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Author SHA1 Message Date
aa7d0e902d color fix
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2026-03-03 20:36:42 +01:00
cb19251556 Meter.draw
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2026-03-03 20:32:08 +01:00
83f801210e Decision.update & draw
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2026-03-03 20:23:56 +01:00
a732b5cbfa logic layer
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2026-03-03 20:14:57 +01:00
c39e0ece35 move meter to system (temporary)
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2026-03-03 20:05:49 +01:00
03b6567c08 Timer and Day modules
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2026-03-03 19:51:22 +01:00
41eea638c0 Merge pull request 'Add the office background.' (#25) from feature/task22_programming_office into master
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Reviewed-on: #25
2026-03-01 09:52:03 +00:00
67de284598 Add the office background.
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2026-03-01 10:51:35 +01:00
8a7fa96bcd Merge pull request 'Add the street background.' (#24) from feature/task46_programming_street into master
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Reviewed-on: #24
2026-03-01 09:39:19 +00:00
6a3ef5d81e Add the street background.
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2026-03-01 10:36:44 +01:00
c334f644de Merge pull request 'feature/task21_programming_home' (#23) from feature/task21_programming_home into master
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Reviewed-on: #23
2026-03-01 08:18:15 +00:00
7cc886623b Add the tiles, sprites and map to meta.assets.
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2026-03-01 09:07:13 +01:00
8ac5c5c3d9 Correct the palette of the characters and sprites. 2026-03-01 09:06:33 +01:00
43e943278b Add the assets of the characters and background.
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2026-03-01 07:52:49 +01:00
47efe91f58 Merge pull request 'cicd improvements' (#22) from feature/pipeline-improvements into master
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Reviewed-on: #22
2026-02-27 14:54:39 +00:00
30 changed files with 549 additions and 527 deletions

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@@ -3,6 +3,8 @@
globals = { globals = {
"Focus", "Focus",
"Day",
"Timer",
"Util", "Util",
"Decision", "Decision",
"Situation", "Situation",

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@@ -0,0 +1 @@
0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa

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@@ -2,12 +2,14 @@ meta/meta.header.lua
init/init.module.lua init/init.module.lua
init/init.config.lua init/init.config.lua
init/init.minigame.lua init/init.minigame.lua
init/init.meter.lua
init/init.context.lua init/init.context.lua
system/system.util.lua system/system.util.lua
system/system.print.lua system/system.print.lua
system/system.input.lua system/system.input.lua
system/system.focus.lua logic/logic.meter.lua
logic/logic.focus.lua
logic/logic.day.lua
logic/logic.timer.lua
system/system.ui.lua system/system.ui.lua
audio/audio.manager.lua audio/audio.manager.lua
audio/audio.songs.lua audio/audio.songs.lua
@@ -27,6 +29,8 @@ decision/decision.play_rhythm.lua
decision/decision.play_ddr.lua decision/decision.play_ddr.lua
map/map.manager.lua map/map.manager.lua
map/map.bedroom.lua map/map.bedroom.lua
map/map.street.lua
map/map.office.lua
screen/screen.manager.lua screen/screen.manager.lua
screen/screen.home.lua screen/screen.home.lua
screen/screen.toilet.lua screen/screen.toilet.lua

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@@ -19,7 +19,6 @@ function Audio.music_play_room_street_1() end
--- @within Audio --- @within Audio
function Audio.music_play_room_street_2() end function Audio.music_play_room_street_2() end
--- Plays room music. --- Plays room music.
-- TODO: function name is incomplete, determine the correct room identifier
--- @within Audio --- @within Audio
function Audio.music_play_room_() end function Audio.music_play_room_() end
--- Plays room work music. --- Plays room work music.

View File

@@ -98,3 +98,39 @@ function Decision.filter_available(decisions_list)
end end
return available return available
end end
--- Draws decision selector.
--- @within Decision
--- @param decisions table A table of decision items.<br/>
--- @param selected_decision_index number The index of the selected decision.<br/>
function Decision.draw(decisions, selected_decision_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
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.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
--- Updates decision selector.
--- @within Decision
--- @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 Decision.update(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
return selected_decision_index
end

View File

@@ -9,15 +9,15 @@ function Config.initial_data()
height = 136 height = 136
}, },
colors = { colors = {
black = 2, black = 0,
light_grey = 13, light_grey = 2,
dark_grey = 14, dark_grey = 1,
red = 0, red = 13,
light_blue = 7, light_blue = 9,
blue = 9, blue = 3,
white = 12, white = 4,
item = 12, item = 7,
meter_bg = 12 meter_bg = 1
}, },
timing = { timing = {
splash_duration = 120 splash_duration = 120

View File

@@ -34,10 +34,12 @@ function Context.initial_data()
minigame_button_mash = Minigame.get_default_button_mash(), minigame_button_mash = Minigame.get_default_button_mash(),
minigame_rhythm = Minigame.get_default_rhythm(), minigame_rhythm = Minigame.get_default_rhythm(),
meters = Meter.get_initial(), meters = Meter.get_initial(),
timer = Timer.get_initial(),
game = { game = {
current_screen = "home", current_screen = "home",
current_situation = nil, current_situation = nil,
} },
day_count = 1,
} }
end end

View File

@@ -12,3 +12,5 @@ Input = {}
Sprite = {} Sprite = {}
Audio = {} Audio = {}
Focus = {} Focus = {}
Day = {}
Timer = {}

18
inc/logic/logic.day.lua Normal file
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@@ -0,0 +1,18 @@
local _day_increase_handlers = {}
function Day.increase()
Context.day_count = Context.day_count + 1
for _, handler in ipairs(_day_increase_handlers) do
handler()
end
end
function Day.register_handler(handler)
table.insert(_day_increase_handlers, handler)
end
Day.register_handler(function()
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_DAY)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
end)

View File

@@ -2,34 +2,17 @@
local METER_MAX = 1000 local METER_MAX = 1000
local METER_DEFAULT = 500 local METER_DEFAULT = 500
local METER_GAIN_PER_CHORE = 100 local METER_GAIN_PER_CHORE = 100
local METER_DECAY_PER_DAY = 20
local COMBO_BASE_BONUS = 0.02 local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16 local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600 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. -- Internal meters for tracking game progress and player stats.
Meter.COLOR_ISM = Config.colors.red Meter.COLOR_ISM = Config.colors.red
Meter.COLOR_WPM = Config.colors.blue Meter.COLOR_WPM = Config.colors.blue
Meter.COLOR_BM = Config.colors.black Meter.COLOR_BM = Config.colors.black
Meter.COLOR_BG = Config.colors.meter_bg 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. --- Gets initial meter values.
--- @within Meter --- @within Meter
--- @return result table Initial meter values. </br> --- @return result table Initial meter values. </br>
@@ -39,8 +22,7 @@ end
--- * bm (number) Initial BM meter value.<br/> --- * bm (number) Initial BM meter value.<br/>
--- * combo (number) Current combo count.<br/> --- * combo (number) Current combo count.<br/>
--- * combo_timer (number) Frames since last combo action.<br/> --- * combo_timer (number) Frames since last combo action.<br/>
--- * hidden (boolean) Whether meters are hidden.<br/> --- * hidden (boolean) Whether meters are hidden.
--- * timer_progress (number) Clock timer revolution progress (0 to 1).
function Meter.get_initial() function Meter.get_initial()
return { return {
ism = METER_DEFAULT, ism = METER_DEFAULT,
@@ -49,7 +31,6 @@ function Meter.get_initial()
combo = 0, combo = 0,
combo_timer = 0, combo_timer = 0,
hidden = false, hidden = false,
timer_progress = 0,
} }
end end
@@ -72,6 +53,20 @@ function Meter.get_max()
return METER_MAX return METER_MAX
end end
--- Sets the decay amount applied to all meters per day.
--- @within Meter
--- @param amount number Amount to subtract from each meter.
function Meter.set_decay(amount)
METER_DECAY_PER_DAY = amount
end
--- Gets the meter decay as a percentage of the max meter value.
--- @within Meter
--- @return number The decay percentage per day.
function Meter.get_decay_percentage()
return math.floor(METER_DECAY_PER_DAY / METER_MAX * 100)
end
--- Gets combo multiplier. --- Gets combo multiplier.
--- @within Meter --- @within Meter
--- @return number The current combo multiplier. --- @return number The current combo multiplier.
@@ -96,13 +91,6 @@ function Meter.update()
m.combo_timer = 0 m.combo_timer = 0
end end
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
end end
@@ -118,13 +106,6 @@ function Meter.add(key, amount)
end end
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. --- Called on minigame completion.
--- @within Meter --- @within Meter
function Meter.on_minigame_complete() function Meter.on_minigame_complete()
@@ -136,3 +117,37 @@ function Meter.on_minigame_complete()
m.combo = m.combo + 1 m.combo = m.combo + 1
m.combo_timer = 0 m.combo_timer = 0
end end
--- Draws meters.
--- @within Meter
function Meter.draw()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * 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, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
end

88
inc/logic/logic.timer.lua Normal file
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@@ -0,0 +1,88 @@
--- @section Timer
local timer_duration = 1800
--- Gets initial timer values.
--- @within Timer
--- @return result table Initial timer values. </br>
--- Fields: </br>
--- * progress (number) Clock timer revolution progress (0 to 1).
function Timer.get_initial()
return {
progress = 0,
}
end
--- Sets the number of frames for one full timer revolution.
--- @within Timer
--- @param frames number Frames per revolution.
function Timer.set_duration(frames)
timer_duration = frames
end
--- Updates the timer and handles revolution events.
--- @within Timer
function Timer.update()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
local t = Context.timer
local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
if not in_minigame then
t.progress = t.progress + (1 / timer_duration)
if t.progress >= 1 then
Day.increase()
t.progress = t.progress - 1
end
end
end
--- Draws the clock timer indicator as a circular progress bar.
--- @within Timer
function Timer.draw()
if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
if Context.meters.hidden and not Context.stat_screen_active then return end
local cx = 10
local cy = 20
local r_outer = 5
local r_inner = 3
local progress = Context.timer.progress
local fg_color
if progress <= 0.25 then
fg_color = Config.colors.white
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

9
inc/map/map.office.lua Normal file
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@@ -0,0 +1,9 @@
Map.register({
id = "office",
from_x = 60,
from_y = 0,
width = 30,
height = 17,
to_x = 0,
to_y = 0,
})

9
inc/map/map.street.lua Normal file
View File

@@ -0,0 +1,9 @@
Map.register({
id = "street",
from_x = 30,
from_y = 0,
width = 30,
height = 17,
to_x = 0,
to_y = 0,
})

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@@ -1,7 +1,298 @@
--luacheck: ignore max_line_length
-- <PALETTE> -- <PALETTE>
-- 000:ab53375f574f0101017f2553c3c3c71d2b53fff1e929adff83779d3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- 000:0404005f574fc2c3c71d2b53fff1e8ab52367e2553ffa30000875129adff83769c00e436fa77a8ff004dc3c3c7ffccaa
-- </PALETTE> -- </PALETTE>
-- <TILES>
-- 000:00000000c666666006606060c636366006606060c606366006666660c0000000
-- 001:0000000006666666060600600666666606000600066666660633633300000000
-- 002:0000000066666666006000066666666660060006666666666333363300000000
-- 004:1111111111111111111111111111111111111111111111111111111111111111
-- 005:1111111111111111111111111111111111111111111111111111111100000000
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-- </TILES>
-- <SPRITES>
-- 002:00000000000000000000444400044444000444440044ffff004fffff004f3333
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-- </SPRITES>
-- <MAP>
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-- </MAP>
-- <SFX> -- <SFX>
-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900 -- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
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@@ -34,280 +325,3 @@
-- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f -- 008:0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f
-- 009:fff000fff000fff000fff000fff000ff -- 009:fff000fff000fff000fff000fff000ff
-- </WAVES> -- </WAVES>
-- <TILES>
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-- <MAP>
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-- </MAP>

View File

@@ -5,5 +5,5 @@ Screen.register({
"go_to_toilet", "go_to_toilet",
"go_to_walking_to_office", "go_to_walking_to_office",
}, },
background = "bedroom", background = "bedroom"
}) })

View File

@@ -1,7 +1,6 @@
Screen.register({ Screen.register({
id = "office", id = "office",
name = "Office", name = "Office",
background_color = Config.colors.dark_grey,
decisions = { decisions = {
"play_button_mash", "play_button_mash",
"play_rhythm", "play_rhythm",
@@ -12,4 +11,5 @@ Screen.register({
situations = { situations = {
"drink_coffee", "drink_coffee",
}, },
background = "office"
}) })

View File

@@ -30,8 +30,7 @@ Screen.register({
local bar_x = math.floor((sw - bar_w) / 2) local bar_x = math.floor((sw - bar_w) / 2)
local bar_h = 4 local bar_h = 4
-- TODO: Add day counter Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white)
Print.text_center("day 1", cx, 10, Config.colors.white)
local narrative = "reflecting on my past and present\n...\nboth eventually flushed." local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
local wrapped = UI.word_wrap(narrative, 38) local wrapped = UI.word_wrap(narrative, 38)
@@ -43,7 +42,7 @@ Screen.register({
local m = Context.meters local m = Context.meters
local max_val = Meter.get_max() local max_val = Meter.get_max()
local decay_pct = Meter.get_timer_decay_percentage() local decay_pct = Meter.get_decay_percentage()
local decay_text = string.format("-%d%%", decay_pct) local decay_text = string.format("-%d%%", decay_pct)
local combo_mult = Meter.get_combo_multiplier() local combo_mult = Meter.get_combo_multiplier()
local combo_pct = math.floor((combo_mult - 1) * 100) local combo_pct = math.floor((combo_mult - 1) * 100)

View File

@@ -1,9 +1,9 @@
Screen.register({ Screen.register({
id = "walking_to_home", id = "walking_to_home",
name = "Walking to home", name = "Walking to home",
background_color = Config.colors.dark_grey,
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",
} },
background = "street"
}) })

View File

@@ -1,9 +1,9 @@
Screen.register({ Screen.register({
id = "walking_to_office", id = "walking_to_office",
name = "Walking to office", name = "Walking to office",
background_color = Config.colors.dark_grey,
decisions = { decisions = {
"go_to_home", "go_to_home",
"go_to_office", "go_to_office",
} },
background = "street"
}) })

View File

@@ -22,8 +22,9 @@ function TIC()
handler() handler()
end end
Meter.update() Meter.update()
Timer.update()
if Context.game_in_progress then if Context.game_in_progress then
UI.draw_meters() Meter.draw()
UI.draw_timer() Timer.draw()
end end
end end

View File

@@ -8,12 +8,6 @@ function UI.draw_top_bar(title)
Print.text(title, 3, 2, Config.colors.light_blue) Print.text(title, 3, 2, Config.colors.light_blue)
end end
--- Draws dialog window.
--- @within UI
function UI.draw_dialog()
PopupWindow.draw()
end
--- Draws a menu. --- Draws a menu.
--- @within UI --- @within UI
--- @param items table A table of menu items.<br/> --- @param items table A table of menu items.<br/>
@@ -85,176 +79,3 @@ function UI.word_wrap(text, max_chars_per_line)
end end
return lines return lines
end end
--- Creates a numeric stepper.
--- @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,
get = value_getter,
set = value_setter,
min = min,
max = max,
step = step,
format = format or "%.1f",
type = "numeric_stepper"
}
end
--- Creates an action item.
--- @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,
action = action,
type = "action_item"
}
end
--- Draws decision selector.
--- @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
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label
local text_width = #decision_label * 4
local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.light_blue)
Print.text(decision_label, text_x, text_y, Config.colors.item)
Print.text(">", 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
local m = Context.meters
local max = Meter.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * 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, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
end
--- Updates decision selector.
--- @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()
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
return selected_decision_index
end

View File

@@ -8,14 +8,16 @@ ConfigurationWindow = {
--- @within ConfigurationWindow --- @within ConfigurationWindow
function ConfigurationWindow.init() function ConfigurationWindow.init()
ConfigurationWindow.controls = { ConfigurationWindow.controls = {
UI.create_action_item( {
"Save", label = "Save",
function() Config.save() end action = function() Config.save() end,
), type = "action_item"
UI.create_action_item( },
"Restore Defaults", {
function() Config.reset() end label = "Restore Defaults",
), action = function() Config.reset() end,
type = "action_item"
},
} }
end end

View File

@@ -13,7 +13,7 @@ function GameWindow.draw()
end end
UI.draw_top_bar(screen.name) UI.draw_top_bar(screen.name)
if not Context.stat_screen_active and #_available_decisions > 0 then if not Context.stat_screen_active and #_available_decisions > 0 then
UI.draw_decision_selector(_available_decisions, _selected_decision_index) Decision.draw(_available_decisions, _selected_decision_index)
end end
Sprite.draw() Sprite.draw()
Focus.draw() Focus.draw()
@@ -53,7 +53,7 @@ function GameWindow.update()
_selected_decision_index = 1 _selected_decision_index = 1
end end
local new_selected_decision_index = UI.update_decision_selector( local new_selected_decision_index = Decision.update(
_available_decisions, _available_decisions,
_selected_decision_index _selected_decision_index
) )