7 +52,7 @@ function Decision.get_for_screen(screen_data)
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local screen_decisions = {}
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for _, decision_id in ipairs(screen_data.decisions) do
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local decision = Decision.get(decision_id)
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local decision = Decision.get_by_id(decision_id)
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if decision then
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table.insert(screen_decisions, decision)
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end
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@@ -56,6 +61,7 @@ function Decision.get_for_screen(screen_data)
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end
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--- Filters a list of decision objects based on their condition function.
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--- @within Decision
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-- @param decisions_list table A table of decision objects.
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-- @return table A new table containing only the decisions for which condition() is true.
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function Decision.filter_available(decisions_list)
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@@ -1,5 +1,7 @@
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Config = {}
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--- Return initial data for Config
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--- @within Config
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function Config.initial_data()
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return {
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screen = {
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@@ -24,6 +26,7 @@ function Config.initial_data()
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end
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--- Restores default configuration settings.
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--- @within Config
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function Config.reset()
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local initial = Config.initial_data()
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Config.screen = initial.screen
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@@ -37,12 +40,14 @@ local CONFIG_SPLASH_DURATION_ADDRESS = 3
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local CONFIG_MAGIC_VALUE = 0xDE
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--- Saves the current configuration.
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--- @within Config
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function Config.save()
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mset(CONFIG_MAGIC_VALUE, CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK)
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mset(Config.timing.splash_duration, CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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end
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--- Loads saved configuration.
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--- @within Config
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function Config.load()
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if mget(CONFIG_MAGIC_VALUE_ADDRESS, CONFIG_SAVE_BANK) == CONFIG_MAGIC_VALUE then
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Config.timing.splash_duration = mget(CONFIG_SPLASH_DURATION_ADDRESS, CONFIG_SAVE_BANK)
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@@ -3,9 +3,11 @@ local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
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local SAVE_GAME_MAGIC_VALUE = 0xCA
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--- Global game context.
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--- @section Context
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Context = {}
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--- Gets initial data for Context.
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--- @within Context
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-- @return table Initial context data.
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function Context.initial_data()
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return {
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@@ -28,10 +30,12 @@ function Context.initial_data()
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end
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--- Resets game context to initial state.
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--- @within Context
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function Context.reset()
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local initial_data = Context.initial_data()
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for k in pairs(Context) do
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if type(Context[k]) ~= "function" then Context[k] = nil
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if type(Context[k]) ~= "function" then
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Context[k] = nil
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end
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end
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@@ -41,6 +45,7 @@ function Context.reset()
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end
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--- Starts a new game.
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--- @within Context
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function Context.new_game()
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Context.reset()
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Context.game_in_progress = true
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@@ -49,15 +54,17 @@ function Context.new_game()
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end
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--- Saves the current game state.
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--- @within Context
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function Context.save_game()
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if not Context.game_in_progress then return end
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mset(SAVE_GAME_MAGIC_VALUE, SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK)
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end
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--- Loads a saved game state.
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--- @within Context
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function Context.load_game()
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if mget(SAVE_GAME_MAGIC_VALUE_ADDRESS, SAVE_GAME_BANK) ~= SAVE_GAME_MAGIC_VALUE then
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Context.new_game()
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Context.new_game()
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return
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end
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Context.reset()
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@@ -1,3 +1,4 @@
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--- @section Meter
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local METER_MAX = 1000
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local METER_DEFAULT = 500
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local METER_DECAY_PER_FRAME = 0.02
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@@ -13,6 +14,7 @@ Meter.COLOR_BM = Config.colors.black
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Meter.COLOR_BG = Config.colors.meter_bg
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--- Gets initial meter values.
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--- @within Meter
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-- @return table A table of initial meter values.
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function Meter.get_initial()
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return {
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@@ -26,22 +28,26 @@ function Meter.get_initial()
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end
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--- Hides meters.
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--- @within Meter
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function Meter.hide()
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if Context and Context.meters then Context.meters.hidden = true end
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end
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--- Shows meters.
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--- @within Meter
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function Meter.show()
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if Context and Context.meters then Context.meters.hidden = false end
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end
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--- Gets max meter value.
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--- @within Meter
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-- @return number The maximum meter value.
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function Meter.get_max()
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return METER_MAX
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end
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--- Gets combo multiplier.
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--- @within Meter
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-- @return number The current combo multiplier.
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function Meter.get_combo_multiplier()
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if not Context or not Context.meters then return 1 end
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@@ -51,6 +57,7 @@ function Meter.get_combo_multiplier()
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end
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--- Updates all meters.
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--- @within Meter
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function Meter.update()
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if not Context or not Context.game_in_progress or not Context.meters then return end
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local m = Context.meters
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@@ -67,6 +74,7 @@ function Meter.update()
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end
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--- Adds amount to a meter.
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--- @within Meter
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-- @param key string The meter key (e.g., "wpm", "ism", "bm").
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-- @param amount number The amount to add.
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function Meter.add(key, amount)
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@@ -78,6 +86,7 @@ function Meter.add(key, amount)
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end
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--- Called on minigame completion.
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--- @within Meter
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function Meter.on_minigame_complete()
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local m = Context.meters
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local gain = math.floor(METER_GAIN_PER_CHORE * Meter.get_combo_multiplier())
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@@ -1,7 +1,8 @@
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-- Manages minigame configurations and initial states.
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Minigame = {}
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--- @section Minigame
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--- Applies parameters to defaults.
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--- Applies parameters to defaults
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--- @within Minigame
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-- @param defaults table The default configuration table.
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-- @param params table The parameters to apply.
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-- @return table The updated configuration table.
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@@ -14,6 +15,7 @@ local function apply_params(defaults, params)
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end
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--- Gets default DDR minigame configuration.
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--- @within Minigame
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-- @return table The default DDR minigame configuration.
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function Minigame.get_default_ddr()
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local arrow_size = 12
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@@ -55,6 +57,7 @@ function Minigame.get_default_ddr()
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end
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--- Gets default button mash minigame configuration.
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--- @within Minigame
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-- @return table The default button mash minigame configuration.
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function Minigame.get_default_button_mash()
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return {
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@@ -77,6 +80,7 @@ function Minigame.get_default_button_mash()
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end
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--- Gets default rhythm minigame configuration.
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--- @within Minigame
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-- @return table The default rhythm minigame configuration.
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function Minigame.get_default_rhythm()
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return {
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@@ -106,6 +110,7 @@ function Minigame.get_default_rhythm()
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end
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--- Configures DDR minigame.
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--- @within Minigame
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-- @param params table Optional parameters to override defaults.
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-- @return table The configured DDR minigame state.
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function Minigame.configure_ddr(params)
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@@ -113,6 +118,7 @@ function Minigame.configure_ddr(params)
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end
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--- Configures button mash minigame.
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--- @within Minigame
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-- @param params table Optional parameters to override defaults.
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-- @return table The configured button mash minigame state.
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function Minigame.configure_button_mash(params)
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@@ -120,6 +126,7 @@ function Minigame.configure_button_mash(params)
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end
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--- Configures rhythm minigame.
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--- @within Minigame
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-- @param params table Optional parameters to override defaults.
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-- @return table The configured rhythm minigame state.
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function Minigame.configure_rhythm(params)
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@@ -1,8 +1,11 @@
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-- Manages game maps.
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--- @section Map
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|
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local _maps = {}
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|
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--- Gets all registered maps as an array.
|
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--- @within Map
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-- @return table An array of registered map data.
|
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function Map.get_maps_array()
|
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local maps_array = {}
|
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@@ -13,6 +16,7 @@ function Map.get_maps_array()
|
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end
|
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|
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--- Registers a map definition.
|
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--- @within Map
|
||||
-- @param map_data table The map data table.
|
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function Map.register(map_data)
|
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if _maps[map_data.id] then
|
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@@ -22,6 +26,7 @@ function Map.register(map_data)
|
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end
|
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|
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--- Gets a map by ID.
|
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--- @within Map
|
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-- @param map_id string The ID of the map.
|
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-- @return table The map data table or nil.
|
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function Map.get_by_id(map_id)
|
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@@ -29,6 +34,7 @@ function Map.get_by_id(map_id)
|
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end
|
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|
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--- Draws a map.
|
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--- @within Map
|
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-- @param map_id string The ID of the map to draw.
|
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function Map.draw(map_id)
|
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local map_data = Map.get_by_id(map_id)
|
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|
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@@ -1,6 +1,8 @@
|
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--- @section Screen
|
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local _screens = {}
|
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|
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--- Registers a screen definition.
|
||||
--- @within Screen
|
||||
-- @param screen_data table The screen data table.
|
||||
function Screen.register(screen_data)
|
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if _screens[screen_data.id] then
|
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@@ -19,6 +21,7 @@ function Screen.register(screen_data)
|
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end
|
||||
|
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--- Gets a screen by ID.
|
||||
--- @within Screen
|
||||
-- @param screen_id string The ID of the screen.
|
||||
-- @return table The screen table or nil.
|
||||
function Screen.get_by_id(screen_id)
|
||||
@@ -26,6 +29,7 @@ function Screen.get_by_id(screen_id)
|
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end
|
||||
|
||||
--- Gets all registered screens.
|
||||
--- @within Screen
|
||||
-- @return table A table containing all registered screen data, indexed by their IDs.
|
||||
function Screen.get_all()
|
||||
return _screens
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
--- @section Situation
|
||||
local _situations = {}
|
||||
|
||||
--- Registers a situation definition.
|
||||
--- @within Situation
|
||||
-- @param situation table The situation data table.
|
||||
function Situation.register(situation)
|
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if not situation or not situation.id then
|
||||
@@ -20,6 +22,7 @@ function Situation.register(situation)
|
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end
|
||||
|
||||
--- Gets a situation by ID.
|
||||
--- @within Situation
|
||||
-- @param id string The situation ID.
|
||||
-- @return table The situation table or nil.
|
||||
function Situation.get_by_id(id)
|
||||
@@ -27,6 +30,7 @@ function Situation.get_by_id(id)
|
||||
end
|
||||
|
||||
--- Gets all registered situations, optionally filtered by screen ID.
|
||||
--- @within Situation
|
||||
-- @param screen_id string Optional. If provided, returns situations associated with this screen ID.
|
||||
-- @return table A table containing all registered situation data, indexed by their IDs, or filtered by screen_id.
|
||||
function Situation.get_all(screen_id)
|
||||
@@ -43,6 +47,7 @@ function Situation.get_all(screen_id)
|
||||
end
|
||||
|
||||
--- Applies a situation, checking screen compatibility and returning the new situation ID if successful.
|
||||
--- @within Situation
|
||||
-- @param id string The situation ID to apply.
|
||||
-- @param current_screen_id string The ID of the currently active screen.
|
||||
-- @return string|nil The ID of the applied situation if successful, otherwise nil.
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
--- @section Sprite
|
||||
local _sprites = {}
|
||||
local _active_sprites = {}
|
||||
|
||||
--- Registers a sprite definition.
|
||||
--- @within Sprite
|
||||
-- @param sprite_data table A table containing the sprite definition.
|
||||
function Sprite.register(sprite_data)
|
||||
if not sprite_data or not sprite_data.id then
|
||||
@@ -15,6 +17,7 @@ function Sprite.register(sprite_data)
|
||||
end
|
||||
|
||||
--- Schedules a sprite for drawing.
|
||||
--- @within Sprite
|
||||
-- @param id string The unique identifier of the sprite.
|
||||
-- @param x number The x-coordinate.
|
||||
-- @param y number The y-coordinate.
|
||||
@@ -42,12 +45,14 @@ function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
|
||||
end
|
||||
|
||||
--- Hides a displayed sprite.
|
||||
--- @within Sprite
|
||||
-- @param id string The unique identifier of the sprite.
|
||||
function Sprite.hide(id)
|
||||
_active_sprites[id] = nil
|
||||
end
|
||||
|
||||
--- Draws all scheduled sprites.
|
||||
--- @within Sprite
|
||||
function Sprite.draw()
|
||||
for id, params in pairs(_active_sprites) do
|
||||
local sprite_data = _sprites[id]
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
--- @section Main
|
||||
local initialized_game = false
|
||||
|
||||
--- Initializes game state.
|
||||
--- @within Main
|
||||
local function init_game()
|
||||
if initialized_game then return end
|
||||
Context.reset()
|
||||
@@ -10,6 +12,7 @@ local function init_game()
|
||||
end
|
||||
|
||||
--- Main game loop (TIC-80 callback).
|
||||
--- @within Main
|
||||
function TIC()
|
||||
init_game()
|
||||
cls(Config.colors.black)
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
--- @section Print
|
||||
|
||||
--- Prints text with shadow.
|
||||
--- @within Print
|
||||
-- @param text string The text to print.
|
||||
-- @param x number The x-coordinate.
|
||||
-- @param y number The y-coordinate.
|
||||
@@ -14,6 +17,7 @@ function Print.text(text, x, y, color, fixed, scale)
|
||||
end
|
||||
|
||||
--- Prints centered text with shadow.
|
||||
--- @within Print
|
||||
-- @param text string The text to print.
|
||||
-- @param x number The x-coordinate for centering.
|
||||
-- @param y number The y-coordinate.
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
--- @section UI
|
||||
|
||||
--- Draws the top bar.
|
||||
--- @within UI
|
||||
-- @param title string The title text to display.
|
||||
function UI.draw_top_bar(title)
|
||||
rect(0, 0, Config.screen.width, 10, Config.colors.dark_grey)
|
||||
@@ -6,11 +9,13 @@ function UI.draw_top_bar(title)
|
||||
end
|
||||
|
||||
--- Draws dialog window.
|
||||
--- @within UI
|
||||
function UI.draw_dialog()
|
||||
PopupWindow.draw()
|
||||
end
|
||||
|
||||
--- Draws a menu.
|
||||
--- @within UI
|
||||
-- @param items table A table of menu items.
|
||||
-- @param selected_item number The index of the currently selected item.
|
||||
-- @param x number The x-coordinate for the menu.
|
||||
@@ -26,6 +31,7 @@ function UI.draw_menu(items, selected_item, x, y)
|
||||
end
|
||||
|
||||
--- Updates menu selection.
|
||||
--- @within UI
|
||||
-- @param items table A table of menu items.
|
||||
-- @param selected_item number The current index of the selected item.
|
||||
-- @return number The updated index of the selected item.
|
||||
@@ -47,6 +53,7 @@ function UI.update_menu(items, selected_item)
|
||||
end
|
||||
|
||||
--- Wraps text.
|
||||
--- @within UI
|
||||
-- @param text string The text to wrap.
|
||||
-- @param max_chars_per_line number The maximum characters per line.
|
||||
-- @return table A table of wrapped lines.
|
||||
@@ -80,6 +87,7 @@ function UI.word_wrap(text, max_chars_per_line)
|
||||
end
|
||||
|
||||
--- Creates a numeric stepper.
|
||||
--- @within UI
|
||||
-- @param label string The label for the stepper.
|
||||
-- @param value_getter function Function to get the current value.
|
||||
-- @param value_setter function Function to set the current value.
|
||||
@@ -102,6 +110,7 @@ function UI.create_numeric_stepper(label, value_getter, value_setter, min, max,
|
||||
end
|
||||
|
||||
--- Creates an action item.
|
||||
--- @within UI
|
||||
-- @param label string The label for the action item.
|
||||
-- @param action function The function to execute when the item is selected.
|
||||
-- @return table An action item control definition.
|
||||
@@ -114,6 +123,7 @@ function UI.create_action_item(label, action)
|
||||
end
|
||||
|
||||
--- Draws decision selector.
|
||||
--- @within UI
|
||||
-- @param decisions table A table of decision items.
|
||||
-- @param selected_decision_index number The index of the selected decision.
|
||||
function UI.draw_decision_selector(decisions, selected_decision_index)
|
||||
@@ -123,13 +133,17 @@ 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_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
|
||||
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
|
||||
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
|
||||
@@ -163,6 +177,7 @@ function UI.draw_meters()
|
||||
end
|
||||
|
||||
--- Updates decision selector.
|
||||
--- @within UI
|
||||
-- @param decisions table A table of decision items.
|
||||
-- @param selected_decision_index number The current index of the selected decision.
|
||||
-- @return number The updated index of the selected decision.
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
--- Utility functions.
|
||||
Util = {}
|
||||
|
||||
--- @section Util
|
||||
|
||||
--- Safely wraps an index for an array.
|
||||
--- @within Util
|
||||
-- @param array table The array to index.
|
||||
-- @param index number The desired index (can be out of bounds).
|
||||
-- @return number The wrapped index within the array's bounds.
|
||||
@@ -10,21 +11,20 @@ function Util.safeindex(array, index)
|
||||
end
|
||||
|
||||
--- Navigates to a screen by its ID.
|
||||
--- @within Util
|
||||
-- @param screen_id string The ID of the screen to go to.
|
||||
function Util.go_to_screen_by_id(screen_id)
|
||||
local screen = Screen.get_by_id(screen_id)
|
||||
if screen then
|
||||
Context.game.current_screen = screen_id
|
||||
local all_decisions_for_screen = Decision.get_for_screen(screen)
|
||||
Context.game.decisions = Decision.filter_available(all_decisions_for_screen)
|
||||
Context.game.selected_decision_index = 1
|
||||
screen.init() -- Initialize the new screen
|
||||
screen.init()
|
||||
else
|
||||
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found!"})
|
||||
end
|
||||
end
|
||||
|
||||
-- Checks if a table contains a specific value.
|
||||
--- Checks if a table contains a specific value.
|
||||
--- @within Util
|
||||
-- @param t table The table to check.
|
||||
-- @param value any The value to look for.
|
||||
function Util.contains(t, value)
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
--- @section AudioTestWindow
|
||||
AudioTestWindow = {
|
||||
index_menu = 1,
|
||||
index_func = 1,
|
||||
@@ -7,6 +8,7 @@ AudioTestWindow = {
|
||||
}
|
||||
|
||||
--- Generates menu items for audio test.
|
||||
--- @within AudioTestWindow
|
||||
-- @param list_func table List of audio functions.
|
||||
-- @param index_func number Current index of selected function.
|
||||
-- @return table Generated menu items.
|
||||
@@ -19,7 +21,7 @@ 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
|
||||
},
|
||||
@@ -39,6 +41,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
|
||||
end
|
||||
|
||||
--- Generates list of audio functions.
|
||||
--- @within AudioTestWindow
|
||||
-- @return table A sorted list of audio function names.
|
||||
function AudioTestWindow.generate_listfunc()
|
||||
local result = {}
|
||||
@@ -55,12 +58,14 @@ 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 +77,14 @@ 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)
|
||||
|
||||
@@ -1,27 +1,31 @@
|
||||
--- @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
|
||||
@@ -31,22 +35,23 @@ function ConfigurationWindow.draw()
|
||||
local value = control.get()
|
||||
local label_text = control.label
|
||||
local value_text = string.format(control.format, value)
|
||||
|
||||
local value_x = x_value_right_align - (#value_text * char_width)
|
||||
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
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
--- @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)
|
||||
Map.draw(screen.background)
|
||||
if screen.background then Map.draw(screen.background) end
|
||||
UI.draw_top_bar(screen.name)
|
||||
if #_available_decisions > 0 then
|
||||
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
|
||||
@@ -13,9 +15,10 @@ function GameWindow.draw()
|
||||
end
|
||||
|
||||
--- Updates the game window logic.
|
||||
--- @within GameWindow
|
||||
function GameWindow.update()
|
||||
if Input.menu_back() then
|
||||
Context.current_window = "menu"
|
||||
Window.set_current("menu")
|
||||
MenuWindow.refresh_menu_items()
|
||||
return
|
||||
end
|
||||
@@ -23,7 +26,7 @@ function GameWindow.update()
|
||||
local screen = Screen.get_by_id(Context.game.current_screen)
|
||||
screen.update()
|
||||
|
||||
-- Handle situations (Context.game.current_situation is still present)
|
||||
-- Handle current situation updates
|
||||
if Context.game.current_situation then
|
||||
local current_situation_obj = Situation.get_by_id(Context.game.current_situation)
|
||||
if current_situation_obj and current_situation_obj.update then
|
||||
@@ -37,6 +40,10 @@ function GameWindow.update()
|
||||
|
||||
if #_available_decisions == 0 then return end
|
||||
|
||||
if _selected_decision_index > #_available_decisions then
|
||||
_selected_decision_index = 1
|
||||
end
|
||||
|
||||
local new_selected_decision_index = UI.update_decision_selector(
|
||||
_available_decisions,
|
||||
_selected_decision_index
|
||||
@@ -56,7 +63,8 @@ function GameWindow.update()
|
||||
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.
|
||||
function GameWindow.set_state(new_state)
|
||||
Context.current_window = new_state
|
||||
Window.set_current(new_state)
|
||||
end
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
--- @section IntroWindow
|
||||
IntroWindow.y = Config.screen.height
|
||||
IntroWindow.speed = 0.5
|
||||
IntroWindow.text = [[
|
||||
@@ -14,25 +15,27 @@ on than meets the eye.
|
||||
]]
|
||||
|
||||
--- Draws the intro window.
|
||||
--- @within IntroWindow
|
||||
function IntroWindow.draw()
|
||||
local x = (Config.screen.width - 132) / 2
|
||||
Print.text(IntroWindow.text, x, IntroWindow.y, Config.colors.green)
|
||||
end
|
||||
|
||||
--- Updates the intro window logic.
|
||||
--- @within IntroWindow
|
||||
function IntroWindow.update()
|
||||
IntroWindow.y = IntroWindow.y - IntroWindow.speed
|
||||
|
||||
local lines = 1
|
||||
local lines = 1
|
||||
for _ in string.gmatch(IntroWindow.text, "\n") do
|
||||
lines = lines + 1
|
||||
end
|
||||
|
||||
if IntroWindow.y < -lines * 8 then
|
||||
GameWindow.set_state("menu")
|
||||
if IntroWindow.y < -lines * 8 then
|
||||
Window.set_current("menu")
|
||||
end
|
||||
|
||||
if Input.menu_confirm() then
|
||||
GameWindow.set_state("menu")
|
||||
if Input.menu_confirm() then
|
||||
Window.set_current("menu")
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
--- @section Window
|
||||
local _windows = {}
|
||||
|
||||
--- Registers a window table.
|
||||
--- @within Window
|
||||
-- @param id string The ID of the window (e.g., "splash", "menu").
|
||||
-- @param window_table table The actual window module table (e.g., SplashWindow).
|
||||
function Window.register(id, window_table)
|
||||
@@ -8,6 +10,7 @@ function Window.register(id, window_table)
|
||||
end
|
||||
|
||||
--- Retrieves a registered window table by its ID.
|
||||
--- @within Window
|
||||
-- @param id string The ID of the window.
|
||||
-- @return table The window module table.
|
||||
function Window.get(id)
|
||||
@@ -15,12 +18,14 @@ function Window.get(id)
|
||||
end
|
||||
|
||||
--- Sets the currently active window.
|
||||
--- @within Window
|
||||
-- @param id string The ID of the window to activate.
|
||||
function Window.set_current(id)
|
||||
Context.current_window = id
|
||||
end
|
||||
|
||||
--- Gets the ID of the currently active window.
|
||||
--- @within Window
|
||||
-- @return string The ID of the active window.
|
||||
function Window.get_current_id()
|
||||
return Context.current_window
|
||||
@@ -28,6 +33,7 @@ end
|
||||
|
||||
--- Gets the handler function for the currently active window.
|
||||
-- This function is used by the main game loop to update and draw the active window.
|
||||
--- @within Window
|
||||
-- @return function A function that updates and draws the current window.
|
||||
function Window.get_current_handler()
|
||||
local window_table = Window.get(Context.current_window)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
--- @section MinigameDDRWindow
|
||||
|
||||
--- Initializes DDR minigame state.
|
||||
--- @within MinigameDDRWindow
|
||||
-- @param params table Optional parameters for configuration.
|
||||
function MinigameDDRWindow.init(params)
|
||||
Context.minigame_ddr = Minigame.configure_ddr(params)
|
||||
end
|
||||
|
||||
--- Starts the DDR minigame.
|
||||
-- @param return_window number The window ID to return to after the minigame.
|
||||
--- @within MinigameDDRWindow
|
||||
-- @param return_window string The window ID to return to after the minigame.
|
||||
-- @param[opt] song_key string The key of the song to play.
|
||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
||||
function MinigameDDRWindow.start(return_window, song_key, params)
|
||||
@@ -25,10 +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)]
|
||||
@@ -40,6 +45,7 @@ local function spawn_arrow()
|
||||
end
|
||||
|
||||
--- Spawns an arrow in a specific direction.
|
||||
--- @within MinigameDDRWindow
|
||||
-- @param direction string The direction of the arrow ("left", "down", "up", "right").
|
||||
local function spawn_arrow_dir(direction)
|
||||
local mg = Context.minigame_ddr
|
||||
@@ -56,6 +62,7 @@ local function spawn_arrow_dir(direction)
|
||||
end
|
||||
|
||||
--- Checks if an arrow is hit.
|
||||
--- @within MinigameDDRWindow
|
||||
-- @param arrow table The arrow data.
|
||||
-- @return boolean True if the arrow is hit, false otherwise.
|
||||
local function check_hit(arrow)
|
||||
@@ -65,6 +72,7 @@ local function check_hit(arrow)
|
||||
end
|
||||
|
||||
--- Checks if an arrow is missed.
|
||||
--- @within MinigameDDRWindow
|
||||
-- @param arrow table The arrow data.
|
||||
-- @return boolean True if the arrow is missed, false otherwise.
|
||||
local function check_miss(arrow)
|
||||
@@ -73,6 +81,7 @@ local function check_miss(arrow)
|
||||
end
|
||||
|
||||
--- Draws an arrow.
|
||||
--- @within MinigameDDRWindow
|
||||
-- @param x number The x-coordinate.
|
||||
-- @param y number The y-coordinate.
|
||||
-- @param direction string The direction of the arrow.
|
||||
@@ -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
|
||||
|
||||
@@ -1,19 +1,24 @@
|
||||
--- @section MinigameButtonMashWindow
|
||||
|
||||
--- Initializes button mash minigame state.
|
||||
--- @within MinigameButtonMashWindow
|
||||
-- @param params table Optional parameters for configuration.
|
||||
function MinigameButtonMashWindow.init(params)
|
||||
Context.minigame_button_mash = Minigame.configure_button_mash(params)
|
||||
end
|
||||
|
||||
--- Starts the button mash minigame.
|
||||
-- @param return_window number The window ID to return to after the minigame.
|
||||
--- @within MinigameButtonMashWindow
|
||||
-- @param return_window string The window ID to return to after the minigame.
|
||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
||||
function MinigameButtonMashWindow.start(return_window, params)
|
||||
MinigameButtonMashWindow.init(params)
|
||||
Context.minigame_button_mash.return_window = return_window or "game"
|
||||
Context.current_window = "minigame_button_mash"
|
||||
Window.set_current("minigame_button_mash")
|
||||
end
|
||||
|
||||
--- Updates button mash minigame logic.
|
||||
--- @within MinigameButtonMashWindow
|
||||
function MinigameButtonMashWindow.update()
|
||||
local mg = Context.minigame_button_mash
|
||||
if Input.select() then
|
||||
@@ -26,7 +31,7 @@ function MinigameButtonMashWindow.update()
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Context.current_window = mg.return_window
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||
@@ -40,6 +45,7 @@ function MinigameButtonMashWindow.update()
|
||||
end
|
||||
|
||||
--- Draws button mash minigame.
|
||||
--- @within MinigameButtonMashWindow
|
||||
function MinigameButtonMashWindow.draw()
|
||||
local mg = Context.minigame_button_mash
|
||||
if mg.return_window == "game" then
|
||||
|
||||
@@ -1,19 +1,24 @@
|
||||
--- @section MinigameRhythmWindow
|
||||
|
||||
--- Initializes rhythm minigame state.
|
||||
--- @within MinigameRhythmWindow
|
||||
-- @param params table Optional parameters for configuration.
|
||||
function MinigameRhythmWindow.init(params)
|
||||
Context.minigame_rhythm = Minigame.configure_rhythm(params)
|
||||
end
|
||||
|
||||
--- Starts the rhythm minigame.
|
||||
-- @param return_window number The window ID to return to after the minigame.
|
||||
--- @within MinigameRhythmWindow
|
||||
-- @param return_window string The window ID to return to after the minigame.
|
||||
-- @param[opt] params table Optional parameters for minigame configuration.
|
||||
function MinigameRhythmWindow.start(return_window, params)
|
||||
MinigameRhythmWindow.init(params)
|
||||
Context.minigame_rhythm.return_window = return_window or "game"
|
||||
Context.current_window = "minigame_rhythm"
|
||||
Window.set_current("minigame_rhythm")
|
||||
end
|
||||
|
||||
--- Updates rhythm minigame logic.
|
||||
--- @within MinigameRhythmWindow
|
||||
function MinigameRhythmWindow.update()
|
||||
local mg = Context.minigame_rhythm
|
||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||
@@ -48,7 +53,7 @@ function MinigameRhythmWindow.update()
|
||||
if mg.score >= mg.max_score then
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Context.current_window = mg.return_window
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
if mg.button_pressed_timer > 0 then
|
||||
@@ -57,6 +62,7 @@ function MinigameRhythmWindow.update()
|
||||
end
|
||||
|
||||
--- Draws rhythm minigame.
|
||||
--- @within MinigameRhythmWindow
|
||||
function MinigameRhythmWindow.draw()
|
||||
local mg = Context.minigame_rhythm
|
||||
if mg.return_window == "game" then
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
--- @section PopupWindow
|
||||
local POPUP_X = 40
|
||||
local POPUP_Y = 40
|
||||
local POPUP_WIDTH = 160
|
||||
@@ -5,26 +6,36 @@ local POPUP_HEIGHT = 80
|
||||
local TEXT_MARGIN_X = POPUP_X + 10
|
||||
local TEXT_MARGIN_Y = POPUP_Y + 10
|
||||
local LINE_HEIGHT = 8
|
||||
|
||||
--- Displays a popup window.
|
||||
--- @within PopupWindow
|
||||
-- @param content_strings table A table of strings to display in the popup.
|
||||
function PopupWindow.show(content_strings)
|
||||
Context.popup.show = true
|
||||
Context.popup.content = content_strings or {} GameWindow.set_state("popup") end
|
||||
Context.popup.content = content_strings or {}
|
||||
GameWindow.set_state("popup")
|
||||
end
|
||||
|
||||
--- Hides the popup window.
|
||||
--- @within PopupWindow
|
||||
function PopupWindow.hide()
|
||||
Context.popup.show = false
|
||||
Context.popup.content = {} GameWindow.set_state("game") end
|
||||
Context.popup.content = {}
|
||||
GameWindow.set_state("game")
|
||||
end
|
||||
|
||||
--- Updates popup window logic.
|
||||
--- @within PopupWindow
|
||||
function PopupWindow.update()
|
||||
if Context.popup.show then
|
||||
if Input.menu_confirm() or Input.menu_back() then PopupWindow.hide()
|
||||
if Input.menu_confirm() or Input.menu_back() then
|
||||
PopupWindow.hide()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws the popup window.
|
||||
--- @within PopupWindow
|
||||
function PopupWindow.draw()
|
||||
if Context.popup.show then
|
||||
rect(POPUP_X, POPUP_Y, POPUP_WIDTH, POPUP_HEIGHT, Config.colors.black)
|
||||
@@ -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.green)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
--- @section SplashWindow
|
||||
|
||||
--- 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
|
||||
|
||||
Reference in New Issue
Block a user